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fix broken SOLID_CORPSE collisions
[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 "csprogs.h"
27 #include "r_shadow.h"
28 #include "libcurl.h"
29
30 // we need to declare some mouse variables here, because the menu system
31 // references them even when on a unix system.
32
33 cvar_t csqc_progname = {0, "csqc_progname","csprogs.dat","name of csprogs.dat file to load"};   //[515]: csqc crc check and right csprogs name according to progs.dat
34 cvar_t csqc_progcrc = {CVAR_READONLY, "csqc_progcrc","-1","CRC of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1"};
35 cvar_t csqc_progsize = {CVAR_READONLY, "csqc_progsize","-1","file size of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1"};
36
37 cvar_t cl_shownet = {0, "cl_shownet","0","1 = print packet size, 2 = print packet message list"};
38 cvar_t cl_nolerp = {0, "cl_nolerp", "0","network update smoothing"};
39
40 cvar_t cl_itembobheight = {0, "cl_itembobheight", "0","how much items bob up and down (try 8)"};
41 cvar_t cl_itembobspeed = {0, "cl_itembobspeed", "0.5","how frequently items bob up and down"};
42
43 cvar_t lookspring = {CVAR_SAVE, "lookspring","0","returns pitch to level with the floor when no longer holding a pitch key"};
44 cvar_t lookstrafe = {CVAR_SAVE, "lookstrafe","0","move instead of turning"};
45 cvar_t sensitivity = {CVAR_SAVE, "sensitivity","3","mouse speed multiplier"};
46
47 cvar_t m_pitch = {CVAR_SAVE, "m_pitch","0.022","mouse pitch speed multiplier"};
48 cvar_t m_yaw = {CVAR_SAVE, "m_yaw","0.022","mouse yaw speed multiplier"};
49 cvar_t m_forward = {CVAR_SAVE, "m_forward","1","mouse forward speed multiplier"};
50 cvar_t m_side = {CVAR_SAVE, "m_side","0.8","mouse side speed multiplier"};
51
52 cvar_t freelook = {CVAR_SAVE, "freelook", "1","mouse controls pitch instead of forward/back"};
53
54 #ifdef AUTODEMO_BROKEN
55 cvar_t cl_autodemo = {0, "cl_autodemo", "0", "records every game played, using the date/time and map name to name the demo file" };
56 cvar_t cl_autodemo_nameformat = {0, "cl_autodemo_nameformat", "%Y-%m-%d_%H-%M", "The format of the cl_autodemo filename, followed by the map name" };
57 #endif
58
59 cvar_t r_draweffects = {0, "r_draweffects", "1","renders temporary sprite effects"};
60
61 cvar_t cl_explosions_alpha_start = {CVAR_SAVE, "cl_explosions_alpha_start", "1.5","starting alpha of an explosion shell"};
62 cvar_t cl_explosions_alpha_end = {CVAR_SAVE, "cl_explosions_alpha_end", "0","end alpha of an explosion shell (just before it disappears)"};
63 cvar_t cl_explosions_size_start = {CVAR_SAVE, "cl_explosions_size_start", "16","starting size of an explosion shell"};
64 cvar_t cl_explosions_size_end = {CVAR_SAVE, "cl_explosions_size_end", "128","ending alpha of an explosion shell (just before it disappears)"};
65 cvar_t cl_explosions_lifetime = {CVAR_SAVE, "cl_explosions_lifetime", "0.5","how long an explosion shell lasts"};
66
67 cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "1","stains lightmaps, much faster than decals but blurred"};
68 cvar_t cl_stainmaps_clearonload = {CVAR_SAVE, "cl_stainmaps_clearonload", "1","clear stainmaps on map restart"};
69
70 cvar_t cl_beams_polygons = {CVAR_SAVE, "cl_beams_polygons", "1","use beam polygons instead of models"};
71 cvar_t cl_beams_quakepositionhack = {CVAR_SAVE, "cl_beams_quakepositionhack", "1", "makes your lightning gun appear to fire from your waist (as in Quake and QuakeWorld)"};
72 cvar_t cl_beams_instantaimhack = {CVAR_SAVE, "cl_beams_instantaimhack", "1", "makes your lightning gun aiming update instantly"};
73 cvar_t cl_beams_lightatend = {CVAR_SAVE, "cl_beams_lightatend", "0", "make a light at the end of the beam"};
74
75 cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0","hide player shadow"};
76
77 cvar_t qport = {0, "qport", "0", "identification key for playing on qw servers (allows you to maintain a connection to a quakeworld server even if your port changes)"};
78
79 cvar_t cl_prydoncursor = {0, "cl_prydoncursor", "0", "enables a mouse pointer which is able to click on entities in the world, useful for point and click mods, see PRYDON_CLIENTCURSOR extension in dpextensions.qc"};
80
81 cvar_t cl_deathnoviewmodel = {0, "cl_deathnoviewmodel", "1", "hides gun model when dead"};
82
83 client_static_t cls;
84 client_state_t  cl;
85
86 #define MAX_PARTICLES                   32768   // default max # of particles at one time
87 #define ABSOLUTE_MIN_PARTICLES  512             // no fewer than this no matter what's on the command line
88
89 /*
90 =====================
91 CL_ClearState
92
93 =====================
94 */
95 void CL_ClearState(void)
96 {
97         int i;
98         entity_t *ent;
99
100 // wipe the entire cl structure
101         Mem_EmptyPool(cls.levelmempool);
102         memset (&cl, 0, sizeof(cl));
103
104         S_StopAllSounds();
105
106         // reset the view zoom interpolation
107         cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
108
109         cl.num_entities = 0;
110         cl.num_static_entities = 0;
111         cl.num_temp_entities = 0;
112         cl.num_brushmodel_entities = 0;
113
114         // tweak these if the game runs out
115         cl.max_entities = 256;
116         cl.max_static_entities = 256;
117         cl.max_temp_entities = 512;
118         cl.max_effects = 256;
119         cl.max_beams = 256;
120         cl.max_dlights = MAX_DLIGHTS;
121         cl.max_lightstyle = MAX_LIGHTSTYLES;
122         cl.max_brushmodel_entities = MAX_EDICTS;
123         cl.max_particles = MAX_PARTICLES;
124
125 // COMMANDLINEOPTION: Client: -particles <number> changes maximum number of particles at once, default 32768
126         i = COM_CheckParm ("-particles");
127         if (i && i < com_argc - 1)
128         {
129                 cl.max_particles = (int)(atoi(com_argv[i+1]));
130                 if (cl.max_particles < ABSOLUTE_MIN_PARTICLES)
131                         cl.max_particles = ABSOLUTE_MIN_PARTICLES;
132         }
133
134         cl.num_dlights = 0;
135         cl.num_effects = 0;
136         cl.num_beams = 0;
137
138         cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
139         cl.entities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char));
140         cl.static_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_static_entities * sizeof(entity_t));
141         cl.temp_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_temp_entities * sizeof(entity_t));
142         cl.effects = (cl_effect_t *)Mem_Alloc(cls.levelmempool, cl.max_effects * sizeof(cl_effect_t));
143         cl.beams = (beam_t *)Mem_Alloc(cls.levelmempool, cl.max_beams * sizeof(beam_t));
144         cl.dlights = (dlight_t *)Mem_Alloc(cls.levelmempool, cl.max_dlights * sizeof(dlight_t));
145         cl.lightstyle = (lightstyle_t *)Mem_Alloc(cls.levelmempool, cl.max_lightstyle * sizeof(lightstyle_t));
146         cl.brushmodel_entities = (int *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(int));
147         cl.particles = (particle_t *) Mem_Alloc(cls.levelmempool, cl.max_particles * sizeof(particle_t));
148
149         // LordHavoc: have to set up the baseline info for alpha and other stuff
150         for (i = 0;i < cl.max_entities;i++)
151         {
152                 cl.entities[i].state_baseline = defaultstate;
153                 cl.entities[i].state_previous = defaultstate;
154                 cl.entities[i].state_current = defaultstate;
155         }
156
157         if (gamemode == GAME_NEXUIZ)
158         {
159                 VectorSet(cl.playerstandmins, -16, -16, -24);
160                 VectorSet(cl.playerstandmaxs, 16, 16, 45);
161                 VectorSet(cl.playercrouchmins, -16, -16, -24);
162                 VectorSet(cl.playercrouchmaxs, 16, 16, 25);
163         }
164         else
165         {
166                 VectorSet(cl.playerstandmins, -16, -16, -24);
167                 VectorSet(cl.playerstandmaxs, 16, 16, 24);
168                 VectorSet(cl.playercrouchmins, -16, -16, -24);
169                 VectorSet(cl.playercrouchmaxs, 16, 16, 24);
170         }
171
172         // disable until we get textures for it
173         R_ResetSkyBox();
174
175         ent = &cl.entities[0];
176         // entire entity array was cleared, so just fill in a few fields
177         ent->state_current.active = true;
178         ent->render.model = cl.worldmodel = NULL; // no world model yet
179         ent->render.alpha = 1;
180         ent->render.colormap = -1; // no special coloring
181         ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
182         Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, 0, 0, 0, 0, 0, 0, 1);
183         CL_UpdateRenderEntity(&ent->render);
184
185         // noclip is turned off at start
186         noclip_anglehack = false;
187
188         // mark all frames invalid for delta
189         memset(cl.qw_deltasequence, -1, sizeof(cl.qw_deltasequence));
190
191         CL_Screen_NewMap();
192 }
193
194 void CL_SetInfo(const char *key, const char *value, qboolean send, qboolean allowstarkey, qboolean allowmodel, qboolean quiet)
195 {
196         int i;
197         qboolean fail = false;
198         if (!allowstarkey && key[0] == '*')
199                 fail = true;
200         if (!allowmodel && (!strcasecmp(key, "pmodel") || !strcasecmp(key, "emodel")))
201                 fail = true;
202         for (i = 0;key[i];i++)
203                 if (key[i] <= ' ' || key[i] == '\"')
204                         fail = true;
205         for (i = 0;value[i];i++)
206                 if (value[i] == '\r' || value[i] == '\n' || value[i] == '\"')
207                         fail = true;
208         if (fail)
209         {
210                 if (!quiet)
211                         Con_Printf("Can't setinfo \"%s\" \"%s\"\n", key, value);
212                 return;
213         }
214         InfoString_SetValue(cls.userinfo, sizeof(cls.userinfo), key, value);
215         if (cls.state == ca_connected && cls.netcon)
216         {
217                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
218                 {
219                         MSG_WriteByte(&cls.netcon->message, qw_clc_stringcmd);
220                         MSG_WriteString(&cls.netcon->message, va("setinfo \"%s\" \"%s\"", key, value));
221                 }
222                 else if (!strcasecmp(key, "name"))
223                 {
224                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
225                         MSG_WriteString(&cls.netcon->message, va("name \"%s\"", value));
226                 }
227                 else if (!strcasecmp(key, "playermodel"))
228                 {
229                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
230                         MSG_WriteString(&cls.netcon->message, va("playermodel \"%s\"", value));
231                 }
232                 else if (!strcasecmp(key, "playerskin"))
233                 {
234                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
235                         MSG_WriteString(&cls.netcon->message, va("playerskin \"%s\"", value));
236                 }
237                 else if (!strcasecmp(key, "topcolor"))
238                 {
239                         // don't send anything, the combined color code will be updated manually
240                 }
241                 else if (!strcasecmp(key, "bottomcolor"))
242                 {
243                         // don't send anything, the combined color code will be updated manually
244                 }
245                 else if (!strcasecmp(key, "rate"))
246                 {
247                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
248                         MSG_WriteString(&cls.netcon->message, va("rate \"%s\"", value));
249                 }
250         }
251 }
252
253 void CL_ExpandEntities(int num)
254 {
255         int i, oldmaxentities;
256         entity_t *oldentities;
257         if (num >= cl.max_entities)
258         {
259                 if (!cl.entities)
260                         Sys_Error("CL_ExpandEntities: cl.entities not initialized");
261                 if (num >= MAX_EDICTS)
262                         Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
263                 oldmaxentities = cl.max_entities;
264                 oldentities = cl.entities;
265                 cl.max_entities = (num & ~255) + 256;
266                 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
267                 memcpy(cl.entities, oldentities, oldmaxentities * sizeof(entity_t));
268                 Mem_Free(oldentities);
269                 for (i = oldmaxentities;i < cl.max_entities;i++)
270                 {
271                         cl.entities[i].state_baseline = defaultstate;
272                         cl.entities[i].state_previous = defaultstate;
273                         cl.entities[i].state_current = defaultstate;
274                 }
275         }
276 }
277
278 void CL_VM_ShutDown (void);
279 /*
280 =====================
281 CL_Disconnect
282
283 Sends a disconnect message to the server
284 This is also called on Host_Error, so it shouldn't cause any errors
285 =====================
286 */
287 void CL_Disconnect(void)
288 {
289         if (cls.state == ca_dedicated)
290                 return;
291
292         Con_DPrintf("CL_Disconnect\n");
293
294         CL_VM_ShutDown();
295 // stop sounds (especially looping!)
296         S_StopAllSounds ();
297
298         cl.parsingtextexpectingpingforscores = 0; // just in case no reply has come yet
299
300         // clear contents blends
301         cl.cshifts[0].percent = 0;
302         cl.cshifts[1].percent = 0;
303         cl.cshifts[2].percent = 0;
304         cl.cshifts[3].percent = 0;
305
306         cl.worldmodel = NULL;
307
308         CL_Parse_ErrorCleanUp();
309
310         if (cls.demoplayback)
311                 CL_StopPlayback();
312         else if (cls.netcon)
313         {
314                 sizebuf_t buf;
315                 unsigned char bufdata[8];
316                 if (cls.demorecording)
317                         CL_Stop_f();
318
319                 // send disconnect message 3 times to improve chances of server
320                 // receiving it (but it still fails sometimes)
321                 memset(&buf, 0, sizeof(buf));
322                 buf.data = bufdata;
323                 buf.maxsize = sizeof(bufdata);
324                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
325                 {
326                         Con_DPrint("Sending drop command\n");
327                         MSG_WriteByte(&buf, qw_clc_stringcmd);
328                         MSG_WriteString(&buf, "drop");
329                 }
330                 else
331                 {
332                         Con_DPrint("Sending clc_disconnect\n");
333                         MSG_WriteByte(&buf, clc_disconnect);
334                 }
335                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
336                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
337                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
338                 NetConn_Close(cls.netcon);
339                 cls.netcon = NULL;
340         }
341         cls.state = ca_disconnected;
342
343         cls.demoplayback = cls.timedemo = false;
344         cls.signon = 0;
345 }
346
347 void CL_Disconnect_f(void)
348 {
349         CL_Disconnect ();
350         if (sv.active)
351                 Host_ShutdownServer ();
352 }
353
354
355
356
357 /*
358 =====================
359 CL_EstablishConnection
360
361 Host should be either "local" or a net address
362 =====================
363 */
364 void CL_EstablishConnection(const char *host)
365 {
366         if (cls.state == ca_dedicated)
367                 return;
368
369         // clear menu's connect error message
370         M_Update_Return_Reason("");
371         cls.demonum = -1;
372
373         // stop demo loop in case this fails
374         CL_Disconnect();
375
376         // if downloads are running, cancel their finishing action
377         Curl_Clear_forthismap();
378
379         // make sure the client ports are open before attempting to connect
380         NetConn_UpdateSockets();
381
382         // run a network frame
383         //NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
384
385         if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
386         {
387                 cls.connect_trying = true;
388                 cls.connect_remainingtries = 3;
389                 cls.connect_nextsendtime = 0;
390                 M_Update_Return_Reason("Trying to connect...");
391                 // run several network frames to jump into the game quickly
392                 //if (sv.active)
393                 //{
394                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
395                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
396                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
397                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
398                 //}
399         }
400         else
401         {
402                 Con_Print("Unable to find a suitable network socket to connect to server.\n");
403                 M_Update_Return_Reason("No network");
404         }
405 }
406
407 /*
408 ==============
409 CL_PrintEntities_f
410 ==============
411 */
412 static void CL_PrintEntities_f(void)
413 {
414         entity_t *ent;
415         int i, j;
416         char name[32];
417
418         for (i = 0, ent = cl.entities;i < cl.num_entities;i++, ent++)
419         {
420                 const char* modelname;
421
422                 if (!ent->state_current.active)
423                         continue;
424
425                 if (ent->render.model)
426                         modelname = ent->render.model->name;
427                 else
428                         modelname = "--no model--";
429                 strlcpy(name, modelname, 25);
430                 for (j = (int)strlen(name);j < 25;j++)
431                         name[j] = ' ';
432                 Con_Printf("%3i: %s:%4i (%5i %5i %5i) [%3i %3i %3i] %4.2f %5.3f\n", i, name, ent->render.frame, (int) ent->state_current.origin[0], (int) ent->state_current.origin[1], (int) ent->state_current.origin[2], (int) ent->state_current.angles[0] % 360, (int) ent->state_current.angles[1] % 360, (int) ent->state_current.angles[2] % 360, ent->render.scale, ent->render.alpha);
433         }
434 }
435
436 //static const vec3_t nomodelmins = {-16, -16, -16};
437 //static const vec3_t nomodelmaxs = {16, 16, 16};
438 void CL_UpdateRenderEntity(entity_render_t *ent)
439 {
440         vec3_t org;
441         vec_t scale;
442         model_t *model = ent->model;
443         // update the inverse matrix for the renderer
444         Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
445         // update the animation blend state
446         R_LerpAnimation(ent);
447         // we need the matrix origin to center the box
448         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
449         // update entity->render.scale because the renderer needs it
450         ent->scale = scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
451         if (model)
452         {
453                 // NOTE: this directly extracts vector components from the matrix, which relies on the matrix orientation!
454 #ifdef MATRIX4x4_OPENGLORIENTATION
455                 if (ent->matrix.m[0][2] != 0 || ent->matrix.m[1][2] != 0)
456 #else
457                 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
458 #endif
459                 {
460                         // pitch or roll
461                         VectorMA(org, scale, model->rotatedmins, ent->mins);
462                         VectorMA(org, scale, model->rotatedmaxs, ent->maxs);
463                 }
464 #ifdef MATRIX4x4_OPENGLORIENTATION
465                 else if (ent->matrix.m[1][0] != 0 || ent->matrix.m[0][1] != 0)
466 #else
467                 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
468 #endif
469                 {
470                         // yaw
471                         VectorMA(org, scale, model->yawmins, ent->mins);
472                         VectorMA(org, scale, model->yawmaxs, ent->maxs);
473                 }
474                 else
475                 {
476                         VectorMA(org, scale, model->normalmins, ent->mins);
477                         VectorMA(org, scale, model->normalmaxs, ent->maxs);
478                 }
479         }
480         else
481         {
482                 ent->mins[0] = org[0] - 16;
483                 ent->mins[1] = org[1] - 16;
484                 ent->mins[2] = org[2] - 16;
485                 ent->maxs[0] = org[0] + 16;
486                 ent->maxs[1] = org[1] + 16;
487                 ent->maxs[2] = org[2] + 16;
488         }
489 }
490
491 /*
492 ===============
493 CL_LerpPoint
494
495 Determines the fraction between the last two messages that the objects
496 should be put at.
497 ===============
498 */
499 static float CL_LerpPoint(void)
500 {
501         float f;
502
503         if (cl_nettimesyncmode.integer == 3)
504                 cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
505
506         // LordHavoc: lerp in listen games as the server is being capped below the client (usually)
507         if (cl.mtime[0] <= cl.mtime[1])
508         {
509                 cl.time = cl.mtime[0];
510                 return 1;
511         }
512
513         f = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]);
514         return bound(0, f, 1);
515 }
516
517 void CL_ClearTempEntities (void)
518 {
519         cl.num_temp_entities = 0;
520 }
521
522 entity_t *CL_NewTempEntity(void)
523 {
524         entity_t *ent;
525
526         if (r_refdef.numentities >= r_refdef.maxentities)
527                 return NULL;
528         if (cl.num_temp_entities >= cl.max_temp_entities)
529                 return NULL;
530         ent = &cl.temp_entities[cl.num_temp_entities++];
531         memset (ent, 0, sizeof(*ent));
532         r_refdef.entities[r_refdef.numentities++] = &ent->render;
533
534         ent->render.colormap = -1; // no special coloring
535         ent->render.alpha = 1;
536         VectorSet(ent->render.colormod, 1, 1, 1);
537         return ent;
538 }
539
540 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
541 {
542         int i;
543         cl_effect_t *e;
544         if (!modelindex) // sanity check
545                 return;
546         if (framerate < 1)
547         {
548                 Con_Printf("CL_Effect: framerate %f is < 1\n", framerate);
549                 return;
550         }
551         if (framecount < 1)
552         {
553                 Con_Printf("CL_Effect: framecount %i is < 1\n", framecount);
554                 return;
555         }
556         for (i = 0, e = cl.effects;i < cl.max_effects;i++, e++)
557         {
558                 if (e->active)
559                         continue;
560                 e->active = true;
561                 VectorCopy(org, e->origin);
562                 e->modelindex = modelindex;
563                 e->starttime = cl.time;
564                 e->startframe = startframe;
565                 e->endframe = startframe + framecount;
566                 e->framerate = framerate;
567
568                 e->frame = 0;
569                 e->frame1time = cl.time;
570                 e->frame2time = cl.time;
571                 cl.num_effects = max(cl.num_effects, i + 1);
572                 break;
573         }
574 }
575
576 void CL_AllocLightFlash(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)
577 {
578         int i;
579         dlight_t *dl;
580
581         /*
582 // first look for an exact key match
583         if (ent)
584         {
585                 dl = cl.dlights;
586                 for (i = 0;i < cl.num_dlights;i++, dl++)
587                         if (dl->ent == ent)
588                                 goto dlightsetup;
589         }
590         */
591
592 // then look for anything else
593         dl = cl.dlights;
594         for (i = 0;i < cl.num_dlights;i++, dl++)
595                 if (!dl->radius)
596                         goto dlightsetup;
597         // if we hit the end of the active dlights and found no gaps, add a new one
598         if (i < MAX_DLIGHTS)
599         {
600                 cl.num_dlights = i + 1;
601                 goto dlightsetup;
602         }
603
604         // unable to find one
605         return;
606
607 dlightsetup:
608         //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
609         memset (dl, 0, sizeof(*dl));
610         Matrix4x4_Normalize(&dl->matrix, matrix);
611         dl->ent = ent;
612         Matrix4x4_OriginFromMatrix(&dl->matrix, dl->origin);
613         CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
614         Matrix4x4_SetOrigin(&dl->matrix, dl->origin[0], dl->origin[1], dl->origin[2]);
615         Matrix4x4_Scale(&dl->matrix, radius, 1);
616         dl->radius = radius;
617         dl->color[0] = red;
618         dl->color[1] = green;
619         dl->color[2] = blue;
620         dl->initialradius = radius;
621         dl->initialcolor[0] = red;
622         dl->initialcolor[1] = green;
623         dl->initialcolor[2] = blue;
624         dl->decay = decay / radius; // changed decay to be a percentage decrease
625         dl->intensity = 1; // this is what gets decayed
626         if (lifetime)
627                 dl->die = cl.time + lifetime;
628         else
629                 dl->die = 0;
630         if (cubemapnum > 0)
631                 dpsnprintf(dl->cubemapname, sizeof(dl->cubemapname), "cubemaps/%i", cubemapnum);
632         else
633                 dl->cubemapname[0] = 0;
634         dl->style = style;
635         dl->shadow = shadowenable;
636         dl->corona = corona;
637         dl->flags = flags;
638         dl->coronasizescale = coronasizescale;
639         dl->ambientscale = ambientscale;
640         dl->diffusescale = diffusescale;
641         dl->specularscale = specularscale;
642 }
643
644 void CL_DecayLightFlashes(void)
645 {
646         int i, oldmax;
647         dlight_t *dl;
648         float time;
649
650         time = bound(0, cl.time - cl.oldtime, 0.1);
651         oldmax = cl.num_dlights;
652         cl.num_dlights = 0;
653         for (i = 0, dl = cl.dlights;i < oldmax;i++, dl++)
654         {
655                 if (dl->radius)
656                 {
657                         dl->intensity -= time * dl->decay;
658                         if (cl.time < dl->die && dl->intensity > 0)
659                         {
660                                 //dl->radius = dl->initialradius * dl->intensity;
661                                 VectorScale(dl->initialcolor, dl->intensity, dl->color);
662                                 cl.num_dlights = i + 1;
663                         }
664                         else
665                                 dl->radius = 0;
666                 }
667         }
668 }
669
670 // called before entity relinking
671 void CL_RelinkLightFlashes(void)
672 {
673         int i, j, k, l;
674         dlight_t *dl;
675         float frac, f;
676
677         if (r_dynamic.integer)
678                 for (i = 0, dl = cl.dlights;i < cl.num_dlights && r_refdef.numlights < MAX_DLIGHTS;i++, dl++)
679                         if (dl->radius)
680                                 R_RTLight_Update(&r_refdef.lights[r_refdef.numlights++], false, &dl->matrix, dl->color, dl->style, dl->cubemapname, dl->shadow, dl->corona, dl->coronasizescale, dl->ambientscale, dl->diffusescale, dl->specularscale, dl->flags);
681
682 // light animations
683 // 'm' is normal light, 'a' is no light, 'z' is double bright
684         f = cl.time * 10;
685         i = (int)floor(f);
686         frac = f - i;
687         for (j = 0;j < cl.max_lightstyle;j++)
688         {
689                 if (!cl.lightstyle || !cl.lightstyle[j].length)
690                 {
691                         r_refdef.lightstylevalue[j] = 256;
692                         continue;
693                 }
694                 k = i % cl.lightstyle[j].length;
695                 l = (i-1) % cl.lightstyle[j].length;
696                 k = cl.lightstyle[j].map[k] - 'a';
697                 l = cl.lightstyle[j].map[l] - 'a';
698                 r_refdef.lightstylevalue[j] = (unsigned short)(((k*frac)+(l*(1-frac)))*22);
699         }
700 }
701
702 void CL_AddQWCTFFlagModel(entity_t *player, int skin)
703 {
704         float f;
705         entity_t *flag;
706         matrix4x4_t flagmatrix;
707
708         // this code taken from QuakeWorld
709         f = 14;
710         if (player->render.frame2 >= 29 && player->render.frame2 <= 40)
711         {
712                 if (player->render.frame2 >= 29 && player->render.frame2 <= 34)
713                 { //axpain
714                         if      (player->render.frame2 == 29) f = f + 2;
715                         else if (player->render.frame2 == 30) f = f + 8;
716                         else if (player->render.frame2 == 31) f = f + 12;
717                         else if (player->render.frame2 == 32) f = f + 11;
718                         else if (player->render.frame2 == 33) f = f + 10;
719                         else if (player->render.frame2 == 34) f = f + 4;
720                 }
721                 else if (player->render.frame2 >= 35 && player->render.frame2 <= 40)
722                 { // pain
723                         if      (player->render.frame2 == 35) f = f + 2;
724                         else if (player->render.frame2 == 36) f = f + 10;
725                         else if (player->render.frame2 == 37) f = f + 10;
726                         else if (player->render.frame2 == 38) f = f + 8;
727                         else if (player->render.frame2 == 39) f = f + 4;
728                         else if (player->render.frame2 == 40) f = f + 2;
729                 }
730         }
731         else if (player->render.frame2 >= 103 && player->render.frame2 <= 118)
732         {
733                 if      (player->render.frame2 >= 103 && player->render.frame2 <= 104) f = f + 6;  //nailattack
734                 else if (player->render.frame2 >= 105 && player->render.frame2 <= 106) f = f + 6;  //light
735                 else if (player->render.frame2 >= 107 && player->render.frame2 <= 112) f = f + 7;  //rocketattack
736                 else if (player->render.frame2 >= 112 && player->render.frame2 <= 118) f = f + 7;  //shotattack
737         }
738         // end of code taken from QuakeWorld
739
740         flag = CL_NewTempEntity();
741         if (!flag)
742                 return;
743
744         flag->render.model = cl.model_precache[cl.qw_modelindex_flag];
745         flag->render.skinnum = skin;
746         flag->render.colormap = -1; // no special coloring
747         flag->render.alpha = 1;
748         VectorSet(flag->render.colormod, 1, 1, 1);
749         // attach the flag to the player matrix
750         Matrix4x4_CreateFromQuakeEntity(&flagmatrix, -f, -22, 0, 0, 0, -45, 1);
751         Matrix4x4_Concat(&flag->render.matrix, &player->render.matrix, &flagmatrix);
752         CL_UpdateRenderEntity(&flag->render);
753 }
754
755 matrix4x4_t viewmodelmatrix;
756
757 static const vec3_t muzzleflashorigin = {18, 0, 0};
758
759 extern void V_DriftPitch(void);
760 extern void V_FadeViewFlashs(void);
761 extern void V_CalcViewBlend(void);
762 extern void V_CalcRefdef(void);
763
764 // note this is a recursive function, recursionlimit should be 32 or so on the initial call
765 void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit)
766 {
767         const matrix4x4_t *matrix;
768         matrix4x4_t blendmatrix, tempmatrix, matrix2;
769         int j, k, l;
770         float origin[3], angles[3], delta[3], lerp, d;
771         entity_t *t;
772         model_t *model;
773         //entity_persistent_t *p = &e->persistent;
774         //entity_render_t *r = &e->render;
775         // skip inactive entities and world
776         if (!e->state_current.active || e == cl.entities)
777                 return;
778         if (recursionlimit < 1)
779                 return;
780         e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
781         e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
782         e->render.flags = e->state_current.flags;
783         e->render.effects = e->state_current.effects;
784         VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
785         if (e->state_current.flags & RENDER_COLORMAPPED)
786         {
787                 int cb;
788                 unsigned char *cbcolor;
789                 e->render.colormap = e->state_current.colormap;
790                 cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12;
791                 cbcolor = (unsigned char *) (&palette_complete[cb]);
792                 e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f);
793                 e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f);
794                 e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f);
795                 cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
796                 cbcolor = (unsigned char *) (&palette_complete[cb]);
797                 e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f);
798                 e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f);
799                 e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f);
800         }
801         else if (e->state_current.colormap && cl.scores != NULL)
802         {
803                 int cb;
804                 unsigned char *cbcolor;
805                 e->render.colormap = cl.scores[e->state_current.colormap - 1].colors; // color it
806                 cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12;
807                 cbcolor = (unsigned char *) (&palette_complete[cb]);
808                 e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f);
809                 e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f);
810                 e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f);
811                 cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
812                 cbcolor = (unsigned char *) (&palette_complete[cb]);
813                 e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f);
814                 e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f);
815                 e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f);
816         }
817         else
818         {
819                 e->render.colormap = -1; // no special coloring
820                 VectorClear(e->render.colormap_pantscolor);
821                 VectorClear(e->render.colormap_shirtcolor);
822         }
823         e->render.skinnum = e->state_current.skin;
824         if (e->state_current.tagentity)
825         {
826                 // attached entity (gun held in player model's hand, etc)
827                 // if the tag entity is currently impossible, skip it
828                 if (e->state_current.tagentity >= cl.num_entities)
829                         return;
830                 t = cl.entities + e->state_current.tagentity;
831                 // if the tag entity is inactive, skip it
832                 if (!t->state_current.active)
833                         return;
834                 // update the parent first
835                 CL_UpdateNetworkEntity(t, recursionlimit - 1);
836                 // make relative to the entity
837                 matrix = &t->render.matrix;
838                 // some properties of the tag entity carry over
839                 e->render.flags |= t->render.flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
840                 // if a valid tagindex is used, make it relative to that tag instead
841                 // FIXME: use a model function to get tag info (need to handle skeletal)
842                 if (e->state_current.tagentity && e->state_current.tagindex >= 1 && (model = t->render.model))
843                 {
844                         // blend the matrices
845                         memset(&blendmatrix, 0, sizeof(blendmatrix));
846                         for (j = 0;j < 4 && t->render.frameblend[j].lerp > 0;j++)
847                         {
848                                 matrix4x4_t tagmatrix;
849                                 Mod_Alias_GetTagMatrix(model, t->render.frameblend[j].frame, e->state_current.tagindex - 1, &tagmatrix);
850                                 d = t->render.frameblend[j].lerp;
851                                 for (l = 0;l < 4;l++)
852                                         for (k = 0;k < 4;k++)
853                                                 blendmatrix.m[l][k] += d * tagmatrix.m[l][k];
854                         }
855                         // concat the tag matrices onto the entity matrix
856                         Matrix4x4_Concat(&tempmatrix, &t->render.matrix, &blendmatrix);
857                         // use the constructed tag matrix
858                         matrix = &tempmatrix;
859                 }
860         }
861         else if (e->render.flags & RENDER_VIEWMODEL)
862         {
863                 // view-relative entity (guns and such)
864                 matrix = &viewmodelmatrix;
865         }
866         else
867         {
868                 // world-relative entity (the normal kind)
869                 matrix = &identitymatrix;
870         }
871
872         // movement lerp
873         // if it's the player entity, update according to client movement
874         if (e == cl.entities + cl.playerentity && cl.movement_predicted)
875         {
876                 lerp = (cl.time - cl.movement_time[2]) / (cl.movement_time[0] - cl.movement_time[1]);
877                 lerp = bound(0, lerp, 1);
878                 if (cl_nolerp.integer)
879                         lerp = 1;
880                 VectorLerp(cl.movement_oldorigin, lerp, cl.movement_origin, origin);
881                 VectorSet(angles, 0, cl.viewangles[1], 0);
882         }
883         else if (e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1)
884         {
885                 // interpolate the origin and angles
886                 lerp = max(0, lerp);
887                 VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
888                 VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
889                 if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
890                 if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
891                 if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
892                 VectorMA(e->persistent.oldangles, lerp, delta, angles);
893         }
894         else
895         {
896                 // no interpolation
897                 VectorCopy(e->persistent.neworigin, origin);
898                 VectorCopy(e->persistent.newangles, angles);
899         }
900
901         // model setup and some modelflags
902         if(e->state_current.modelindex < MAX_MODELS)
903                 e->render.model = cl.model_precache[e->state_current.modelindex];
904         if (e->render.model)
905         {
906                 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
907                 if (e->render.model->type == mod_alias)
908                         angles[0] = -angles[0];
909                 if ((e->render.model->flags & EF_ROTATE) && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
910                 {
911                         angles[1] = ANGLEMOD(100*cl.time);
912                         if (cl_itembobheight.value)
913                                 origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
914                 }
915                 // transfer certain model flags to effects
916                 e->render.effects |= e->render.model->flags2 & (EF_FULLBRIGHT | EF_ADDITIVE);
917                 if ((e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
918                         VectorScale(e->render.colormod, 2, e->render.colormod);
919         }
920         // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
921         else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
922                 angles[0] = -angles[0];
923
924         // animation lerp
925         if (e->render.frame2 == e->state_current.frame)
926         {
927                 // update frame lerp fraction
928                 e->render.framelerp = 1;
929                 if (e->render.frame2time > e->render.frame1time)
930                 {
931                         // make sure frame lerp won't last longer than 100ms
932                         // (this mainly helps with models that use framegroups and
933                         // switch between them infrequently)
934                         e->render.framelerp = (cl.time - e->render.frame2time) / min(e->render.frame2time - e->render.frame1time, 0.1);
935                         e->render.framelerp = bound(0, e->render.framelerp, 1);
936                 }
937         }
938         else
939         {
940                 // begin a new frame lerp
941                 e->render.frame1 = e->render.frame2;
942                 e->render.frame1time = e->render.frame2time;
943                 e->render.frame = e->render.frame2 = e->state_current.frame;
944                 e->render.frame2time = cl.time;
945                 e->render.framelerp = 0;
946         }
947
948         // set up the render matrix
949         if (matrix)
950         {
951                 // attached entity, this requires a matrix multiply (concat)
952                 // FIXME: e->render.scale should go away
953                 Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
954                 // concat the matrices to make the entity relative to its tag
955                 Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
956                 // get the origin from the new matrix
957                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
958         }
959         else
960         {
961                 // unattached entities are faster to process
962                 Matrix4x4_CreateFromQuakeEntity(&e->render.matrix, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
963         }
964
965         // make the other useful stuff
966         CL_UpdateRenderEntity(&e->render);
967
968         // tenebrae's sprites are all additive mode (weird)
969         if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
970                 e->render.effects |= EF_ADDITIVE;
971         // player model is only shown with chase_active on
972         if (e->state_current.number == cl.viewentity)
973                 e->render.flags |= RENDER_EXTERIORMODEL;
974         // transparent stuff can't be lit during the opaque stage
975         if (e->render.effects & (EF_ADDITIVE | EF_NODEPTHTEST) || e->render.alpha < 1)
976                 e->render.flags |= RENDER_TRANSPARENT;
977         // double sided rendering mode causes backfaces to be visible
978         // (mostly useful on transparent stuff)
979         if (e->render.effects & EF_DOUBLESIDED)
980                 e->render.flags |= RENDER_NOCULLFACE;
981         // either fullbright or lit
982         if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
983                 e->render.flags |= RENDER_LIGHT;
984         // hide player shadow during intermission or nehahra movie
985         if (!(e->render.effects & EF_NOSHADOW)
986          && !(e->render.flags & (RENDER_VIEWMODEL | RENDER_TRANSPARENT))
987          && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
988                 e->render.flags |= RENDER_SHADOW;
989 }
990
991 // creates light and trails from an entity
992 void CL_UpdateNetworkEntityTrail(entity_t *e)
993 {
994         effectnameindex_t trailtype;
995         vec3_t origin;
996
997         // bmodels are treated specially since their origin is usually '0 0 0' and
998         // their actual geometry is far from '0 0 0'
999         if (e->render.model && e->render.model->soundfromcenter)
1000         {
1001                 vec3_t o;
1002                 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1003                 Matrix4x4_Transform(&e->render.matrix, o, origin);
1004         }
1005         else
1006                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1007
1008         // handle particle trails and such effects now that we know where this
1009         // entity is in the world...
1010         trailtype = EFFECT_NONE;
1011         // LordHavoc: if the entity has no effects, don't check each
1012         if (e->render.effects & (EF_BRIGHTFIELD | EF_FLAME | EF_STARDUST | EF_FLAG1QW | EF_FLAG2QW))
1013         {
1014                 if (e->render.effects & EF_BRIGHTFIELD)
1015                 {
1016                         if (gamemode == GAME_NEXUIZ)
1017                                 trailtype = EFFECT_TR_NEXUIZPLASMA;
1018                         else
1019                                 CL_EntityParticles(e);
1020                 }
1021                 if (e->render.effects & EF_FLAME)
1022                         CL_ParticleTrail(EFFECT_EF_FLAME, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true);
1023                 if (e->render.effects & EF_STARDUST)
1024                         CL_ParticleTrail(EFFECT_EF_STARDUST, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true);
1025                 if (e->render.effects & (EF_FLAG1QW | EF_FLAG2QW))
1026                 {
1027                         // these are only set on player entities
1028                         CL_AddQWCTFFlagModel(e, (e->render.effects & EF_FLAG2QW) != 0);
1029                 }
1030         }
1031         // muzzleflash fades over time
1032         if (e->persistent.muzzleflash > 0)
1033                 e->persistent.muzzleflash -= bound(0, cl.time - cl.oldtime, 0.1) * 20;
1034         // LordHavoc: if the model has no flags, don't check each
1035         if (e->render.model && e->render.model->flags && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
1036         {
1037                 if (e->render.model->flags & EF_GIB)
1038                         trailtype = EFFECT_TR_BLOOD;
1039                 else if (e->render.model->flags & EF_ZOMGIB)
1040                         trailtype = EFFECT_TR_SLIGHTBLOOD;
1041                 else if (e->render.model->flags & EF_TRACER)
1042                         trailtype = EFFECT_TR_WIZSPIKE;
1043                 else if (e->render.model->flags & EF_TRACER2)
1044                         trailtype = EFFECT_TR_KNIGHTSPIKE;
1045                 else if (e->render.model->flags & EF_ROCKET)
1046                         trailtype = EFFECT_TR_ROCKET;
1047                 else if (e->render.model->flags & EF_GRENADE)
1048                 {
1049                         // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1050                         trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1051                 }
1052                 else if (e->render.model->flags & EF_TRACER3)
1053                         trailtype = EFFECT_TR_VORESPIKE;
1054         }
1055         // do trails
1056         if (e->render.flags & RENDER_GLOWTRAIL)
1057                 trailtype = EFFECT_TR_GLOWTRAIL;
1058         if (trailtype)
1059         {
1060                 float len;
1061                 vec3_t vel;
1062                 VectorSubtract(e->state_current.origin, e->state_previous.origin, vel);
1063                 len = e->state_current.time - e->state_previous.time;
1064                 if (len > 0)
1065                         len = 1.0f / len;
1066                 VectorScale(vel, len, vel);
1067                 CL_ParticleTrail(trailtype, 1, e->persistent.trail_origin, origin, vel, vel, e, e->state_current.glowcolor, false, true);
1068         }
1069         VectorCopy(origin, e->persistent.trail_origin);
1070 }
1071
1072
1073 /*
1074 ===============
1075 CL_UpdateEntities
1076 ===============
1077 */
1078 void CL_UpdateEntities(void)
1079 {
1080         entity_t *ent;
1081         int i;
1082
1083         // process network entities
1084         // first link the player
1085         CL_UpdateNetworkEntity(cl.entities + cl.viewentity, 32);
1086
1087         // set up the view
1088         V_CalcRefdef();
1089
1090         // start on the entity after the world
1091         // skip the player entity because it was already processed
1092         for (i = 1;i < cl.num_entities;i++)
1093         {
1094                 if (cl.entities_active[i])
1095                 {
1096                         ent = cl.entities + i;
1097                         if (ent->state_current.active)
1098                         {
1099                                 CL_UpdateNetworkEntity(ent, 32);
1100                                 // view models should never create light/trails
1101                                 if (!(ent->render.flags & RENDER_VIEWMODEL))
1102                                         CL_UpdateNetworkEntityTrail(ent);
1103                                 if (ent->render.model && ent->render.model->name[0] == '*' && ent->render.model->TraceBox)
1104                                         cl.brushmodel_entities[cl.num_brushmodel_entities++] = ent->state_current.number;
1105                         }
1106                         else
1107                                 cl.entities_active[i] = false;
1108                 }
1109         }
1110
1111         ent = &cl.viewent;
1112         ent->state_previous = ent->state_current;
1113         ent->state_current = defaultstate;
1114         ent->state_current.time = cl.time;
1115         ent->state_current.number = -1;
1116         ent->state_current.active = true;
1117         ent->state_current.modelindex = cl.stats[STAT_WEAPON];
1118         ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
1119         ent->state_current.flags = RENDER_VIEWMODEL;
1120         if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
1121                 ent->state_current.modelindex = 0;
1122         else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
1123         {
1124                 if (gamemode == GAME_TRANSFUSION)
1125                         ent->state_current.alpha = 128;
1126                 else
1127                         ent->state_current.modelindex = 0;
1128         }
1129         ent->state_current.alpha = cl.entities[cl.viewentity].state_current.alpha;
1130         ent->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_REFLECTIVE | EF_FULLBRIGHT | EF_NODEPTHTEST));
1131
1132         // reset animation interpolation on weaponmodel if model changed
1133         if (ent->state_previous.modelindex != ent->state_current.modelindex)
1134         {
1135                 ent->render.frame = ent->render.frame1 = ent->render.frame2 = ent->state_current.frame;
1136                 ent->render.frame1time = ent->render.frame2time = cl.time;
1137                 ent->render.framelerp = 1;
1138         }
1139         CL_UpdateNetworkEntity(ent, 32);
1140 }
1141
1142 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
1143 void CL_LinkNetworkEntity(entity_t *e)
1144 {
1145         effectnameindex_t trailtype;
1146         vec3_t origin;
1147         vec3_t dlightcolor;
1148         vec_t dlightradius;
1149
1150         // skip inactive entities and world
1151         if (!e->state_current.active || e == cl.entities)
1152                 return;
1153         if (e->render.flags & RENDER_VIEWMODEL && !e->state_current.tagentity)
1154         {
1155                 if (!r_drawviewmodel.integer || chase_active.integer || r_refdef.envmap)
1156                         return;
1157         }
1158         else
1159         {
1160                 // if the tag entity is currently impossible, skip it
1161                 if (e->state_current.tagentity >= cl.num_entities)
1162                         return;
1163                 // if the tag entity is inactive, skip it
1164                 if (!cl.entities[e->state_current.tagentity].state_current.active)
1165                         return;
1166         }
1167
1168         // create entity dlights associated with this entity
1169         if (e->render.model && e->render.model->soundfromcenter)
1170         {
1171                 // bmodels are treated specially since their origin is usually '0 0 0'
1172                 vec3_t o;
1173                 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1174                 Matrix4x4_Transform(&e->render.matrix, o, origin);
1175         }
1176         else
1177                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1178         trailtype = EFFECT_NONE;
1179         dlightradius = 0;
1180         dlightcolor[0] = 0;
1181         dlightcolor[1] = 0;
1182         dlightcolor[2] = 0;
1183         // LordHavoc: if the entity has no effects, don't check each
1184         if (e->render.effects & (EF_BRIGHTFIELD | EF_DIMLIGHT | EF_BRIGHTLIGHT | EF_RED | EF_BLUE | EF_FLAME | EF_STARDUST))
1185         {
1186                 if (e->render.effects & EF_BRIGHTFIELD)
1187                 {
1188                         if (gamemode == GAME_NEXUIZ)
1189                                 trailtype = EFFECT_TR_NEXUIZPLASMA;
1190                 }
1191                 if (e->render.effects & EF_DIMLIGHT)
1192                 {
1193                         dlightradius = max(dlightradius, 200);
1194                         dlightcolor[0] += 1.50f;
1195                         dlightcolor[1] += 1.50f;
1196                         dlightcolor[2] += 1.50f;
1197                 }
1198                 if (e->render.effects & EF_BRIGHTLIGHT)
1199                 {
1200                         dlightradius = max(dlightradius, 400);
1201                         dlightcolor[0] += 3.00f;
1202                         dlightcolor[1] += 3.00f;
1203                         dlightcolor[2] += 3.00f;
1204                 }
1205                 // LordHavoc: more effects
1206                 if (e->render.effects & EF_RED) // red
1207                 {
1208                         dlightradius = max(dlightradius, 200);
1209                         dlightcolor[0] += 1.50f;
1210                         dlightcolor[1] += 0.15f;
1211                         dlightcolor[2] += 0.15f;
1212                 }
1213                 if (e->render.effects & EF_BLUE) // blue
1214                 {
1215                         dlightradius = max(dlightradius, 200);
1216                         dlightcolor[0] += 0.15f;
1217                         dlightcolor[1] += 0.15f;
1218                         dlightcolor[2] += 1.50f;
1219                 }
1220                 if (e->render.effects & EF_FLAME)
1221                         CL_ParticleTrail(EFFECT_EF_FLAME, 0, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false);
1222                 if (e->render.effects & EF_STARDUST)
1223                         CL_ParticleTrail(EFFECT_EF_STARDUST, 0, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false);
1224         }
1225         // muzzleflash fades over time, and is offset a bit
1226         if (e->persistent.muzzleflash > 0 && r_refdef.numlights < MAX_DLIGHTS)
1227         {
1228                 vec3_t v2;
1229                 vec3_t color;
1230                 trace_t trace;
1231                 matrix4x4_t tempmatrix;
1232                 Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
1233                 trace = CL_Move(origin, vec3_origin, vec3_origin, v2, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, true, false, NULL, false);
1234                 Matrix4x4_Normalize(&tempmatrix, &e->render.matrix);
1235                 Matrix4x4_SetOrigin(&tempmatrix, trace.endpos[0], trace.endpos[1], trace.endpos[2]);
1236                 Matrix4x4_Scale(&tempmatrix, 150, 1);
1237                 VectorSet(color, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f);
1238                 R_RTLight_Update(&r_refdef.lights[r_refdef.numlights++], false, &tempmatrix, color, -1, NULL, true, 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1239         }
1240         // LordHavoc: if the model has no flags, don't check each
1241         if (e->render.model && e->render.model->flags && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
1242         {
1243                 if (e->render.model->flags & EF_GIB)
1244                         trailtype = EFFECT_TR_BLOOD;
1245                 else if (e->render.model->flags & EF_ZOMGIB)
1246                         trailtype = EFFECT_TR_SLIGHTBLOOD;
1247                 else if (e->render.model->flags & EF_TRACER)
1248                         trailtype = EFFECT_TR_WIZSPIKE;
1249                 else if (e->render.model->flags & EF_TRACER2)
1250                         trailtype = EFFECT_TR_KNIGHTSPIKE;
1251                 else if (e->render.model->flags & EF_ROCKET)
1252                         trailtype = EFFECT_TR_ROCKET;
1253                 else if (e->render.model->flags & EF_GRENADE)
1254                 {
1255                         // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1256                         trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1257                 }
1258                 else if (e->render.model->flags & EF_TRACER3)
1259                         trailtype = EFFECT_TR_VORESPIKE;
1260         }
1261         // LordHavoc: customizable glow
1262         if (e->state_current.glowsize)
1263         {
1264                 // * 4 for the expansion from 0-255 to 0-1023 range,
1265                 // / 255 to scale down byte colors
1266                 dlightradius = max(dlightradius, e->state_current.glowsize * 4);
1267                 VectorMA(dlightcolor, (1.0f / 255.0f), (unsigned char *)&palette_complete[e->state_current.glowcolor], dlightcolor);
1268         }
1269         // make the glow dlight
1270         if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL) && r_refdef.numlights < MAX_DLIGHTS)
1271         {
1272                 matrix4x4_t dlightmatrix;
1273                 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1274                 // hack to make glowing player light shine on their gun
1275                 //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
1276                 //      Matrix4x4_AdjustOrigin(&dlightmatrix, 0, 0, 30);
1277                 Matrix4x4_Scale(&dlightmatrix, dlightradius, 1);
1278                 R_RTLight_Update(&r_refdef.lights[r_refdef.numlights++], false, &dlightmatrix, dlightcolor, -1, NULL, true, 1, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1279         }
1280         // custom rtlight
1281         if ((e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) && r_refdef.numlights < MAX_DLIGHTS)
1282         {
1283                 matrix4x4_t dlightmatrix;
1284                 float light[4];
1285                 VectorScale(e->state_current.light, (1.0f / 256.0f), light);
1286                 light[3] = e->state_current.light[3];
1287                 if (light[0] == 0 && light[1] == 0 && light[2] == 0)
1288                         VectorSet(light, 1, 1, 1);
1289                 if (light[3] == 0)
1290                         light[3] = 350;
1291                 // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
1292                 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1293                 Matrix4x4_Scale(&dlightmatrix, light[3], 1);
1294                 R_RTLight_Update(&r_refdef.lights[r_refdef.numlights++], false, &dlightmatrix, light, e->state_current.lightstyle, e->state_current.skin > 0 ? va("cubemaps/%i", e->state_current.skin) : NULL, !(e->state_current.lightpflags & PFLAGS_NOSHADOW), (e->state_current.lightpflags & PFLAGS_CORONA) != 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1295         }
1296         // do trail light
1297         if (e->render.flags & RENDER_GLOWTRAIL)
1298                 trailtype = EFFECT_TR_GLOWTRAIL;
1299         if (trailtype)
1300                 CL_ParticleTrail(trailtype, 0, origin, origin, vec3_origin, vec3_origin, NULL, e->state_current.glowcolor, true, false);
1301
1302         // don't show entities with no modelindex (note: this still shows
1303         // entities which have a modelindex that resolved to a NULL model)
1304         if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.numentities < r_refdef.maxentities)
1305                 r_refdef.entities[r_refdef.numentities++] = &e->render;
1306         //if (cl.viewentity && e->state_current.number == cl.viewentity)
1307         //      Matrix4x4_Print(&e->render.matrix);
1308 }
1309
1310 void CL_RelinkWorld(void)
1311 {
1312         entity_t *ent = &cl.entities[0];
1313         cl.brushmodel_entities[cl.num_brushmodel_entities++] = 0;
1314         // FIXME: this should be done at load
1315         ent->render.matrix = identitymatrix;
1316         CL_UpdateRenderEntity(&ent->render);
1317         ent->render.flags = RENDER_SHADOW;
1318         if (!r_fullbright.integer)
1319                 ent->render.flags |= RENDER_LIGHT;
1320         VectorSet(ent->render.colormod, 1, 1, 1);
1321         r_refdef.worldentity = &ent->render;
1322         r_refdef.worldmodel = cl.worldmodel;
1323 }
1324
1325 static void CL_RelinkStaticEntities(void)
1326 {
1327         int i;
1328         entity_t *e;
1329         for (i = 0, e = cl.static_entities;i < cl.num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++, e++)
1330         {
1331                 e->render.flags = 0;
1332                 // if the model was not loaded when the static entity was created we
1333                 // need to re-fetch the model pointer
1334                 e->render.model = cl.model_precache[e->state_baseline.modelindex];
1335                 CL_UpdateRenderEntity(&e->render);
1336                 // transparent stuff can't be lit during the opaque stage
1337                 if (e->render.effects & (EF_ADDITIVE | EF_NODEPTHTEST) || e->render.alpha < 1)
1338                         e->render.flags |= RENDER_TRANSPARENT;
1339                 // either fullbright or lit
1340                 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1341                         e->render.flags |= RENDER_LIGHT;
1342                 // hide player shadow during intermission or nehahra movie
1343                 if (!(e->render.effects & EF_NOSHADOW) && !(e->render.flags & RENDER_TRANSPARENT))
1344                         e->render.flags |= RENDER_SHADOW;
1345                 VectorSet(e->render.colormod, 1, 1, 1);
1346                 R_LerpAnimation(&e->render);
1347                 r_refdef.entities[r_refdef.numentities++] = &e->render;
1348         }
1349 }
1350
1351 /*
1352 ===============
1353 CL_RelinkEntities
1354 ===============
1355 */
1356 static void CL_RelinkNetworkEntities(void)
1357 {
1358         entity_t *ent;
1359         int i;
1360
1361         // start on the entity after the world
1362         for (i = 1;i < cl.num_entities;i++)
1363         {
1364                 if (cl.entities_active[i])
1365                 {
1366                         ent = cl.entities + i;
1367                         if (ent->state_current.active)
1368                                 CL_LinkNetworkEntity(ent);
1369                         else
1370                                 cl.entities_active[i] = false;
1371                 }
1372         }
1373 }
1374
1375 static void CL_RelinkEffects(void)
1376 {
1377         int i, intframe;
1378         cl_effect_t *e;
1379         entity_t *ent;
1380         float frame;
1381
1382         for (i = 0, e = cl.effects;i < cl.num_effects;i++, e++)
1383         {
1384                 if (e->active)
1385                 {
1386                         frame = (cl.time - e->starttime) * e->framerate + e->startframe;
1387                         intframe = (int)frame;
1388                         if (intframe < 0 || intframe >= e->endframe)
1389                         {
1390                                 memset(e, 0, sizeof(*e));
1391                                 while (cl.num_effects > 0 && !cl.effects[cl.num_effects - 1].active)
1392                                         cl.num_effects--;
1393                                 continue;
1394                         }
1395
1396                         if (intframe != e->frame)
1397                         {
1398                                 e->frame = intframe;
1399                                 e->frame1time = e->frame2time;
1400                                 e->frame2time = cl.time;
1401                         }
1402
1403                         // if we're drawing effects, get a new temp entity
1404                         // (NewTempEntity adds it to the render entities list for us)
1405                         if (r_draweffects.integer && (ent = CL_NewTempEntity()))
1406                         {
1407                                 // interpolation stuff
1408                                 ent->render.frame1 = intframe;
1409                                 ent->render.frame2 = intframe + 1;
1410                                 if (ent->render.frame2 >= e->endframe)
1411                                         ent->render.frame2 = -1; // disappear
1412                                 ent->render.framelerp = frame - intframe;
1413                                 ent->render.frame1time = e->frame1time;
1414                                 ent->render.frame2time = e->frame2time;
1415
1416                                 // normal stuff
1417                                 if(e->modelindex < MAX_MODELS)
1418                                         ent->render.model = cl.model_precache[e->modelindex];
1419                                 else
1420                                         ent->render.model = cl.csqc_model_precache[-(e->modelindex+1)];
1421                                 ent->render.frame = ent->render.frame2;
1422                                 ent->render.colormap = -1; // no special coloring
1423                                 ent->render.alpha = 1;
1424                                 VectorSet(ent->render.colormod, 1, 1, 1);
1425
1426                                 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
1427                                 CL_UpdateRenderEntity(&ent->render);
1428                         }
1429                 }
1430         }
1431 }
1432
1433 void CL_Beam_CalculatePositions(const beam_t *b, vec3_t start, vec3_t end)
1434 {
1435         VectorCopy(b->start, start);
1436         VectorCopy(b->end, end);
1437
1438         // if coming from the player, update the start position
1439         if (b->entity == cl.viewentity)
1440         {
1441                 if (cl_beams_quakepositionhack.integer && !chase_active.integer)
1442                 {
1443                         // LordHavoc: this is a stupid hack from Quake that makes your
1444                         // lightning appear to come from your waist and cover less of your
1445                         // view
1446                         // in Quake this hack was applied to all players (causing the
1447                         // infamous crotch-lightning), but in darkplaces and QuakeWorld it
1448                         // only applies to your own lightning, and only in first person
1449                         Matrix4x4_OriginFromMatrix(&cl.entities[cl.viewentity].render.matrix, start);
1450                 }
1451                 if (cl_beams_instantaimhack.integer)
1452                 {
1453                         vec3_t dir, localend;
1454                         vec_t len;
1455                         // LordHavoc: this updates the beam direction to match your
1456                         // viewangles
1457                         VectorSubtract(end, start, dir);
1458                         len = VectorLength(dir);
1459                         VectorNormalize(dir);
1460                         VectorSet(localend, len, 0, 0);
1461                         Matrix4x4_Transform(&r_view.matrix, localend, end);
1462                 }
1463         }
1464 }
1465
1466 void CL_RelinkBeams(void)
1467 {
1468         int i;
1469         beam_t *b;
1470         vec3_t dist, org, start, end;
1471         float d;
1472         entity_t *ent;
1473         float yaw, pitch;
1474         float forward;
1475         matrix4x4_t tempmatrix;
1476
1477         for (i = 0, b = cl.beams;i < cl.num_beams;i++, b++)
1478         {
1479                 if (!b->model)
1480                         continue;
1481                 if (b->endtime < cl.time)
1482                 {
1483                         b->model = NULL;
1484                         continue;
1485                 }
1486
1487                 CL_Beam_CalculatePositions(b, start, end);
1488
1489                 if (b->lightning)
1490                 {
1491                         if (cl_beams_lightatend.integer && r_refdef.numlights < MAX_DLIGHTS)
1492                         {
1493                                 // FIXME: create a matrix from the beam start/end orientation
1494                                 vec3_t dlightcolor;
1495                                 VectorSet(dlightcolor, 0.3, 0.7, 1);
1496                                 Matrix4x4_CreateFromQuakeEntity(&tempmatrix, end[0], end[1], end[2], 0, 0, 0, 200);
1497                                 R_RTLight_Update(&r_refdef.lights[r_refdef.numlights++], false, &tempmatrix, dlightcolor, -1, NULL, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1498                         }
1499                         if (cl_beams_polygons.integer)
1500                                 continue;
1501                 }
1502
1503                 // calculate pitch and yaw
1504                 // (this is similar to the QuakeC builtin function vectoangles)
1505                 VectorSubtract(end, start, dist);
1506                 if (dist[1] == 0 && dist[0] == 0)
1507                 {
1508                         yaw = 0;
1509                         if (dist[2] > 0)
1510                                 pitch = 90;
1511                         else
1512                                 pitch = 270;
1513                 }
1514                 else
1515                 {
1516                         yaw = (int) (atan2(dist[1], dist[0]) * 180 / M_PI);
1517                         if (yaw < 0)
1518                                 yaw += 360;
1519
1520                         forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1521                         pitch = (int) (atan2(dist[2], forward) * 180 / M_PI);
1522                         if (pitch < 0)
1523                                 pitch += 360;
1524                 }
1525
1526                 // add new entities for the lightning
1527                 VectorCopy (start, org);
1528                 d = VectorNormalizeLength(dist);
1529                 while (d > 0)
1530                 {
1531                         ent = CL_NewTempEntity ();
1532                         if (!ent)
1533                                 return;
1534                         //VectorCopy (org, ent->render.origin);
1535                         ent->render.model = b->model;
1536                         //ent->render.effects = EF_FULLBRIGHT;
1537                         //ent->render.angles[0] = pitch;
1538                         //ent->render.angles[1] = yaw;
1539                         //ent->render.angles[2] = rand()%360;
1540                         Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1541                         CL_UpdateRenderEntity(&ent->render);
1542                         VectorMA(org, 30, dist, org);
1543                         d -= 30;
1544                 }
1545         }
1546
1547         while (cl.num_beams > 0 && !cl.beams[cl.num_beams - 1].model)
1548                 cl.num_beams--;
1549 }
1550
1551 static void CL_RelinkQWNails(void)
1552 {
1553         int i;
1554         vec_t *v;
1555         entity_t *ent;
1556
1557         for (i = 0;i < cl.qw_num_nails;i++)
1558         {
1559                 v = cl.qw_nails[i];
1560
1561                 // if we're drawing effects, get a new temp entity
1562                 // (NewTempEntity adds it to the render entities list for us)
1563                 if (!(ent = CL_NewTempEntity()))
1564                         continue;
1565
1566                 // normal stuff
1567                 ent->render.model = cl.model_precache[cl.qw_modelindex_spike];
1568                 ent->render.colormap = -1; // no special coloring
1569                 ent->render.alpha = 1;
1570                 VectorSet(ent->render.colormod, 1, 1, 1);
1571
1572                 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1);
1573                 CL_UpdateRenderEntity(&ent->render);
1574         }
1575 }
1576
1577 void CL_LerpPlayer(float frac)
1578 {
1579         int i;
1580
1581         cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
1582         for (i = 0;i < 3;i++)
1583         {
1584                 cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
1585                 cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
1586                 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
1587         }
1588
1589         // interpolate the angles if playing a demo or spectating someone
1590         if (cls.demoplayback || cl.fixangle[0])
1591         {
1592                 for (i = 0;i < 3;i++)
1593                 {
1594                         float d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
1595                         if (d > 180)
1596                                 d -= 360;
1597                         else if (d < -180)
1598                                 d += 360;
1599                         cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
1600                 }
1601         }
1602 }
1603
1604 void CSQC_RelinkAllEntities (int drawmask)
1605 {
1606         // link stuff
1607         CL_RelinkWorld();
1608         CL_RelinkStaticEntities();
1609         CL_RelinkBeams();
1610         CL_RelinkEffects();
1611
1612         // link stuff
1613         if (drawmask & ENTMASK_ENGINE)
1614         {
1615                 CL_RelinkNetworkEntities();
1616                 if (drawmask & ENTMASK_ENGINEVIEWMODELS)
1617                         CL_LinkNetworkEntity(&cl.viewent); // link gun model
1618                 CL_RelinkQWNails();
1619         }
1620
1621         // update view blend
1622         V_CalcViewBlend();
1623 }
1624
1625 /*
1626 ===============
1627 CL_ReadFromServer
1628
1629 Read all incoming data from the server
1630 ===============
1631 */
1632 extern void CL_StairSmoothing(void);//view.c
1633
1634 int CL_ReadFromServer(void)
1635 {
1636         CL_ReadDemoMessage();
1637         CL_SendMove();
1638
1639         r_refdef.time = cl.time;
1640         r_refdef.extraupdate = !r_speeds.integer;
1641         r_refdef.numentities = 0;
1642         r_refdef.numlights = 0;
1643         r_view.matrix = identitymatrix;
1644
1645         cl.num_brushmodel_entities = 0;
1646
1647         if (cls.state == ca_connected && cls.signon == SIGNONS)
1648         {
1649                 // prepare for a new frame
1650                 CL_LerpPlayer(CL_LerpPoint());
1651                 CL_DecayLightFlashes();
1652                 CL_ClearTempEntities();
1653                 V_DriftPitch();
1654                 V_FadeViewFlashs();
1655
1656                 // now update all the network entities and the view matrix
1657                 CL_UpdateEntities();
1658
1659                 CL_RelinkLightFlashes();
1660                 CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS);
1661
1662                 CL_StairSmoothing();
1663
1664                 // move particles
1665                 CL_MoveParticles();
1666                 R_MoveExplosions();
1667
1668                 // update the r_refdef time again because cl.time may have changed in
1669                 // CL_LerpPoint()
1670                 r_refdef.time = cl.time;
1671         }
1672
1673         return 0;
1674 }
1675
1676 // LordHavoc: pausedemo command
1677 static void CL_PauseDemo_f (void)
1678 {
1679         cls.demopaused = !cls.demopaused;
1680         if (cls.demopaused)
1681                 Con_Print("Demo paused\n");
1682         else
1683                 Con_Print("Demo unpaused\n");
1684 }
1685
1686 /*
1687 ======================
1688 CL_Fog_f
1689 ======================
1690 */
1691 static void CL_Fog_f (void)
1692 {
1693         if (Cmd_Argc () == 1)
1694         {
1695                 Con_Printf("\"fog\" is \"%f %f %f %f\"\n", r_refdef.fog_density, r_refdef.fog_red, r_refdef.fog_green, r_refdef.fog_blue);
1696                 return;
1697         }
1698         r_refdef.fog_density = atof(Cmd_Argv(1));
1699         r_refdef.fog_red = atof(Cmd_Argv(2));
1700         r_refdef.fog_green = atof(Cmd_Argv(3));
1701         r_refdef.fog_blue = atof(Cmd_Argv(4));
1702 }
1703
1704 /*
1705 ====================
1706 CL_TimeRefresh_f
1707
1708 For program optimization
1709 ====================
1710 */
1711 static void CL_TimeRefresh_f (void)
1712 {
1713         int i;
1714         float timestart, timedelta, oldangles[3];
1715
1716         r_refdef.extraupdate = false;
1717         VectorCopy(cl.viewangles, oldangles);
1718         VectorClear(cl.viewangles);
1719
1720         timestart = Sys_DoubleTime();
1721         for (i = 0;i < 128;i++)
1722         {
1723                 Matrix4x4_CreateFromQuakeEntity(&r_view.matrix, r_view.origin[0], r_view.origin[1], r_view.origin[2], 0, i / 128.0 * 360.0, 0, 1);
1724                 CL_UpdateScreen();
1725         }
1726         timedelta = Sys_DoubleTime() - timestart;
1727
1728         VectorCopy(oldangles, cl.viewangles);
1729         Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
1730 }
1731
1732 void CL_AreaStats_f(void)
1733 {
1734         World_PrintAreaStats(&cl.world, "client");
1735 }
1736
1737 /*
1738 ===========
1739 CL_Shutdown
1740 ===========
1741 */
1742 void CL_Shutdown (void)
1743 {
1744         CL_Particles_Shutdown();
1745         CL_Parse_Shutdown();
1746
1747         Mem_FreePool (&cls.permanentmempool);
1748         Mem_FreePool (&cls.levelmempool);
1749 }
1750
1751 /*
1752 =================
1753 CL_Init
1754 =================
1755 */
1756 void CL_Init (void)
1757 {
1758         cls.levelmempool = Mem_AllocPool("client (per-level memory)", 0, NULL);
1759         cls.permanentmempool = Mem_AllocPool("client (long term memory)", 0, NULL);
1760
1761         memset(&r_refdef, 0, sizeof(r_refdef));
1762         // max entities sent to renderer per frame
1763         r_refdef.maxentities = MAX_EDICTS + 256 + 512;
1764         r_refdef.entities = (entity_render_t **)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t *) * r_refdef.maxentities);
1765
1766         CL_InitInput ();
1767
1768 //
1769 // register our commands
1770 //
1771         Cvar_RegisterVariable (&cl_upspeed);
1772         Cvar_RegisterVariable (&cl_forwardspeed);
1773         Cvar_RegisterVariable (&cl_backspeed);
1774         Cvar_RegisterVariable (&cl_sidespeed);
1775         Cvar_RegisterVariable (&cl_movespeedkey);
1776         Cvar_RegisterVariable (&cl_yawspeed);
1777         Cvar_RegisterVariable (&cl_pitchspeed);
1778         Cvar_RegisterVariable (&cl_anglespeedkey);
1779         Cvar_RegisterVariable (&cl_shownet);
1780         Cvar_RegisterVariable (&cl_nolerp);
1781         Cvar_RegisterVariable (&lookspring);
1782         Cvar_RegisterVariable (&lookstrafe);
1783         Cvar_RegisterVariable (&sensitivity);
1784         Cvar_RegisterVariable (&freelook);
1785
1786         Cvar_RegisterVariable (&m_pitch);
1787         Cvar_RegisterVariable (&m_yaw);
1788         Cvar_RegisterVariable (&m_forward);
1789         Cvar_RegisterVariable (&m_side);
1790
1791         Cvar_RegisterVariable (&cl_itembobspeed);
1792         Cvar_RegisterVariable (&cl_itembobheight);
1793
1794         Cmd_AddCommand ("entities", CL_PrintEntities_f, "print information on network entities known to client");
1795         Cmd_AddCommand ("disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
1796         Cmd_AddCommand ("record", CL_Record_f, "record a demo");
1797         Cmd_AddCommand ("stop", CL_Stop_f, "stop recording or playing a demo");
1798         Cmd_AddCommand ("playdemo", CL_PlayDemo_f, "watch a demo file");
1799         Cmd_AddCommand ("timedemo", CL_TimeDemo_f, "play back a demo as fast as possible and save statistics to benchmark.log");
1800
1801 #ifdef AUTODEMO_BROKEN
1802         Cvar_RegisterVariable (&cl_autodemo);
1803         Cvar_RegisterVariable (&cl_autodemo_nameformat);
1804 #endif
1805
1806         Cmd_AddCommand ("fog", CL_Fog_f, "set global fog parameters (density red green blue)");
1807
1808         // LordHavoc: added pausedemo
1809         Cmd_AddCommand ("pausedemo", CL_PauseDemo_f, "pause demo playback (can also safely pause demo recording if using QUAKE, QUAKEDP or NEHAHRAMOVIE protocol, useful for making movies)");
1810
1811         Cmd_AddCommand ("cl_areastats", CL_AreaStats_f, "prints statistics on entity culling during collision traces");
1812
1813         Cvar_RegisterVariable(&r_draweffects);
1814         Cvar_RegisterVariable(&cl_explosions_alpha_start);
1815         Cvar_RegisterVariable(&cl_explosions_alpha_end);
1816         Cvar_RegisterVariable(&cl_explosions_size_start);
1817         Cvar_RegisterVariable(&cl_explosions_size_end);
1818         Cvar_RegisterVariable(&cl_explosions_lifetime);
1819         Cvar_RegisterVariable(&cl_stainmaps);
1820         Cvar_RegisterVariable(&cl_stainmaps_clearonload);
1821         Cvar_RegisterVariable(&cl_beams_polygons);
1822         Cvar_RegisterVariable(&cl_beams_quakepositionhack);
1823         Cvar_RegisterVariable(&cl_beams_instantaimhack);
1824         Cvar_RegisterVariable(&cl_beams_lightatend);
1825         Cvar_RegisterVariable(&cl_noplayershadow);
1826
1827         Cvar_RegisterVariable(&cl_prydoncursor);
1828
1829         Cvar_RegisterVariable(&cl_deathnoviewmodel);
1830
1831         // for QW connections
1832         Cvar_RegisterVariable(&qport);
1833         Cvar_SetValueQuick(&qport, (rand() * RAND_MAX + rand()) & 0xffff);
1834
1835         Cmd_AddCommand("timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs");
1836
1837         CL_Parse_Init();
1838         CL_Particles_Init();
1839         CL_Screen_Init();
1840
1841         CL_Video_Init();
1842 }
1843
1844
1845