reworked input timing a bit more, now cl_movement 1 mode syncs client packets to...
[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
29 // we need to declare some mouse variables here, because the menu system
30 // references them even when on a unix system.
31
32 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
33 cvar_t csqc_progcrc = {CVAR_READONLY, "csqc_progcrc","0","CRC of csprogs.dat file to load"};
34
35 cvar_t cl_shownet = {0, "cl_shownet","0","1 = print packet size, 2 = print packet message list"};
36 cvar_t cl_nolerp = {0, "cl_nolerp", "0","network update smoothing"};
37
38 cvar_t cl_itembobheight = {0, "cl_itembobheight", "0","how much items bob up and down (try 8)"};
39 cvar_t cl_itembobspeed = {0, "cl_itembobspeed", "0.5","how frequently items bob up and down"};
40
41 cvar_t lookspring = {CVAR_SAVE, "lookspring","0","returns pitch to level with the floor when no longer holding a pitch key"};
42 cvar_t lookstrafe = {CVAR_SAVE, "lookstrafe","0","move instead of turning"};
43 cvar_t sensitivity = {CVAR_SAVE, "sensitivity","3","mouse speed multiplier"};
44
45 cvar_t m_pitch = {CVAR_SAVE, "m_pitch","0.022","mouse pitch speed multiplier"};
46 cvar_t m_yaw = {CVAR_SAVE, "m_yaw","0.022","mouse yaw speed multiplier"};
47 cvar_t m_forward = {CVAR_SAVE, "m_forward","1","mouse forward speed multiplier"};
48 cvar_t m_side = {CVAR_SAVE, "m_side","0.8","mouse side speed multiplier"};
49
50 cvar_t freelook = {CVAR_SAVE, "freelook", "1","mouse controls pitch instead of forward/back"};
51
52 cvar_t r_draweffects = {0, "r_draweffects", "1","renders temporary sprite effects"};
53
54 cvar_t cl_explosions_alpha_start = {CVAR_SAVE, "cl_explosions_alpha_start", "1.5","starting alpha of an explosion shell"};
55 cvar_t cl_explosions_alpha_end = {CVAR_SAVE, "cl_explosions_alpha_end", "0","end alpha of an explosion shell (just before it disappears)"};
56 cvar_t cl_explosions_size_start = {CVAR_SAVE, "cl_explosions_size_start", "16","starting size of an explosion shell"};
57 cvar_t cl_explosions_size_end = {CVAR_SAVE, "cl_explosions_size_end", "128","ending alpha of an explosion shell (just before it disappears)"};
58 cvar_t cl_explosions_lifetime = {CVAR_SAVE, "cl_explosions_lifetime", "0.5","how long an explosion shell lasts"};
59
60 cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "1","stains lightmaps, much faster than decals but blurred"};
61 cvar_t cl_stainmaps_clearonload = {CVAR_SAVE, "cl_stainmaps_clearonload", "1","clear stainmaps on map restart"};
62
63 cvar_t cl_beams_polygons = {CVAR_SAVE, "cl_beams_polygons", "1","use beam polygons instead of models"};
64 cvar_t cl_beams_relative = {CVAR_SAVE, "cl_beams_relative", "1","beams are relative to owner (smooth sweeps)"};
65 cvar_t cl_beams_lightatend = {CVAR_SAVE, "cl_beams_lightatend", "0","make a light at the end of the beam"};
66
67 cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0","hide player shadow"};
68
69 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"};
70
71 cvar_t cl_deathnoviewmodel = {0, "cl_deathnoviewmodel", "1", "hides gun model when dead"};
72
73 vec3_t cl_playerstandmins;
74 vec3_t cl_playerstandmaxs;
75 vec3_t cl_playercrouchmins;
76 vec3_t cl_playercrouchmaxs;
77
78 mempool_t *cl_mempool;
79
80 client_static_t cls;
81 client_state_t  cl;
82
83 int cl_max_entities;
84 int cl_max_csqcentities;
85 int cl_max_static_entities;
86 int cl_max_temp_entities;
87 int cl_max_effects;
88 int cl_max_beams;
89 int cl_max_dlights;
90 int cl_max_lightstyle;
91 int cl_max_brushmodel_entities;
92 int cl_activedlights;
93
94 entity_t *cl_entities;
95 entity_t *cl_csqcentities;      //[515]: csqc
96 unsigned char *cl_entities_active;
97 unsigned char *cl_csqcentities_active;  //[515]: csqc
98 entity_t *cl_static_entities;
99 entity_t *cl_temp_entities;
100 cl_effect_t *cl_effects;
101 beam_t *cl_beams;
102 dlight_t *cl_dlights;
103 lightstyle_t *cl_lightstyle;
104 int *cl_brushmodel_entities;
105
106 int cl_num_entities;
107 int cl_num_csqcentities;        //[515]: csqc
108 int cl_num_static_entities;
109 int cl_num_temp_entities;
110 int cl_num_brushmodel_entities;
111
112 // keep track of quake entities because they need to be killed if they get stale
113 extern int cl_lastquakeentity;
114 extern unsigned char cl_isquakeentity[MAX_EDICTS];
115
116 /*
117 =====================
118 CL_ClearState
119
120 =====================
121 */
122 void CL_ClearState(void)
123 {
124         int i;
125
126         if (cl_entities) Mem_Free(cl_entities);cl_entities = NULL;
127         if (cl_csqcentities) Mem_Free(cl_csqcentities);cl_csqcentities = NULL;  //[515]: csqc
128         if (cl_entities_active) Mem_Free(cl_entities_active);cl_entities_active = NULL;
129         if (cl_csqcentities_active) Mem_Free(cl_csqcentities_active);cl_csqcentities_active = NULL;     //[515]: csqc
130         if (cl_static_entities) Mem_Free(cl_static_entities);cl_static_entities = NULL;
131         if (cl_temp_entities) Mem_Free(cl_temp_entities);cl_temp_entities = NULL;
132         if (cl_effects) Mem_Free(cl_effects);cl_effects = NULL;
133         if (cl_beams) Mem_Free(cl_beams);cl_beams = NULL;
134         if (cl_dlights) Mem_Free(cl_dlights);cl_dlights = NULL;
135         if (cl_lightstyle) Mem_Free(cl_lightstyle);cl_lightstyle = NULL;
136         if (cl_brushmodel_entities) Mem_Free(cl_brushmodel_entities);cl_brushmodel_entities = NULL;
137         if (cl.entitydatabase) EntityFrame_FreeDatabase(cl.entitydatabase);cl.entitydatabase = NULL;
138         if (cl.entitydatabase4) EntityFrame4_FreeDatabase(cl.entitydatabase4);cl.entitydatabase4 = NULL;
139         if (cl.scores) Mem_Free(cl.scores);cl.scores = NULL;
140
141         if (!sv.active)
142                 Host_ClearMemory ();
143
144 // wipe the entire cl structure
145         memset (&cl, 0, sizeof(cl));
146         // reset the view zoom interpolation
147         cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
148
149         cl_num_entities = 0;
150         cl_num_csqcentities = 0;        //[515]: csqc
151         cl_num_static_entities = 0;
152         cl_num_temp_entities = 0;
153         cl_num_brushmodel_entities = 0;
154
155         // tweak these if the game runs out
156         cl_max_entities = 256;
157         cl_max_csqcentities = 256;      //[515]: csqc
158         cl_max_static_entities = 256;
159         cl_max_temp_entities = 512;
160         cl_max_effects = 256;
161         cl_max_beams = 256;
162         cl_max_dlights = MAX_DLIGHTS;
163         cl_max_lightstyle = MAX_LIGHTSTYLES;
164         cl_max_brushmodel_entities = MAX_EDICTS;
165         cl_activedlights = 0;
166
167         cl_entities = (entity_t *)Mem_Alloc(cl_mempool, cl_max_entities * sizeof(entity_t));
168         cl_csqcentities = (entity_t *)Mem_Alloc(cl_mempool, cl_max_csqcentities * sizeof(entity_t));    //[515]: csqc
169         cl_entities_active = (unsigned char *)Mem_Alloc(cl_mempool, cl_max_brushmodel_entities * sizeof(unsigned char));
170         cl_csqcentities_active = (unsigned char *)Mem_Alloc(cl_mempool, cl_max_brushmodel_entities * sizeof(unsigned char));    //[515]: csqc
171         cl_static_entities = (entity_t *)Mem_Alloc(cl_mempool, cl_max_static_entities * sizeof(entity_t));
172         cl_temp_entities = (entity_t *)Mem_Alloc(cl_mempool, cl_max_temp_entities * sizeof(entity_t));
173         cl_effects = (cl_effect_t *)Mem_Alloc(cl_mempool, cl_max_effects * sizeof(cl_effect_t));
174         cl_beams = (beam_t *)Mem_Alloc(cl_mempool, cl_max_beams * sizeof(beam_t));
175         cl_dlights = (dlight_t *)Mem_Alloc(cl_mempool, cl_max_dlights * sizeof(dlight_t));
176         cl_lightstyle = (lightstyle_t *)Mem_Alloc(cl_mempool, cl_max_lightstyle * sizeof(lightstyle_t));
177         cl_brushmodel_entities = (int *)Mem_Alloc(cl_mempool, cl_max_brushmodel_entities * sizeof(int));
178
179         cl_lastquakeentity = 0;
180         memset(cl_isquakeentity, 0, sizeof(cl_isquakeentity));
181
182         // LordHavoc: have to set up the baseline info for alpha and other stuff
183         for (i = 0;i < cl_max_entities;i++)
184         {
185                 cl_entities[i].state_baseline = defaultstate;
186                 cl_entities[i].state_previous = defaultstate;
187                 cl_entities[i].state_current = defaultstate;
188         }
189
190         for (i = 0;i < cl_max_csqcentities;i++)
191         {
192                 cl_csqcentities[i].state_baseline = defaultstate;       //[515]: csqc
193                 cl_csqcentities[i].state_previous = defaultstate;       //[515]: csqc
194                 cl_csqcentities[i].state_current = defaultstate;        //[515]: csqc
195                 cl_csqcentities[i].csqc = true;
196                 cl_csqcentities[i].state_current.number = -i;
197         }
198
199         if (gamemode == GAME_NEXUIZ)
200         {
201                 VectorSet(cl_playerstandmins, -16, -16, -24);
202                 VectorSet(cl_playerstandmaxs, 16, 16, 45);
203                 VectorSet(cl_playercrouchmins, -16, -16, -24);
204                 VectorSet(cl_playercrouchmaxs, 16, 16, 25);
205         }
206         else
207         {
208                 VectorSet(cl_playerstandmins, -16, -16, -24);
209                 VectorSet(cl_playerstandmaxs, 16, 16, 24);
210                 VectorSet(cl_playercrouchmins, -16, -16, -24);
211                 VectorSet(cl_playercrouchmaxs, 16, 16, 24);
212         }
213
214         CL_Screen_NewMap();
215         CL_Particles_Clear();
216         CL_CGVM_Clear();
217 }
218
219 void CL_ExpandEntities(int num)
220 {
221         int i, oldmaxentities;
222         entity_t *oldentities;
223         if (num >= cl_max_entities)
224         {
225                 if (!cl_entities)
226                         Sys_Error("CL_ExpandEntities: cl_entities not initialized");
227                 if (num >= MAX_EDICTS)
228                         Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
229                 oldmaxentities = cl_max_entities;
230                 oldentities = cl_entities;
231                 cl_max_entities = (num & ~255) + 256;
232                 cl_entities = (entity_t *)Mem_Alloc(cl_mempool, cl_max_entities * sizeof(entity_t));
233                 memcpy(cl_entities, oldentities, oldmaxentities * sizeof(entity_t));
234                 Mem_Free(oldentities);
235                 for (i = oldmaxentities;i < cl_max_entities;i++)
236                 {
237                         cl_entities[i].state_baseline = defaultstate;
238                         cl_entities[i].state_previous = defaultstate;
239                         cl_entities[i].state_current = defaultstate;
240                 }
241         }
242 }
243
244 void CL_ExpandCSQCEntities(int num)
245 {
246         int i, oldmaxentities;
247         entity_t *oldentities;
248         if (num >= cl_max_csqcentities)
249         {
250                 if (!cl_csqcentities)
251                         Sys_Error("CL_ExpandCSQCEntities: cl_csqcentities not initialized\n");
252                 if (num >= MAX_EDICTS)
253                         Host_Error("CL_ExpandCSQCEntities: num %i >= %i\n", num, MAX_EDICTS);
254                 oldmaxentities = cl_max_csqcentities;
255                 oldentities = cl_csqcentities;
256                 cl_max_csqcentities = (num & ~255) + 256;
257                 cl_csqcentities = Mem_Alloc(cl_mempool, cl_max_csqcentities * sizeof(entity_t));
258                 memcpy(cl_csqcentities, oldentities, oldmaxentities * sizeof(entity_t));
259                 Mem_Free(oldentities);
260                 for (i = oldmaxentities;i < cl_max_csqcentities;i++)
261                 {
262                         cl_csqcentities[i].state_baseline = defaultstate;
263                         cl_csqcentities[i].state_previous = defaultstate;
264                         cl_csqcentities[i].state_current = defaultstate;
265                         cl_csqcentities[i].csqc = true;
266                         cl_csqcentities[i].state_current.number = -i;
267                 }
268         }
269 }
270
271 void CL_VM_ShutDown (void);
272 /*
273 =====================
274 CL_Disconnect
275
276 Sends a disconnect message to the server
277 This is also called on Host_Error, so it shouldn't cause any errors
278 =====================
279 */
280 void CL_Disconnect(void)
281 {
282         if (cls.state == ca_dedicated)
283                 return;
284
285         Con_DPrintf("CL_Disconnect\n");
286
287         CL_VM_ShutDown();
288 // stop sounds (especially looping!)
289         S_StopAllSounds ();
290
291         // clear contents blends
292         cl.cshifts[0].percent = 0;
293         cl.cshifts[1].percent = 0;
294         cl.cshifts[2].percent = 0;
295         cl.cshifts[3].percent = 0;
296
297         cl.worldmodel = NULL;
298
299         if (cls.demoplayback)
300                 CL_StopPlayback();
301         else if (cls.netcon)
302         {
303                 sizebuf_t buf;
304                 unsigned char bufdata[8];
305                 if (cls.demorecording)
306                         CL_Stop_f();
307
308                 // send clc_disconnect 3 times to improve chances of server receiving
309                 // it (but it still fails sometimes)
310                 Con_DPrint("Sending clc_disconnect\n");
311                 memset(&buf, 0, sizeof(buf));
312                 buf.data = bufdata;
313                 buf.maxsize = sizeof(bufdata);
314                 MSG_WriteByte(&buf, clc_disconnect);
315                 NetConn_SendUnreliableMessage(cls.netcon, &buf);
316                 NetConn_SendUnreliableMessage(cls.netcon, &buf);
317                 NetConn_SendUnreliableMessage(cls.netcon, &buf);
318                 NetConn_Close(cls.netcon);
319                 cls.netcon = NULL;
320         }
321         cls.state = ca_disconnected;
322
323         cls.demoplayback = cls.timedemo = false;
324         cls.signon = 0;
325 }
326
327 void CL_Disconnect_f(void)
328 {
329         CL_Disconnect ();
330         if (sv.active)
331                 Host_ShutdownServer ();
332 }
333
334
335
336
337 /*
338 =====================
339 CL_EstablishConnection
340
341 Host should be either "local" or a net address
342 =====================
343 */
344 void CL_EstablishConnection(const char *host)
345 {
346         if (cls.state == ca_dedicated)
347                 return;
348
349         // clear menu's connect error message
350         M_Update_Return_Reason("");
351         cls.demonum = -1;
352
353         // stop demo loop in case this fails
354         CL_Disconnect();
355
356         // make sure the client ports are open before attempting to connect
357         NetConn_UpdateSockets();
358
359         // run a network frame
360         //NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
361
362         if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
363         {
364                 cls.connect_trying = true;
365                 cls.connect_remainingtries = 3;
366                 cls.connect_nextsendtime = 0;
367                 M_Update_Return_Reason("Trying to connect...");
368                 // run several network frames to jump into the game quickly
369                 //if (sv.active)
370                 //{
371                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
372                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
373                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
374                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
375                 //}
376         }
377         else
378         {
379                 Con_Print("Unable to find a suitable network socket to connect to server.\n");
380                 M_Update_Return_Reason("No network");
381         }
382 }
383
384 /*
385 ==============
386 CL_PrintEntities_f
387 ==============
388 */
389 static void CL_PrintEntities_f(void)
390 {
391         entity_t *ent;
392         int i, j;
393         char name[32];
394
395         for (i = 0, ent = cl_entities;i < cl_num_entities;i++, ent++)
396         {
397                 if (!ent->state_current.active)
398                         continue;
399
400                 if (ent->render.model)
401                         strlcpy (name, ent->render.model->name, 25);
402                 else
403                         strcpy(name, "--no model--");
404                 for (j = (int)strlen(name);j < 25;j++)
405                         name[j] = ' ';
406                 Con_Printf("%3i: %s:%4i (%5i %5i %5i) [%3i %3i %3i] %4.2f %5.3f\n", i, name, ent->render.frame, (int) ent->render.matrix.m[0][3], (int) ent->render.matrix.m[1][3], (int) ent->render.matrix.m[2][3], (int) ent->render.angles[0] % 360, (int) ent->render.angles[1] % 360, (int) ent->render.angles[2] % 360, ent->render.scale, ent->render.alpha);
407         }
408 }
409
410 //static const vec3_t nomodelmins = {-16, -16, -16};
411 //static const vec3_t nomodelmaxs = {16, 16, 16};
412 void CL_BoundingBoxForEntity(entity_render_t *ent)
413 {
414         if (ent->model)
415         {
416                 //if (ent->angles[0] || ent->angles[2])
417                 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
418                 {
419                         // pitch or roll
420                         ent->mins[0] = ent->matrix.m[0][3] + ent->model->rotatedmins[0];
421                         ent->mins[1] = ent->matrix.m[1][3] + ent->model->rotatedmins[1];
422                         ent->mins[2] = ent->matrix.m[2][3] + ent->model->rotatedmins[2];
423                         ent->maxs[0] = ent->matrix.m[0][3] + ent->model->rotatedmaxs[0];
424                         ent->maxs[1] = ent->matrix.m[1][3] + ent->model->rotatedmaxs[1];
425                         ent->maxs[2] = ent->matrix.m[2][3] + ent->model->rotatedmaxs[2];
426                         //VectorAdd(ent->origin, ent->model->rotatedmins, ent->mins);
427                         //VectorAdd(ent->origin, ent->model->rotatedmaxs, ent->maxs);
428                 }
429                 //else if (ent->angles[1])
430                 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
431                 {
432                         // yaw
433                         ent->mins[0] = ent->matrix.m[0][3] + ent->model->yawmins[0];
434                         ent->mins[1] = ent->matrix.m[1][3] + ent->model->yawmins[1];
435                         ent->mins[2] = ent->matrix.m[2][3] + ent->model->yawmins[2];
436                         ent->maxs[0] = ent->matrix.m[0][3] + ent->model->yawmaxs[0];
437                         ent->maxs[1] = ent->matrix.m[1][3] + ent->model->yawmaxs[1];
438                         ent->maxs[2] = ent->matrix.m[2][3] + ent->model->yawmaxs[2];
439                         //VectorAdd(ent->origin, ent->model->yawmins, ent->mins);
440                         //VectorAdd(ent->origin, ent->model->yawmaxs, ent->maxs);
441                 }
442                 else
443                 {
444                         ent->mins[0] = ent->matrix.m[0][3] + ent->model->normalmins[0];
445                         ent->mins[1] = ent->matrix.m[1][3] + ent->model->normalmins[1];
446                         ent->mins[2] = ent->matrix.m[2][3] + ent->model->normalmins[2];
447                         ent->maxs[0] = ent->matrix.m[0][3] + ent->model->normalmaxs[0];
448                         ent->maxs[1] = ent->matrix.m[1][3] + ent->model->normalmaxs[1];
449                         ent->maxs[2] = ent->matrix.m[2][3] + ent->model->normalmaxs[2];
450                         //VectorAdd(ent->origin, ent->model->normalmins, ent->mins);
451                         //VectorAdd(ent->origin, ent->model->normalmaxs, ent->maxs);
452                 }
453         }
454         else
455         {
456                 ent->mins[0] = ent->matrix.m[0][3] - 16;
457                 ent->mins[1] = ent->matrix.m[1][3] - 16;
458                 ent->mins[2] = ent->matrix.m[2][3] - 16;
459                 ent->maxs[0] = ent->matrix.m[0][3] + 16;
460                 ent->maxs[1] = ent->matrix.m[1][3] + 16;
461                 ent->maxs[2] = ent->matrix.m[2][3] + 16;
462                 //VectorAdd(ent->origin, nomodelmins, ent->mins);
463                 //VectorAdd(ent->origin, nomodelmaxs, ent->maxs);
464         }
465 }
466
467 /*
468 ===============
469 CL_LerpPoint
470
471 Determines the fraction between the last two messages that the objects
472 should be put at.
473 ===============
474 */
475 static float CL_LerpPoint(void)
476 {
477         float f;
478
479         // dropped packet, or start of demo
480         if (cl.mtime[1] < cl.mtime[0] - 0.1)
481                 cl.mtime[1] = cl.mtime[0] - 0.1;
482
483         cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
484
485         // LordHavoc: lerp in listen games as the server is being capped below the client (usually)
486         f = cl.mtime[0] - cl.mtime[1];
487         if (!f || cl_nolerp.integer || cls.timedemo || (cl.islocalgame && !sv_fixedframeratesingleplayer.integer))
488         {
489                 cl.time = cl.mtime[0];
490                 return 1;
491         }
492
493         f = (cl.time - cl.mtime[1]) / f;
494         return bound(0, f, 1);
495 }
496
497 void CL_ClearTempEntities (void)
498 {
499         cl_num_temp_entities = 0;
500 }
501
502 entity_t *CL_NewTempEntity(void)
503 {
504         entity_t *ent;
505
506         if (r_refdef.numentities >= r_refdef.maxentities)
507                 return NULL;
508         if (cl_num_temp_entities >= cl_max_temp_entities)
509                 return NULL;
510         ent = &cl_temp_entities[cl_num_temp_entities++];
511         memset (ent, 0, sizeof(*ent));
512         r_refdef.entities[r_refdef.numentities++] = &ent->render;
513
514         ent->render.colormap = -1; // no special coloring
515         ent->render.scale = 1;
516         ent->render.alpha = 1;
517         VectorSet(ent->render.colormod, 1, 1, 1);
518         return ent;
519 }
520
521 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
522 {
523         int i;
524         cl_effect_t *e;
525         if (!modelindex) // sanity check
526                 return;
527         for (i = 0, e = cl_effects;i < cl_max_effects;i++, e++)
528         {
529                 if (e->active)
530                         continue;
531                 e->active = true;
532                 VectorCopy(org, e->origin);
533                 e->modelindex = modelindex;
534                 e->starttime = cl.time;
535                 e->startframe = startframe;
536                 e->endframe = startframe + framecount;
537                 e->framerate = framerate;
538
539                 e->frame = 0;
540                 e->frame1time = cl.time;
541                 e->frame2time = cl.time;
542                 break;
543         }
544 }
545
546 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)
547 {
548         int i;
549         dlight_t *dl;
550
551         /*
552 // first look for an exact key match
553         if (ent)
554         {
555                 dl = cl_dlights;
556                 for (i = 0;i < cl_activedlights;i++, dl++)
557                         if (dl->ent == ent)
558                                 goto dlightsetup;
559         }
560         */
561
562 // then look for anything else
563         dl = cl_dlights;
564         for (i = 0;i < cl_activedlights;i++, dl++)
565                 if (!dl->radius)
566                         goto dlightsetup;
567         // if we hit the end of the active dlights and found no gaps, add a new one
568         if (i < MAX_DLIGHTS)
569         {
570                 cl_activedlights = i + 1;
571                 goto dlightsetup;
572         }
573
574         // unable to find one
575         return;
576
577 dlightsetup:
578         //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
579         memset (dl, 0, sizeof(*dl));
580         Matrix4x4_Normalize(&dl->matrix, matrix);
581         dl->ent = ent;
582         dl->origin[0] = dl->matrix.m[0][3];
583         dl->origin[1] = dl->matrix.m[1][3];
584         dl->origin[2] = dl->matrix.m[2][3];
585         CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
586         dl->matrix.m[0][3] = dl->origin[0];
587         dl->matrix.m[1][3] = dl->origin[1];
588         dl->matrix.m[2][3] = dl->origin[2];
589         dl->radius = radius;
590         dl->color[0] = red;
591         dl->color[1] = green;
592         dl->color[2] = blue;
593         dl->decay = decay;
594         if (lifetime)
595                 dl->die = cl.time + lifetime;
596         else
597                 dl->die = 0;
598         dl->cubemapnum = cubemapnum;
599         dl->style = style;
600         dl->shadow = shadowenable;
601         dl->corona = corona;
602         dl->flags = flags;
603         dl->coronasizescale = coronasizescale;
604         dl->ambientscale = ambientscale;
605         dl->diffusescale = diffusescale;
606         dl->specularscale = specularscale;
607 }
608
609 // called before entity relinking
610 void CL_DecayLights(void)
611 {
612         int i, oldmax;
613         dlight_t *dl;
614         float time, f;
615
616         time = cl.time - cl.oldtime;
617         oldmax = cl_activedlights;
618         cl_activedlights = 0;
619         for (i = 0, dl = cl_dlights;i < oldmax;i++, dl++)
620         {
621                 if (dl->radius)
622                 {
623                         f = dl->radius - time * dl->decay;
624                         if (cl.time < dl->die && f > 0)
625                         {
626                                 dl->radius = dl->radius - time * dl->decay;
627                                 cl_activedlights = i + 1;
628                         }
629                         else
630                                 dl->radius = 0;
631                 }
632         }
633 }
634
635 // called after entity relinking
636 void CL_UpdateLights(void)
637 {
638         int i, j, k, l;
639         dlight_t *dl;
640         float frac, f;
641
642         r_refdef.numlights = 0;
643         if (r_dynamic.integer)
644         {
645                 for (i = 0, dl = cl_dlights;i < cl_activedlights;i++, dl++)
646                 {
647                         if (dl->radius)
648                         {
649                                 R_RTLight_Update(dl, false);
650                                 r_refdef.lights[r_refdef.numlights++] = dl;
651                         }
652                 }
653         }
654
655 // light animations
656 // 'm' is normal light, 'a' is no light, 'z' is double bright
657         f = cl.time * 10;
658         i = (int)floor(f);
659         frac = f - i;
660         for (j = 0;j < cl_max_lightstyle;j++)
661         {
662                 if (!cl_lightstyle || !cl_lightstyle[j].length)
663                 {
664                         r_refdef.lightstylevalue[j] = 256;
665                         continue;
666                 }
667                 k = i % cl_lightstyle[j].length;
668                 l = (i-1) % cl_lightstyle[j].length;
669                 k = cl_lightstyle[j].map[k] - 'a';
670                 l = cl_lightstyle[j].map[l] - 'a';
671                 r_refdef.lightstylevalue[j] = ((k*frac)+(l*(1-frac)))*22;
672         }
673 }
674
675 #define MAXVIEWMODELS 32
676 entity_t *viewmodels[MAXVIEWMODELS];
677 int numviewmodels;
678
679 matrix4x4_t viewmodelmatrix;
680
681 static int entitylinkframenumber;
682
683 static const vec3_t muzzleflashorigin = {18, 0, 0};
684
685 extern void V_DriftPitch(void);
686 extern void V_FadeViewFlashs(void);
687 extern void V_CalcViewBlend(void);
688
689 extern void V_CalcRefdef(void);
690 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
691 void CL_LinkNetworkEntity(entity_t *e)
692 {
693         matrix4x4_t *matrix, blendmatrix, tempmatrix, matrix2;
694         //matrix4x4_t dlightmatrix;
695         int j, k, l, trailtype, temp;
696         float origin[3], angles[3], delta[3], lerp, dlightcolor[3], dlightradius, mins[3], maxs[3], v2[3], d;
697         entity_t *t;
698         model_t *model;
699         trace_t trace;
700         //entity_persistent_t *p = &e->persistent;
701         //entity_render_t *r = &e->render;
702         if (e->persistent.linkframe != entitylinkframenumber)
703         {
704                 e->persistent.linkframe = entitylinkframenumber;
705                 // skip inactive entities and world
706                 if (!e->state_current.active || e == cl_entities || e == cl_csqcentities)
707                         return;
708                 e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
709                 e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
710                 e->render.flags = e->state_current.flags;
711                 e->render.effects = e->state_current.effects;
712                 VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
713                 if (e->state_current.flags & RENDER_COLORMAPPED)
714                 {
715                         int cb;
716                         unsigned char *cbcolor;
717                         e->render.colormap = e->state_current.colormap;
718                         cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12;
719                         cbcolor = (unsigned char *) (&palette_complete[cb]);
720                         e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f);
721                         e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f);
722                         e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f);
723                         cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
724                         cbcolor = (unsigned char *) (&palette_complete[cb]);
725                         e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f);
726                         e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f);
727                         e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f);
728                 }
729                 else if (e->state_current.colormap && cl.scores != NULL)
730                 {
731                         int cb;
732                         unsigned char *cbcolor;
733                         e->render.colormap = cl.scores[e->state_current.colormap - 1].colors; // color it
734                         cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12;
735                         cbcolor = (unsigned char *) (&palette_complete[cb]);
736                         e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f);
737                         e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f);
738                         e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f);
739                         cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
740                         cbcolor = (unsigned char *) (&palette_complete[cb]);
741                         e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f);
742                         e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f);
743                         e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f);
744                 }
745                 else
746                 {
747                         e->render.colormap = -1; // no special coloring
748                         VectorClear(e->render.colormap_pantscolor);
749                         VectorClear(e->render.colormap_shirtcolor);
750                 }
751                 e->render.skinnum = e->state_current.skin;
752                 if (e->render.flags & RENDER_VIEWMODEL && !e->state_current.tagentity)
753                 {
754                         if (!r_drawviewmodel.integer || chase_active.integer || envmap)// || csqc_loaded)
755                                 return;
756                         if (!e->csqc)
757                         {
758                                 if (cl.viewentity)
759                                         CL_LinkNetworkEntity(cl_entities + cl.viewentity);
760                                 if (e == &cl.viewent && cl_entities[cl.viewentity].state_current.active)
761                                 {
762                                         e->state_current.alpha = cl_entities[cl.viewentity].state_current.alpha;
763                                         e->state_current.effects = EF_NOSHADOW | (cl_entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_REFLECTIVE | EF_FULLBRIGHT | EF_NODEPTHTEST));
764                                 }
765                         }
766                         matrix = &viewmodelmatrix;
767                 }
768                 else
769                 {
770                         // if the tag entity is currently impossible, skip it
771                         if (!e->csqc)
772                         {
773                                 if (e->state_current.tagentity >= cl_num_entities)
774                                         return;
775                                 t = cl_entities + e->state_current.tagentity;
776                         }
777                         else
778                         {
779                                 if (e->state_current.tagentity >= cl_num_csqcentities)
780                                         return;
781                                 t = cl_csqcentities + e->state_current.tagentity;
782                         }
783                         // if the tag entity is inactive, skip it
784                         if (!t->state_current.active)
785                                 return;
786                         // note: this can link to world
787                         CL_LinkNetworkEntity(t);
788                         // make relative to the entity
789                         matrix = &t->render.matrix;
790                         // some properties of the tag entity carry over
791                         e->render.flags |= t->render.flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
792                         // if a valid tagindex is used, make it relative to that tag instead
793                         // FIXME: use a model function to get tag info (need to handle skeletal)
794                         if (e->state_current.tagentity && e->state_current.tagindex >= 1 && (model = t->render.model))
795                         {
796                                 // blend the matrices
797                                 memset(&blendmatrix, 0, sizeof(blendmatrix));
798                                 for (j = 0;j < 4 && t->render.frameblend[j].lerp > 0;j++)
799                                 {
800                                         matrix4x4_t tagmatrix;
801                                         Mod_Alias_GetTagMatrix(model, t->render.frameblend[j].frame, e->state_current.tagindex - 1, &tagmatrix);
802                                         d = t->render.frameblend[j].lerp;
803                                         for (l = 0;l < 4;l++)
804                                                 for (k = 0;k < 4;k++)
805                                                         blendmatrix.m[l][k] += d * tagmatrix.m[l][k];
806                                 }
807                                 // concat the tag matrices onto the entity matrix
808                                 Matrix4x4_Concat(&tempmatrix, &t->render.matrix, &blendmatrix);
809                                 // use the constructed tag matrix
810                                 matrix = &tempmatrix;
811                         }
812                 }
813
814                 // movement lerp
815                 // if it's the player entity, update according to client movement
816                 if (e == cl_entities + cl.playerentity && cl.movement)// && !e->csqc)
817                 {
818                         lerp = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]);
819                         lerp = bound(0, lerp, 1);
820                         VectorLerp(cl.movement_oldorigin, lerp, cl.movement_origin, origin);
821                         VectorSet(angles, 0, cl.viewangles[1], 0);
822                 }
823                 else if (e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1)
824                 {
825                         // interpolate the origin and angles
826                         VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
827                         VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
828                         if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
829                         if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
830                         if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
831                         VectorMA(e->persistent.oldangles, lerp, delta, angles);
832                 }
833                 else
834                 {
835                         // no interpolation
836                         VectorCopy(e->persistent.neworigin, origin);
837                         VectorCopy(e->persistent.newangles, angles);
838                 }
839
840                 // model setup and some modelflags
841                 if(e->state_current.modelindex < MAX_MODELS)
842                         e->render.model = cl.model_precache[e->state_current.modelindex];
843                 else
844                         e->render.model = cl.csqc_model_precache[65536-e->state_current.modelindex];
845                 if (e->render.model)
846                 {
847                         // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
848                         if (e->render.model->type == mod_alias || (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC))
849                                 angles[0] = -angles[0];
850                         if ((e->render.model->flags & EF_ROTATE) && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
851                         {
852                                 angles[1] = ANGLEMOD(100*cl.time);
853                                 if (cl_itembobheight.value)
854                                         origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
855                         }
856                         // transfer certain model flags to effects
857                         e->render.effects |= e->render.model->flags2 & (EF_FULLBRIGHT | EF_ADDITIVE);
858                         if (cl_prydoncursor.integer && (e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
859                                 VectorScale(e->render.colormod, 2, e->render.colormod);
860                 }
861
862                 // animation lerp
863                 if (e->render.frame2 == e->state_current.frame)
864                 {
865                         // update frame lerp fraction
866                         e->render.framelerp = 1;
867                         if (e->render.frame2time > e->render.frame1time)
868                         {
869                                 // make sure frame lerp won't last longer than 100ms
870                                 // (this mainly helps with models that use framegroups and
871                                 // switch between them infrequently)
872                                 e->render.framelerp = (cl.time - e->render.frame2time) / min(e->render.frame2time - e->render.frame1time, 0.1);
873                                 e->render.framelerp = bound(0, e->render.framelerp, 1);
874                         }
875                 }
876                 else
877                 {
878                         // begin a new frame lerp
879                         e->render.frame1 = e->render.frame2;
880                         e->render.frame1time = e->render.frame2time;
881                         e->render.frame = e->render.frame2 = e->state_current.frame;
882                         e->render.frame2time = cl.time;
883                         e->render.framelerp = 0;
884                 }
885                 R_LerpAnimation(&e->render);
886
887                 // set up the render matrix
888                 // FIXME: e->render.scale should go away
889                 Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
890                 // concat the matrices to make the entity relative to its tag
891                 Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
892                 // make the other useful stuff
893                 Matrix4x4_Invert_Simple(&e->render.inversematrix, &e->render.matrix);
894                 CL_BoundingBoxForEntity(&e->render);
895
896                 // handle effects now that we know where this entity is in the world...
897                 if (e->render.model && e->render.model->soundfromcenter)
898                 {
899                         // bmodels are treated specially since their origin is usually '0 0 0'
900                         vec3_t o;
901                         VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
902                         Matrix4x4_Transform(&e->render.matrix, o, origin);
903                 }
904                 else
905                 {
906                         origin[0] = e->render.matrix.m[0][3];
907                         origin[1] = e->render.matrix.m[1][3];
908                         origin[2] = e->render.matrix.m[2][3];
909                 }
910                 trailtype = -1;
911                 dlightradius = 0;
912                 dlightcolor[0] = 0;
913                 dlightcolor[1] = 0;
914                 dlightcolor[2] = 0;
915                 // LordHavoc: if the entity has no effects, don't check each
916                 if (e->render.effects)
917                 {
918                         if (e->render.effects & EF_BRIGHTFIELD)
919                         {
920                                 if (gamemode == GAME_NEXUIZ)
921                                 {
922                                         dlightradius = max(dlightradius, 200);
923                                         dlightcolor[0] += 0.75f;
924                                         dlightcolor[1] += 1.50f;
925                                         dlightcolor[2] += 3.00f;
926                                         trailtype = 8;
927                                 }
928                                 else
929                                         CL_EntityParticles(e);
930                         }
931                         if (e->render.effects & EF_MUZZLEFLASH)
932                                 e->persistent.muzzleflash = 1.0f;
933                         if (e->render.effects & EF_DIMLIGHT)
934                         {
935                                 dlightradius = max(dlightradius, 200);
936                                 dlightcolor[0] += 1.50f;
937                                 dlightcolor[1] += 1.50f;
938                                 dlightcolor[2] += 1.50f;
939                         }
940                         if (e->render.effects & EF_BRIGHTLIGHT)
941                         {
942                                 dlightradius = max(dlightradius, 400);
943                                 dlightcolor[0] += 3.00f;
944                                 dlightcolor[1] += 3.00f;
945                                 dlightcolor[2] += 3.00f;
946                         }
947                         // LordHavoc: more effects
948                         if (e->render.effects & EF_RED) // red
949                         {
950                                 dlightradius = max(dlightradius, 200);
951                                 dlightcolor[0] += 1.50f;
952                                 dlightcolor[1] += 0.15f;
953                                 dlightcolor[2] += 0.15f;
954                         }
955                         if (e->render.effects & EF_BLUE) // blue
956                         {
957                                 dlightradius = max(dlightradius, 200);
958                                 dlightcolor[0] += 0.15f;
959                                 dlightcolor[1] += 0.15f;
960                                 dlightcolor[2] += 1.50f;
961                         }
962                         if (e->render.effects & EF_FLAME)
963                         {
964                                 mins[0] = origin[0] - 16.0f;
965                                 mins[1] = origin[1] - 16.0f;
966                                 mins[2] = origin[2] - 16.0f;
967                                 maxs[0] = origin[0] + 16.0f;
968                                 maxs[1] = origin[1] + 16.0f;
969                                 maxs[2] = origin[2] + 16.0f;
970                                 // how many flames to make
971                                 temp = (int) (cl.time * 300) - (int) (cl.oldtime * 300);
972                                 CL_FlameCube(mins, maxs, temp);
973                                 d = lhrandom(0.75f, 1);
974                                 dlightradius = max(dlightradius, 200);
975                                 dlightcolor[0] += d * 2.0f;
976                                 dlightcolor[1] += d * 1.5f;
977                                 dlightcolor[2] += d * 0.5f;
978                         }
979                         if (e->render.effects & EF_STARDUST)
980                         {
981                                 mins[0] = origin[0] - 16.0f;
982                                 mins[1] = origin[1] - 16.0f;
983                                 mins[2] = origin[2] - 16.0f;
984                                 maxs[0] = origin[0] + 16.0f;
985                                 maxs[1] = origin[1] + 16.0f;
986                                 maxs[2] = origin[2] + 16.0f;
987                                 // how many particles to make
988                                 temp = (int) (cl.time * 200) - (int) (cl.oldtime * 200);
989                                 CL_Stardust(mins, maxs, temp);
990                                 dlightradius = max(dlightradius, 200);
991                                 dlightcolor[0] += 1.0f;
992                                 dlightcolor[1] += 0.7f;
993                                 dlightcolor[2] += 0.3f;
994                         }
995                 }
996                 // muzzleflash fades over time, and is offset a bit
997                 if (e->persistent.muzzleflash > 0)
998                 {
999                         Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
1000                         trace = CL_TraceBox(origin, vec3_origin, vec3_origin, v2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, false);
1001                         tempmatrix = e->render.matrix;
1002                         tempmatrix.m[0][3] = trace.endpos[0];
1003                         tempmatrix.m[1][3] = trace.endpos[1];
1004                         tempmatrix.m[2][3] = trace.endpos[2];
1005                         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);
1006                         e->persistent.muzzleflash -= cl.frametime * 10;
1007                 }
1008                 // LordHavoc: if the model has no flags, don't check each
1009                 if (e->render.model && e->render.model->flags && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
1010                 {
1011                         if (e->render.model->flags & EF_GIB)
1012                                 trailtype = 2;
1013                         else if (e->render.model->flags & EF_ZOMGIB)
1014                                 trailtype = 4;
1015                         else if (e->render.model->flags & EF_TRACER)
1016                         {
1017                                 trailtype = 3;
1018                                 //dlightradius = max(dlightradius, 100);
1019                                 //dlightcolor[0] += 0.25f;
1020                                 //dlightcolor[1] += 1.00f;
1021                                 //dlightcolor[2] += 0.25f;
1022                         }
1023                         else if (e->render.model->flags & EF_TRACER2)
1024                         {
1025                                 trailtype = 5;
1026                                 //dlightradius = max(dlightradius, 100);
1027                                 //dlightcolor[0] += 1.00f;
1028                                 //dlightcolor[1] += 0.60f;
1029                                 //dlightcolor[2] += 0.20f;
1030                         }
1031                         else if (e->render.model->flags & EF_ROCKET)
1032                         {
1033                                 trailtype = 0;
1034                                 dlightradius = max(dlightradius, 200);
1035                                 dlightcolor[0] += 3.00f;
1036                                 dlightcolor[1] += 1.50f;
1037                                 dlightcolor[2] += 0.50f;
1038                         }
1039                         else if (e->render.model->flags & EF_GRENADE)
1040                         {
1041                                 // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1042                                 trailtype = e->render.alpha == -1 ? 7 : 1;
1043                         }
1044                         else if (e->render.model->flags & EF_TRACER3)
1045                         {
1046                                 trailtype = 6;
1047                                 if (gamemode == GAME_PRYDON)
1048                                 {
1049                                         dlightradius = max(dlightradius, 100);
1050                                         dlightcolor[0] += 0.30f;
1051                                         dlightcolor[1] += 0.60f;
1052                                         dlightcolor[2] += 1.20f;
1053                                 }
1054                                 else
1055                                 {
1056                                         dlightradius = max(dlightradius, 200);
1057                                         dlightcolor[0] += 1.20f;
1058                                         dlightcolor[1] += 0.50f;
1059                                         dlightcolor[2] += 1.00f;
1060                                 }
1061                         }
1062                 }
1063                 // LordHavoc: customizable glow
1064                 if (e->state_current.glowsize)
1065                 {
1066                         // * 4 for the expansion from 0-255 to 0-1023 range,
1067                         // / 255 to scale down byte colors
1068                         dlightradius = max(dlightradius, e->state_current.glowsize * 4);
1069                         VectorMA(dlightcolor, (1.0f / 255.0f), (unsigned char *)&palette_complete[e->state_current.glowcolor], dlightcolor);
1070                 }
1071                 // make the glow dlight
1072                 if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL))
1073                 {
1074                         //dlightmatrix = e->render.matrix;
1075                         // hack to make glowing player light shine on their gun
1076                         //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
1077                         //      dlightmatrix.m[2][3] += 30;
1078                         CL_AllocDlight(&e->render, &e->render.matrix, dlightradius, dlightcolor[0], dlightcolor[1], dlightcolor[2], 0, 0, 0, -1, true, 1, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1079                 }
1080                 // custom rtlight
1081                 if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
1082                 {
1083                         float light[4];
1084                         VectorScale(e->state_current.light, (1.0f / 256.0f), light);
1085                         light[3] = e->state_current.light[3];
1086                         if (light[0] == 0 && light[1] == 0 && light[2] == 0)
1087                                 VectorSet(light, 1, 1, 1);
1088                         if (light[3] == 0)
1089                                 light[3] = 350;
1090                         // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
1091                         CL_AllocDlight(&e->render, &e->render.matrix, light[3], light[0], light[1], light[2], 0, 0, e->state_current.skin, e->state_current.lightstyle, !(e->state_current.lightpflags & PFLAGS_NOSHADOW), (e->state_current.lightpflags & PFLAGS_CORONA) != 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1092                 }
1093                 // do trails
1094                 if (e->render.flags & RENDER_GLOWTRAIL)
1095                         trailtype = 9;
1096                 if (trailtype >= 0)
1097                         CL_RocketTrail(e->persistent.trail_origin, origin, trailtype, e->state_current.glowcolor, e);
1098                 VectorCopy(origin, e->persistent.trail_origin);
1099                 // tenebrae's sprites are all additive mode (weird)
1100                 if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
1101                         e->render.effects |= EF_ADDITIVE;
1102                 // player model is only shown with chase_active on
1103                 if (!e->csqc)
1104                 if (e->state_current.number == cl.viewentity)
1105                         e->render.flags |= RENDER_EXTERIORMODEL;
1106                 // transparent stuff can't be lit during the opaque stage
1107                 if (e->render.effects & (EF_ADDITIVE | EF_NODEPTHTEST) || e->render.alpha < 1)
1108                         e->render.flags |= RENDER_TRANSPARENT;
1109                 // double sided rendering mode causes backfaces to be visible
1110                 // (mostly useful on transparent stuff)
1111                 if (e->render.effects & EF_DOUBLESIDED)
1112                         e->render.flags |= RENDER_NOCULLFACE;
1113                 // either fullbright or lit
1114                 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1115                         e->render.flags |= RENDER_LIGHT;
1116                 // hide player shadow during intermission or nehahra movie
1117                 if (!(e->render.effects & EF_NOSHADOW)
1118                  && !(e->render.flags & (RENDER_VIEWMODEL | RENDER_TRANSPARENT))
1119                  && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cl.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
1120                         e->render.flags |= RENDER_SHADOW;
1121                 // as soon as player is known we can call V_CalcRefDef
1122                 if (!csqc_loaded)
1123                 if (e->state_current.number == cl.viewentity)
1124                         V_CalcRefdef();
1125                 if (e->render.model && e->render.model->name[0] == '*' && e->render.model->TraceBox)
1126                         cl_brushmodel_entities[cl_num_brushmodel_entities++] = e->state_current.number;
1127                 // don't show entities with no modelindex (note: this still shows
1128                 // entities which have a modelindex that resolved to a NULL model)
1129                 if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.numentities < r_refdef.maxentities)
1130                         r_refdef.entities[r_refdef.numentities++] = &e->render;
1131                 //if (cl.viewentity && e->state_current.number == cl.viewentity)
1132                 //      Matrix4x4_Print(&e->render.matrix);
1133         }
1134 }
1135
1136 void CL_RelinkWorld(void)
1137 {
1138         entity_t *ent = &cl_entities[0];
1139         cl_brushmodel_entities[cl_num_brushmodel_entities++] = 0;
1140         // FIXME: this should be done at load
1141         Matrix4x4_CreateIdentity(&ent->render.matrix);
1142         Matrix4x4_CreateIdentity(&ent->render.inversematrix);
1143         R_LerpAnimation(&ent->render);
1144         CL_BoundingBoxForEntity(&ent->render);
1145         ent->render.flags = RENDER_SHADOW;
1146         if (!r_fullbright.integer)
1147                 ent->render.flags |= RENDER_LIGHT;
1148         VectorSet(ent->render.colormod, 1, 1, 1);
1149         r_refdef.worldentity = &ent->render;
1150         r_refdef.worldmodel = cl.worldmodel;
1151 }
1152
1153 void CL_RelinkCSQCWorld(void)   //[515]: csqc
1154 {
1155         entity_t *ent = &cl_csqcentities[0];
1156         if(!csqc_loaded)
1157                 return;
1158 //      cl_brushmodel_entities[cl_num_brushmodel_entities++] = 0;
1159         // FIXME: this should be done at load
1160         Matrix4x4_CreateIdentity(&ent->render.matrix);
1161         Matrix4x4_CreateIdentity(&ent->render.inversematrix);
1162         R_LerpAnimation(&ent->render);
1163         CL_BoundingBoxForEntity(&ent->render);
1164         ent->render.flags = RENDER_SHADOW;
1165         if (!r_fullbright.integer)
1166                 ent->render.flags |= RENDER_LIGHT;
1167         VectorSet(ent->render.colormod, 1, 1, 1);
1168 //      r_refdef.worldentity = &ent->render;
1169 //      r_refdef.worldmodel = cl.worldmodel;
1170 }
1171
1172 static void CL_RelinkStaticEntities(void)
1173 {
1174         int i;
1175         entity_t *e;
1176         for (i = 0, e = cl_static_entities;i < cl_num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++, e++)
1177         {
1178                 e->render.flags = 0;
1179                 // transparent stuff can't be lit during the opaque stage
1180                 if (e->render.effects & (EF_ADDITIVE | EF_NODEPTHTEST) || e->render.alpha < 1)
1181                         e->render.flags |= RENDER_TRANSPARENT;
1182                 // either fullbright or lit
1183                 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1184                         e->render.flags |= RENDER_LIGHT;
1185                 // hide player shadow during intermission or nehahra movie
1186                 if (!(e->render.effects & EF_NOSHADOW) && !(e->render.flags & RENDER_TRANSPARENT))
1187                         e->render.flags |= RENDER_SHADOW;
1188                 VectorSet(e->render.colormod, 1, 1, 1);
1189                 R_LerpAnimation(&e->render);
1190                 r_refdef.entities[r_refdef.numentities++] = &e->render;
1191         }
1192 }
1193
1194 /*
1195 ===============
1196 CL_RelinkEntities
1197 ===============
1198 */
1199 static void CL_RelinkNetworkEntities(int drawmask)
1200 {
1201         entity_t *ent;
1202         int i, k;
1203
1204         if(!csqc_loaded)
1205         {
1206                 ent = &cl.viewent;
1207                 ent->state_previous = ent->state_current;
1208                 ent->state_current = defaultstate;
1209                 ent->state_current.time = cl.time;
1210                 ent->state_current.number = -1;
1211                 ent->state_current.active = true;
1212                 ent->state_current.modelindex = cl.stats[STAT_WEAPON];
1213                 ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
1214                 ent->state_current.flags = RENDER_VIEWMODEL;
1215                 if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
1216                         ent->state_current.modelindex = 0;
1217                 else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
1218                 {
1219                         if (gamemode == GAME_TRANSFUSION)
1220                                 ent->state_current.alpha = 128;
1221                         else
1222                                 ent->state_current.modelindex = 0;
1223                 }
1224
1225                 // reset animation interpolation on weaponmodel if model changed
1226                 if (ent->state_previous.modelindex != ent->state_current.modelindex)
1227                 {
1228                         ent->render.frame = ent->render.frame1 = ent->render.frame2 = ent->state_current.frame;
1229                         ent->render.frame1time = ent->render.frame2time = cl.time;
1230                         ent->render.framelerp = 1;
1231                 }
1232         }
1233
1234         // start on the entity after the world
1235         entitylinkframenumber++;
1236         if(drawmask & ENTMASK_ENGINE || !csqc_loaded)
1237         {
1238                 for (i = 1;i < cl_num_entities;i++)
1239                 {
1240                         if (cl_entities_active[i])
1241                         {
1242                                 ent = cl_entities + i;
1243                                 if (!(drawmask & ENTMASK_ENGINEVIEWMODELS))
1244                                 if (ent->state_current.flags & RENDER_VIEWMODEL)        //[515]: csqc drawmask
1245                                 {
1246                                         cl_entities_active[i] = false;
1247                                         continue;
1248                                 }
1249                                 if (ent->state_current.active)
1250                                         CL_LinkNetworkEntity(ent);
1251                                 else
1252                                         cl_entities_active[i] = false;
1253                         }
1254                 }
1255         }
1256
1257         //[515]: csqc
1258         if(csqc_loaded)
1259         {
1260                 for (i=1,k=cl_num_csqcentities;k;i++)
1261                 {
1262                         if (cl_csqcentities_active[i])
1263                         {
1264                                 --k;
1265                                 ent = cl_csqcentities + i;
1266                                 if (ent->state_current.active)
1267                                         CL_LinkNetworkEntity(ent);
1268                                 else
1269                                         cl_csqcentities_active[i] = false;
1270                         }
1271                 }
1272         }
1273         else
1274                 CL_LinkNetworkEntity(&cl.viewent);
1275 }
1276
1277 static void CL_RelinkEffects(void)
1278 {
1279         int i, intframe;
1280         cl_effect_t *e;
1281         entity_t *ent;
1282         float frame;
1283
1284         for (i = 0, e = cl_effects;i < cl_max_effects;i++, e++)
1285         {
1286                 if (e->active)
1287                 {
1288                         frame = (cl.time - e->starttime) * e->framerate + e->startframe;
1289                         intframe = frame;
1290                         if (intframe < 0 || intframe >= e->endframe)
1291                         {
1292                                 memset(e, 0, sizeof(*e));
1293                                 continue;
1294                         }
1295
1296                         if (intframe != e->frame)
1297                         {
1298                                 e->frame = intframe;
1299                                 e->frame1time = e->frame2time;
1300                                 e->frame2time = cl.time;
1301                         }
1302
1303                         // if we're drawing effects, get a new temp entity
1304                         // (NewTempEntity adds it to the render entities list for us)
1305                         if (r_draweffects.integer && (ent = CL_NewTempEntity()))
1306                         {
1307                                 // interpolation stuff
1308                                 ent->render.frame1 = intframe;
1309                                 ent->render.frame2 = intframe + 1;
1310                                 if (ent->render.frame2 >= e->endframe)
1311                                         ent->render.frame2 = -1; // disappear
1312                                 ent->render.framelerp = frame - intframe;
1313                                 ent->render.frame1time = e->frame1time;
1314                                 ent->render.frame2time = e->frame2time;
1315
1316                                 // normal stuff
1317                                 if(e->modelindex < MAX_MODELS)
1318                                         ent->render.model = cl.model_precache[e->modelindex];
1319                                 else
1320                                         ent->render.model = cl.csqc_model_precache[65536-e->modelindex];
1321                                 ent->render.frame = ent->render.frame2;
1322                                 ent->render.colormap = -1; // no special coloring
1323                                 ent->render.alpha = 1;
1324                                 VectorSet(ent->render.colormod, 1, 1, 1);
1325
1326                                 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
1327                                 Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
1328                                 R_LerpAnimation(&ent->render);
1329                                 CL_BoundingBoxForEntity(&ent->render);
1330                         }
1331                 }
1332         }
1333 }
1334
1335 void CL_RelinkBeams(void)
1336 {
1337         int i;
1338         beam_t *b;
1339         vec3_t dist, org;
1340         float d;
1341         entity_t *ent;
1342         float yaw, pitch;
1343         float forward;
1344         matrix4x4_t tempmatrix;
1345
1346         for (i = 0, b = cl_beams;i < cl_max_beams;i++, b++)
1347         {
1348                 if (!b->model || b->endtime < cl.time)
1349                         continue;
1350
1351                 // if coming from the player, update the start position
1352                 //if (b->entity == cl.viewentity)
1353                 //      Matrix4x4_OriginFromMatrix(&cl_entities[cl.viewentity].render.matrix, b->start);
1354                 if (cl_beams_relative.integer && b->entity && cl_entities[b->entity].state_current.active && b->relativestartvalid)
1355                 {
1356                         entity_render_t *r = &cl_entities[b->entity].render;
1357                         //Matrix4x4_OriginFromMatrix(&r->matrix, origin);
1358                         //Matrix4x4_CreateFromQuakeEntity(&matrix, r->origin[0], r->origin[1], r->origin[2] + 16, r->angles[0], r->angles[1], r->angles[2], 1);
1359                         Matrix4x4_Transform(&r->matrix, b->relativestart, b->start);
1360                         Matrix4x4_Transform(&r->matrix, b->relativeend, b->end);
1361                 }
1362
1363                 if (b->lightning)
1364                 {
1365                         if (cl_beams_lightatend.integer)
1366                         {
1367                                 // FIXME: create a matrix from the beam start/end orientation
1368                                 Matrix4x4_CreateTranslate(&tempmatrix, b->end[0], b->end[1], b->end[2]);
1369                                 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);
1370                         }
1371                         if (cl_beams_polygons.integer)
1372                                 continue;
1373                 }
1374
1375                 // calculate pitch and yaw
1376                 VectorSubtract (b->end, b->start, dist);
1377
1378                 if (dist[1] == 0 && dist[0] == 0)
1379                 {
1380                         yaw = 0;
1381                         if (dist[2] > 0)
1382                                 pitch = 90;
1383                         else
1384                                 pitch = 270;
1385                 }
1386                 else
1387                 {
1388                         yaw = (int) (atan2(dist[1], dist[0]) * 180 / M_PI);
1389                         if (yaw < 0)
1390                                 yaw += 360;
1391
1392                         forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1393                         pitch = (int) (atan2(dist[2], forward) * 180 / M_PI);
1394                         if (pitch < 0)
1395                                 pitch += 360;
1396                 }
1397
1398                 // add new entities for the lightning
1399                 VectorCopy (b->start, org);
1400                 d = VectorNormalizeLength(dist);
1401                 while (d > 0)
1402                 {
1403                         ent = CL_NewTempEntity ();
1404                         if (!ent)
1405                                 return;
1406                         //VectorCopy (org, ent->render.origin);
1407                         ent->render.model = b->model;
1408                         //ent->render.effects = EF_FULLBRIGHT;
1409                         //ent->render.angles[0] = pitch;
1410                         //ent->render.angles[1] = yaw;
1411                         //ent->render.angles[2] = rand()%360;
1412                         Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1413                         Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
1414                         R_LerpAnimation(&ent->render);
1415                         CL_BoundingBoxForEntity(&ent->render);
1416                         VectorMA(org, 30, dist, org);
1417                         d -= 30;
1418                 }
1419         }
1420 }
1421
1422 void CL_LerpPlayer(float frac)
1423 {
1424         int i;
1425         float d;
1426
1427         cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
1428         for (i = 0;i < 3;i++)
1429         {
1430                 cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
1431                 cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
1432                 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
1433         }
1434
1435         if (cls.demoplayback)
1436         {
1437                 // interpolate the angles
1438                 for (i = 0;i < 3;i++)
1439                 {
1440                         d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
1441                         if (d > 180)
1442                                 d -= 360;
1443                         else if (d < -180)
1444                                 d += 360;
1445                         cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
1446                 }
1447         }
1448 }
1449
1450 void CSQC_RelinkAllEntities (int drawmask)
1451 {
1452         CL_RelinkNetworkEntities(drawmask);
1453         if(drawmask & ENTMASK_ENGINE)
1454         {
1455                 // move particles
1456                 CL_MoveParticles();
1457                 R_MoveExplosions();
1458         }
1459
1460         // link stuff
1461         CL_RelinkWorld();
1462         CL_RelinkCSQCWorld();   //[515]: csqc
1463         if(drawmask & ENTMASK_ENGINE)
1464         {
1465                 CL_RelinkStaticEntities();
1466                 CL_RelinkBeams();
1467                 CL_RelinkEffects();
1468         }
1469 }
1470
1471 /*
1472 ===============
1473 CL_ReadFromServer
1474
1475 Read all incoming data from the server
1476 ===============
1477 */
1478 extern void CL_ClientMovement_Replay();
1479
1480 int CL_ReadFromServer(void)
1481 {
1482         CL_ReadDemoMessage();
1483         CL_SendCmd();
1484
1485         r_refdef.time = cl.time;
1486         r_refdef.extraupdate = !r_speeds.integer;
1487         r_refdef.numentities = 0;
1488         Matrix4x4_CreateIdentity(&r_refdef.viewentitymatrix);
1489         cl_num_brushmodel_entities = 0;
1490
1491         if (cls.state == ca_connected && cls.signon == SIGNONS)
1492         {
1493                 // prepare for a new frame
1494                 CL_LerpPlayer(CL_LerpPoint());
1495                 CL_DecayLights();
1496                 CL_ClearTempEntities();
1497                 V_DriftPitch();
1498                 V_FadeViewFlashs();
1499
1500                 // relink network entities (note: this sets up the view!)
1501                 CL_ClientMovement_Replay();
1502                 if(!csqc_loaded)        //[515]: csqc
1503                 {
1504                         CL_RelinkNetworkEntities(65535);
1505
1506                         // move particles
1507                         CL_MoveParticles();
1508                         R_MoveExplosions();
1509
1510                         // link stuff
1511                         CL_RelinkWorld();
1512                         CL_RelinkCSQCWorld();   //[515]: csqc
1513                         CL_RelinkStaticEntities();
1514                         CL_RelinkBeams();
1515                         CL_RelinkEffects();
1516                 }
1517                 else
1518                         csqc_frame = true;
1519
1520                 // run cgame code (which can add more entities)
1521                 CL_CGVM_Frame();
1522
1523                 CL_UpdateLights();
1524
1525                 // update view blend
1526                 V_CalcViewBlend();
1527         }
1528
1529         return 0;
1530 }
1531
1532 /*
1533 =================
1534 CL_SendCmd
1535 =================
1536 */
1537 void CL_UpdatePrydonCursor(void);
1538 void CL_SendCmd(void)
1539 {
1540         // send the reliable message (forwarded commands) if there is one
1541         if (cls.netcon && cls.netcon->message.cursize && NetConn_CanSendMessage(cls.netcon))
1542         {
1543                 if (developer.integer)
1544                 {
1545                         Con_Print("CL_SendCmd: sending reliable message:\n");
1546                         SZ_HexDumpToConsole(&cls.netcon->message);
1547                 }
1548                 if (NetConn_SendReliableMessage(cls.netcon, &cls.netcon->message) == -1)
1549                         Host_Error("CL_WriteToServer: lost server connection");
1550                 SZ_Clear(&cls.netcon->message);
1551         }
1552
1553         // send a move periodically
1554         CL_SendMove();
1555 }
1556
1557 // LordHavoc: pausedemo command
1558 static void CL_PauseDemo_f (void)
1559 {
1560         cls.demopaused = !cls.demopaused;
1561         if (cls.demopaused)
1562                 Con_Print("Demo paused\n");
1563         else
1564                 Con_Print("Demo unpaused\n");
1565 }
1566
1567 /*
1568 ======================
1569 CL_Fog_f
1570 ======================
1571 */
1572 static void CL_Fog_f (void)
1573 {
1574         if (Cmd_Argc () == 1)
1575         {
1576                 Con_Printf("\"fog\" is \"%f %f %f %f\"\n", fog_density, fog_red, fog_green, fog_blue);
1577                 return;
1578         }
1579         fog_density = atof(Cmd_Argv(1));
1580         fog_red = atof(Cmd_Argv(2));
1581         fog_green = atof(Cmd_Argv(3));
1582         fog_blue = atof(Cmd_Argv(4));
1583 }
1584
1585 /*
1586 ====================
1587 CL_TimeRefresh_f
1588
1589 For program optimization
1590 ====================
1591 */
1592 static void CL_TimeRefresh_f (void)
1593 {
1594         int i;
1595         float timestart, timedelta, oldangles[3];
1596
1597         r_refdef.extraupdate = false;
1598         VectorCopy(cl.viewangles, oldangles);
1599         VectorClear(cl.viewangles);
1600
1601         timestart = Sys_DoubleTime();
1602         for (i = 0;i < 128;i++)
1603         {
1604                 Matrix4x4_CreateFromQuakeEntity(&r_refdef.viewentitymatrix, r_vieworigin[0], r_vieworigin[1], r_vieworigin[2], 0, i / 128.0 * 360.0, 0, 1);
1605                 CL_UpdateScreen();
1606         }
1607         timedelta = Sys_DoubleTime() - timestart;
1608
1609         VectorCopy(oldangles, cl.viewangles);
1610         Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
1611 }
1612
1613 /*
1614 ===========
1615 CL_Shutdown
1616 ===========
1617 */
1618 void CL_Shutdown (void)
1619 {
1620         CL_CGVM_Shutdown();
1621         CL_Particles_Shutdown();
1622         CL_Parse_Shutdown();
1623
1624         Mem_FreePool (&cl_mempool);
1625 }
1626
1627 /*
1628 =================
1629 CL_Init
1630 =================
1631 */
1632 void CL_Init (void)
1633 {
1634         cl_mempool = Mem_AllocPool("client", 0, NULL);
1635
1636         memset(&r_refdef, 0, sizeof(r_refdef));
1637         // max entities sent to renderer per frame
1638         r_refdef.maxentities = MAX_EDICTS + 256 + 512;
1639         r_refdef.entities = (entity_render_t **)Mem_Alloc(cl_mempool, sizeof(entity_render_t *) * r_refdef.maxentities);
1640         // 256k drawqueue buffer
1641         // TODO: make dynamic
1642         r_refdef.maxdrawqueuesize = 256 * 1024;
1643         r_refdef.drawqueue = (unsigned char *)Mem_Alloc(cl_mempool, r_refdef.maxdrawqueuesize);
1644
1645         CL_InitInput ();
1646
1647 //
1648 // register our commands
1649 //
1650         Cvar_RegisterVariable (&csqc_progname);
1651         Cvar_RegisterVariable (&csqc_progcrc);
1652
1653         Cvar_RegisterVariable (&cl_upspeed);
1654         Cvar_RegisterVariable (&cl_forwardspeed);
1655         Cvar_RegisterVariable (&cl_backspeed);
1656         Cvar_RegisterVariable (&cl_sidespeed);
1657         Cvar_RegisterVariable (&cl_movespeedkey);
1658         Cvar_RegisterVariable (&cl_yawspeed);
1659         Cvar_RegisterVariable (&cl_pitchspeed);
1660         Cvar_RegisterVariable (&cl_anglespeedkey);
1661         Cvar_RegisterVariable (&cl_shownet);
1662         Cvar_RegisterVariable (&cl_nolerp);
1663         Cvar_RegisterVariable (&lookspring);
1664         Cvar_RegisterVariable (&lookstrafe);
1665         Cvar_RegisterVariable (&sensitivity);
1666         Cvar_RegisterVariable (&freelook);
1667
1668         Cvar_RegisterVariable (&m_pitch);
1669         Cvar_RegisterVariable (&m_yaw);
1670         Cvar_RegisterVariable (&m_forward);
1671         Cvar_RegisterVariable (&m_side);
1672
1673         Cvar_RegisterVariable (&cl_itembobspeed);
1674         Cvar_RegisterVariable (&cl_itembobheight);
1675
1676         Cmd_AddCommand ("entities", CL_PrintEntities_f, "print information on network entities known to client");
1677         Cmd_AddCommand ("disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
1678         Cmd_AddCommand ("record", CL_Record_f, "record a demo");
1679         Cmd_AddCommand ("stop", CL_Stop_f, "stop recording or playing a demo");
1680         Cmd_AddCommand ("playdemo", CL_PlayDemo_f, "watch a demo file");
1681         Cmd_AddCommand ("timedemo", CL_TimeDemo_f, "play back a demo as fast as possible and save statistics to benchmark.log");
1682
1683         Cmd_AddCommand ("fog", CL_Fog_f, "set global fog parameters (density red green blue)");
1684
1685         // LordHavoc: added pausedemo
1686         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)");
1687
1688         Cvar_RegisterVariable(&r_draweffects);
1689         Cvar_RegisterVariable(&cl_explosions_alpha_start);
1690         Cvar_RegisterVariable(&cl_explosions_alpha_end);
1691         Cvar_RegisterVariable(&cl_explosions_size_start);
1692         Cvar_RegisterVariable(&cl_explosions_size_end);
1693         Cvar_RegisterVariable(&cl_explosions_lifetime);
1694         Cvar_RegisterVariable(&cl_stainmaps);
1695         Cvar_RegisterVariable(&cl_stainmaps_clearonload);
1696         Cvar_RegisterVariable(&cl_beams_polygons);
1697         Cvar_RegisterVariable(&cl_beams_relative);
1698         Cvar_RegisterVariable(&cl_beams_lightatend);
1699         Cvar_RegisterVariable(&cl_noplayershadow);
1700
1701         Cvar_RegisterVariable(&cl_prydoncursor);
1702
1703         Cvar_RegisterVariable(&cl_deathnoviewmodel);
1704
1705         Cmd_AddCommand("timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs");
1706
1707         CL_Parse_Init();
1708         CL_Particles_Init();
1709         CL_Screen_Init();
1710         CL_CGVM_Init();
1711
1712         CL_Video_Init();
1713 }
1714
1715
1716