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1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // cl_main.c  -- client main loop
21
22 #include "quakedef.h"
23 #include "cl_collision.h"
24 #include "cl_video.h"
25 #include "image.h"
26 #include "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","0","CRC of csprogs.dat file to load"};
35
36 cvar_t cl_shownet = {0, "cl_shownet","0","1 = print packet size, 2 = print packet message list"};
37 cvar_t cl_nolerp = {0, "cl_nolerp", "0","network update smoothing"};
38
39 cvar_t cl_itembobheight = {0, "cl_itembobheight", "0","how much items bob up and down (try 8)"};
40 cvar_t cl_itembobspeed = {0, "cl_itembobspeed", "0.5","how frequently items bob up and down"};
41
42 cvar_t lookspring = {CVAR_SAVE, "lookspring","0","returns pitch to level with the floor when no longer holding a pitch key"};
43 cvar_t lookstrafe = {CVAR_SAVE, "lookstrafe","0","move instead of turning"};
44 cvar_t sensitivity = {CVAR_SAVE, "sensitivity","3","mouse speed multiplier"};
45
46 cvar_t m_pitch = {CVAR_SAVE, "m_pitch","0.022","mouse pitch speed multiplier"};
47 cvar_t m_yaw = {CVAR_SAVE, "m_yaw","0.022","mouse yaw speed multiplier"};
48 cvar_t m_forward = {CVAR_SAVE, "m_forward","1","mouse forward speed multiplier"};
49 cvar_t m_side = {CVAR_SAVE, "m_side","0.8","mouse side speed multiplier"};
50
51 cvar_t freelook = {CVAR_SAVE, "freelook", "1","mouse controls pitch instead of forward/back"};
52
53 #ifdef AUTODEMO_BROKEN
54 cvar_t cl_autodemo = {0, "cl_autodemo", "0", "records every game played, using the date/time and map name to name the demo file" };
55 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" };
56 #endif
57
58 cvar_t r_draweffects = {0, "r_draweffects", "1","renders temporary sprite effects"};
59
60 cvar_t cl_explosions_alpha_start = {CVAR_SAVE, "cl_explosions_alpha_start", "1.5","starting alpha of an explosion shell"};
61 cvar_t cl_explosions_alpha_end = {CVAR_SAVE, "cl_explosions_alpha_end", "0","end alpha of an explosion shell (just before it disappears)"};
62 cvar_t cl_explosions_size_start = {CVAR_SAVE, "cl_explosions_size_start", "16","starting size of an explosion shell"};
63 cvar_t cl_explosions_size_end = {CVAR_SAVE, "cl_explosions_size_end", "128","ending alpha of an explosion shell (just before it disappears)"};
64 cvar_t cl_explosions_lifetime = {CVAR_SAVE, "cl_explosions_lifetime", "0.5","how long an explosion shell lasts"};
65
66 cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "1","stains lightmaps, much faster than decals but blurred"};
67 cvar_t cl_stainmaps_clearonload = {CVAR_SAVE, "cl_stainmaps_clearonload", "1","clear stainmaps on map restart"};
68
69 cvar_t cl_beams_polygons = {CVAR_SAVE, "cl_beams_polygons", "1","use beam polygons instead of models"};
70 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)"};
71 cvar_t cl_beams_instantaimhack = {CVAR_SAVE, "cl_beams_instantaimhack", "1", "makes your lightning gun aiming update instantly"};
72 cvar_t cl_beams_lightatend = {CVAR_SAVE, "cl_beams_lightatend", "0", "make a light at the end of the beam"};
73
74 cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0","hide player shadow"};
75
76 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)"};
77
78 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"};
79
80 cvar_t cl_deathnoviewmodel = {0, "cl_deathnoviewmodel", "1", "hides gun model when dead"};
81
82 client_static_t cls;
83 client_state_t  cl;
84
85 #define MAX_PARTICLES                   32768   // default max # of particles at one time
86 #define ABSOLUTE_MIN_PARTICLES  512             // no fewer than this no matter what's on the command line
87
88 /*
89 =====================
90 CL_ClearState
91
92 =====================
93 */
94 void CL_ClearState(void)
95 {
96         int i;
97         entity_t *ent;
98
99 // wipe the entire cl structure
100         Mem_EmptyPool(cls.levelmempool);
101         memset (&cl, 0, sizeof(cl));
102
103         S_StopAllSounds();
104
105         // reset the view zoom interpolation
106         cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
107
108         cl.num_entities = 0;
109         cl.num_csqcentities = 0;        //[515]: csqc
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_csqcentities = 256;      //[515]: csqc
117         cl.max_static_entities = 256;
118         cl.max_temp_entities = 512;
119         cl.max_effects = 256;
120         cl.max_beams = 256;
121         cl.max_dlights = MAX_DLIGHTS;
122         cl.max_lightstyle = MAX_LIGHTSTYLES;
123         cl.max_brushmodel_entities = MAX_EDICTS;
124         cl.max_particles = MAX_PARTICLES;
125
126 // COMMANDLINEOPTION: Client: -particles <number> changes maximum number of particles at once, default 32768
127         i = COM_CheckParm ("-particles");
128         if (i && i < com_argc - 1)
129         {
130                 cl.max_particles = (int)(atoi(com_argv[i+1]));
131                 if (cl.max_particles < ABSOLUTE_MIN_PARTICLES)
132                         cl.max_particles = ABSOLUTE_MIN_PARTICLES;
133         }
134
135         cl.num_dlights = 0;
136         cl.num_effects = 0;
137         cl.num_beams = 0;
138
139         cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
140         cl.csqcentities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_csqcentities * sizeof(entity_t));      //[515]: csqc
141         cl.entities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char));
142         cl.csqcentities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char));      //[515]: csqc
143         cl.static_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_static_entities * sizeof(entity_t));
144         cl.temp_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_temp_entities * sizeof(entity_t));
145         cl.effects = (cl_effect_t *)Mem_Alloc(cls.levelmempool, cl.max_effects * sizeof(cl_effect_t));
146         cl.beams = (beam_t *)Mem_Alloc(cls.levelmempool, cl.max_beams * sizeof(beam_t));
147         cl.dlights = (dlight_t *)Mem_Alloc(cls.levelmempool, cl.max_dlights * sizeof(dlight_t));
148         cl.lightstyle = (lightstyle_t *)Mem_Alloc(cls.levelmempool, cl.max_lightstyle * sizeof(lightstyle_t));
149         cl.brushmodel_entities = (int *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(int));
150         cl.particles = (particle_t *) Mem_Alloc(cls.levelmempool, cl.max_particles * sizeof(particle_t));
151
152         // LordHavoc: have to set up the baseline info for alpha and other stuff
153         for (i = 0;i < cl.max_entities;i++)
154         {
155                 cl.entities[i].state_baseline = defaultstate;
156                 cl.entities[i].state_previous = defaultstate;
157                 cl.entities[i].state_current = defaultstate;
158         }
159
160         for (i = 0;i < cl.max_csqcentities;i++)
161         {
162                 cl.csqcentities[i].state_baseline = defaultstate;       //[515]: csqc
163                 cl.csqcentities[i].state_previous = defaultstate;       //[515]: csqc
164                 cl.csqcentities[i].state_current = defaultstate;        //[515]: csqc
165                 cl.csqcentities[i].csqc = true;
166                 cl.csqcentities[i].state_current.number = -i;
167         }
168
169         if (gamemode == GAME_NEXUIZ)
170         {
171                 VectorSet(cl.playerstandmins, -16, -16, -24);
172                 VectorSet(cl.playerstandmaxs, 16, 16, 45);
173                 VectorSet(cl.playercrouchmins, -16, -16, -24);
174                 VectorSet(cl.playercrouchmaxs, 16, 16, 25);
175         }
176         else
177         {
178                 VectorSet(cl.playerstandmins, -16, -16, -24);
179                 VectorSet(cl.playerstandmaxs, 16, 16, 24);
180                 VectorSet(cl.playercrouchmins, -16, -16, -24);
181                 VectorSet(cl.playercrouchmaxs, 16, 16, 24);
182         }
183
184         // disable until we get textures for it
185         R_ResetSkyBox();
186
187         ent = &cl.entities[0];
188         // entire entity array was cleared, so just fill in a few fields
189         ent->state_current.active = true;
190         ent->render.model = cl.worldmodel = NULL; // no world model yet
191         ent->render.scale = 1; // some of the renderer still relies on scale
192         ent->render.alpha = 1;
193         ent->render.colormap = -1; // no special coloring
194         ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
195         Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, 0, 0, 0, 0, 0, 0, 1);
196         Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
197         CL_BoundingBoxForEntity(&ent->render);
198
199         // noclip is turned off at start
200         noclip_anglehack = false;
201
202         // mark all frames invalid for delta
203         memset(cl.qw_deltasequence, -1, sizeof(cl.qw_deltasequence));
204
205         CL_Screen_NewMap();
206 }
207
208 void CL_SetInfo(const char *key, const char *value, qboolean send, qboolean allowstarkey, qboolean allowmodel, qboolean quiet)
209 {
210         if (strchr(key, '\"') || strchr(value, '\"') || (!allowstarkey && key[0] == '*') || (!allowmodel && (!strcasecmp(Cmd_Argv(1), "pmodel") || !strcasecmp(Cmd_Argv(1), "emodel"))))
211         {
212                 if (!quiet)
213                         Con_Printf("Can't setinfo \"%s\" \"%s\"\n");
214                 return;
215         }
216         InfoString_SetValue(cls.userinfo, sizeof(cls.userinfo), key, value);
217         if (cls.state == ca_connected && cls.netcon)
218         {
219                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
220                 {
221                         MSG_WriteByte(&cls.netcon->message, qw_clc_stringcmd);
222                         MSG_WriteString(&cls.netcon->message, va("setinfo \"%s\" \"%s\"", key, value));
223                 }
224                 else if (!strcasecmp(key, "name"))
225                 {
226                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
227                         MSG_WriteString(&cls.netcon->message, va("name \"%s\"", value));
228                 }
229                 else if (!strcasecmp(key, "playermodel"))
230                 {
231                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
232                         MSG_WriteString(&cls.netcon->message, va("playermodel \"%s\"", value));
233                 }
234                 else if (!strcasecmp(key, "playerskin"))
235                 {
236                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
237                         MSG_WriteString(&cls.netcon->message, va("playerskin \"%s\"", value));
238                 }
239                 else if (!strcasecmp(key, "topcolor"))
240                 {
241                         // don't send anything, the combined color code will be updated manually
242                 }
243                 else if (!strcasecmp(key, "bottomcolor"))
244                 {
245                         // don't send anything, the combined color code will be updated manually
246                 }
247                 else if (!strcasecmp(key, "rate"))
248                 {
249                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
250                         MSG_WriteString(&cls.netcon->message, va("rate \"%s\"", value));
251                 }
252         }
253 }
254
255 void CL_ExpandEntities(int num)
256 {
257         int i, oldmaxentities;
258         entity_t *oldentities;
259         if (num >= cl.max_entities)
260         {
261                 if (!cl.entities)
262                         Sys_Error("CL_ExpandEntities: cl.entities not initialized");
263                 if (num >= MAX_EDICTS)
264                         Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
265                 oldmaxentities = cl.max_entities;
266                 oldentities = cl.entities;
267                 cl.max_entities = (num & ~255) + 256;
268                 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
269                 memcpy(cl.entities, oldentities, oldmaxentities * sizeof(entity_t));
270                 Mem_Free(oldentities);
271                 for (i = oldmaxentities;i < cl.max_entities;i++)
272                 {
273                         cl.entities[i].state_baseline = defaultstate;
274                         cl.entities[i].state_previous = defaultstate;
275                         cl.entities[i].state_current = defaultstate;
276                 }
277         }
278 }
279
280 void CL_ExpandCSQCEntities(int num)
281 {
282         int i, oldmaxentities;
283         entity_t *oldentities;
284         if (num >= cl.max_csqcentities)
285         {
286                 if (!cl.csqcentities)
287                         Sys_Error("CL_ExpandCSQCEntities: cl.csqcentities not initialized\n");
288                 if (num >= MAX_EDICTS)
289                         Host_Error("CL_ExpandCSQCEntities: num %i >= %i\n", num, MAX_EDICTS);
290                 oldmaxentities = cl.max_csqcentities;
291                 oldentities = cl.csqcentities;
292                 cl.max_csqcentities = (num & ~255) + 256;
293                 cl.csqcentities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_csqcentities * sizeof(entity_t));
294                 memcpy(cl.csqcentities, oldentities, oldmaxentities * sizeof(entity_t));
295                 Mem_Free(oldentities);
296                 for (i = oldmaxentities;i < cl.max_csqcentities;i++)
297                 {
298                         cl.csqcentities[i].state_baseline = defaultstate;
299                         cl.csqcentities[i].state_previous = defaultstate;
300                         cl.csqcentities[i].state_current = defaultstate;
301                         cl.csqcentities[i].csqc = true;
302                         cl.csqcentities[i].state_current.number = -i;
303                 }
304         }
305 }
306
307 void CL_VM_ShutDown (void);
308 /*
309 =====================
310 CL_Disconnect
311
312 Sends a disconnect message to the server
313 This is also called on Host_Error, so it shouldn't cause any errors
314 =====================
315 */
316 void CL_Disconnect(void)
317 {
318         if (cls.state == ca_dedicated)
319                 return;
320
321         Con_DPrintf("CL_Disconnect\n");
322
323         CL_VM_ShutDown();
324 // stop sounds (especially looping!)
325         S_StopAllSounds ();
326
327         cl.parsingtextexpectingpingforscores = 0; // just in case no reply has come yet
328
329         // clear contents blends
330         cl.cshifts[0].percent = 0;
331         cl.cshifts[1].percent = 0;
332         cl.cshifts[2].percent = 0;
333         cl.cshifts[3].percent = 0;
334
335         cl.worldmodel = NULL;
336
337         if (cls.demoplayback)
338                 CL_StopPlayback();
339         else if (cls.netcon)
340         {
341                 sizebuf_t buf;
342                 unsigned char bufdata[8];
343                 if (cls.demorecording)
344                         CL_Stop_f();
345
346                 // send disconnect message 3 times to improve chances of server
347                 // receiving it (but it still fails sometimes)
348                 memset(&buf, 0, sizeof(buf));
349                 buf.data = bufdata;
350                 buf.maxsize = sizeof(bufdata);
351                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
352                 {
353                         Con_DPrint("Sending drop command\n");
354                         MSG_WriteByte(&buf, qw_clc_stringcmd);
355                         MSG_WriteString(&buf, "drop");
356                 }
357                 else
358                 {
359                         Con_DPrint("Sending clc_disconnect\n");
360                         MSG_WriteByte(&buf, clc_disconnect);
361                 }
362                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
363                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
364                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
365                 NetConn_Close(cls.netcon);
366                 cls.netcon = NULL;
367         }
368         cls.state = ca_disconnected;
369
370         cls.demoplayback = cls.timedemo = false;
371         cls.signon = 0;
372 }
373
374 void CL_Disconnect_f(void)
375 {
376         CL_Disconnect ();
377         if (sv.active)
378                 Host_ShutdownServer ();
379 }
380
381
382
383
384 /*
385 =====================
386 CL_EstablishConnection
387
388 Host should be either "local" or a net address
389 =====================
390 */
391 void CL_EstablishConnection(const char *host)
392 {
393         if (cls.state == ca_dedicated)
394                 return;
395
396         // clear menu's connect error message
397         M_Update_Return_Reason("");
398         cls.demonum = -1;
399
400         // stop demo loop in case this fails
401         CL_Disconnect();
402
403         // if downloads are running, cancel their finishing action
404         Curl_Clear_forthismap();
405
406         // make sure the client ports are open before attempting to connect
407         NetConn_UpdateSockets();
408
409         // run a network frame
410         //NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
411
412         if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
413         {
414                 cls.connect_trying = true;
415                 cls.connect_remainingtries = 3;
416                 cls.connect_nextsendtime = 0;
417                 M_Update_Return_Reason("Trying to connect...");
418                 // run several network frames to jump into the game quickly
419                 //if (sv.active)
420                 //{
421                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
422                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
423                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
424                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
425                 //}
426         }
427         else
428         {
429                 Con_Print("Unable to find a suitable network socket to connect to server.\n");
430                 M_Update_Return_Reason("No network");
431         }
432 }
433
434 /*
435 ==============
436 CL_PrintEntities_f
437 ==============
438 */
439 static void CL_PrintEntities_f(void)
440 {
441         entity_t *ent;
442         int i, j;
443         char name[32];
444         vec3_t org;
445
446         for (i = 0, ent = cl.entities;i < cl.num_entities;i++, ent++)
447         {
448                 const char* modelname;
449
450                 if (!ent->state_current.active)
451                         continue;
452
453                 if (ent->render.model)
454                         modelname = ent->render.model->name;
455                 else
456                         modelname = "--no model--";
457                 strlcpy(name, modelname, 25);
458                 for (j = (int)strlen(name);j < 25;j++)
459                         name[j] = ' ';
460                 Matrix4x4_OriginFromMatrix(&ent->render.matrix, org);
461                 Con_Printf("%3i: %s:%4i (%5i %5i %5i) [%3i %3i %3i] %4.2f %5.3f\n", i, name, ent->render.frame, (int) org[0], (int) org[1], (int) org[2], (int) ent->render.angles[0] % 360, (int) ent->render.angles[1] % 360, (int) ent->render.angles[2] % 360, ent->render.scale, ent->render.alpha);
462         }
463 }
464
465 //static const vec3_t nomodelmins = {-16, -16, -16};
466 //static const vec3_t nomodelmaxs = {16, 16, 16};
467 void CL_BoundingBoxForEntity(entity_render_t *ent)
468 {
469         vec3_t org;
470         model_t *model = ent->model;
471         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
472         if (model)
473         {
474                 // NOTE: this directly extracts vector components from the matrix, which relies on the matrix orientation!
475                 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
476                 {
477                         // pitch or roll
478                         ent->mins[0] = org[0] + model->rotatedmins[0];
479                         ent->mins[1] = org[1] + model->rotatedmins[1];
480                         ent->mins[2] = org[2] + model->rotatedmins[2];
481                         ent->maxs[0] = org[0] + model->rotatedmaxs[0];
482                         ent->maxs[1] = org[1] + model->rotatedmaxs[1];
483                         ent->maxs[2] = org[2] + model->rotatedmaxs[2];
484                 }
485                 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
486                 {
487                         // yaw
488                         ent->mins[0] = org[0] + model->yawmins[0];
489                         ent->mins[1] = org[1] + model->yawmins[1];
490                         ent->mins[2] = org[2] + model->yawmins[2];
491                         ent->maxs[0] = org[0] + model->yawmaxs[0];
492                         ent->maxs[1] = org[1] + model->yawmaxs[1];
493                         ent->maxs[2] = org[2] + model->yawmaxs[2];
494                 }
495                 else
496                 {
497                         ent->mins[0] = org[0] + model->normalmins[0];
498                         ent->mins[1] = org[1] + model->normalmins[1];
499                         ent->mins[2] = org[2] + model->normalmins[2];
500                         ent->maxs[0] = org[0] + model->normalmaxs[0];
501                         ent->maxs[1] = org[1] + model->normalmaxs[1];
502                         ent->maxs[2] = org[2] + model->normalmaxs[2];
503                 }
504         }
505         else
506         {
507                 ent->mins[0] = org[0] - 16;
508                 ent->mins[1] = org[1] - 16;
509                 ent->mins[2] = org[2] - 16;
510                 ent->maxs[0] = org[0] + 16;
511                 ent->maxs[1] = org[1] + 16;
512                 ent->maxs[2] = org[2] + 16;
513         }
514 }
515
516 /*
517 ===============
518 CL_LerpPoint
519
520 Determines the fraction between the last two messages that the objects
521 should be put at.
522 ===============
523 */
524 static float CL_LerpPoint(void)
525 {
526         float f;
527
528         // dropped packet, or start of demo
529         if (cl.mtime[1] < cl.mtime[0] - 0.1)
530                 cl.mtime[1] = cl.mtime[0] - 0.1;
531
532         cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
533
534         // LordHavoc: lerp in listen games as the server is being capped below the client (usually)
535         f = cl.mtime[0] - cl.mtime[1];
536         if (!f || cl_nolerp.integer || cls.timedemo || (cl.islocalgame && !sv_fixedframeratesingleplayer.integer))
537         {
538                 cl.time = cl.mtime[0];
539                 return 1;
540         }
541
542         f = (cl.time - cl.mtime[1]) / f;
543         return bound(0, f, 1);
544 }
545
546 void CL_ClearTempEntities (void)
547 {
548         cl.num_temp_entities = 0;
549 }
550
551 entity_t *CL_NewTempEntity(void)
552 {
553         entity_t *ent;
554
555         if (r_refdef.numentities >= r_refdef.maxentities)
556                 return NULL;
557         if (cl.num_temp_entities >= cl.max_temp_entities)
558                 return NULL;
559         ent = &cl.temp_entities[cl.num_temp_entities++];
560         memset (ent, 0, sizeof(*ent));
561         r_refdef.entities[r_refdef.numentities++] = &ent->render;
562
563         ent->render.colormap = -1; // no special coloring
564         ent->render.scale = 1;
565         ent->render.alpha = 1;
566         VectorSet(ent->render.colormod, 1, 1, 1);
567         return ent;
568 }
569
570 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
571 {
572         int i;
573         cl_effect_t *e;
574         if (!modelindex) // sanity check
575                 return;
576         for (i = 0, e = cl.effects;i < cl.max_effects;i++, e++)
577         {
578                 if (e->active)
579                         continue;
580                 e->active = true;
581                 VectorCopy(org, e->origin);
582                 e->modelindex = modelindex;
583                 e->starttime = cl.time;
584                 e->startframe = startframe;
585                 e->endframe = startframe + framecount;
586                 e->framerate = framerate;
587
588                 e->frame = 0;
589                 e->frame1time = cl.time;
590                 e->frame2time = cl.time;
591                 cl.num_effects = max(cl.num_effects, i + 1);
592                 break;
593         }
594 }
595
596 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)
597 {
598         int i;
599         dlight_t *dl;
600
601         /*
602 // first look for an exact key match
603         if (ent)
604         {
605                 dl = cl.dlights;
606                 for (i = 0;i < cl.num_dlights;i++, dl++)
607                         if (dl->ent == ent)
608                                 goto dlightsetup;
609         }
610         */
611
612 // then look for anything else
613         dl = cl.dlights;
614         for (i = 0;i < cl.num_dlights;i++, dl++)
615                 if (!dl->radius)
616                         goto dlightsetup;
617         // if we hit the end of the active dlights and found no gaps, add a new one
618         if (i < MAX_DLIGHTS)
619         {
620                 cl.num_dlights = i + 1;
621                 goto dlightsetup;
622         }
623
624         // unable to find one
625         return;
626
627 dlightsetup:
628         //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
629         memset (dl, 0, sizeof(*dl));
630         Matrix4x4_Normalize(&dl->matrix, matrix);
631         dl->ent = ent;
632         Matrix4x4_OriginFromMatrix(&dl->matrix, dl->origin);
633         CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
634         Matrix4x4_SetOrigin(&dl->matrix, dl->origin[0], dl->origin[1], dl->origin[2]);
635         dl->radius = radius;
636         dl->color[0] = red;
637         dl->color[1] = green;
638         dl->color[2] = blue;
639         dl->decay = decay;
640         if (lifetime)
641                 dl->die = cl.time + lifetime;
642         else
643                 dl->die = 0;
644         dl->cubemapnum = cubemapnum;
645         dl->style = style;
646         dl->shadow = shadowenable;
647         dl->corona = corona;
648         dl->flags = flags;
649         dl->coronasizescale = coronasizescale;
650         dl->ambientscale = ambientscale;
651         dl->diffusescale = diffusescale;
652         dl->specularscale = specularscale;
653 }
654
655 // called before entity relinking
656 void CL_DecayLights(void)
657 {
658         int i, oldmax;
659         dlight_t *dl;
660         float time, f;
661
662         time = cl.time - cl.oldtime;
663         oldmax = cl.num_dlights;
664         cl.num_dlights = 0;
665         for (i = 0, dl = cl.dlights;i < oldmax;i++, dl++)
666         {
667                 if (dl->radius)
668                 {
669                         f = dl->radius - time * dl->decay;
670                         if (cl.time < dl->die && f > 0)
671                         {
672                                 dl->radius = dl->radius - time * dl->decay;
673                                 cl.num_dlights = i + 1;
674                         }
675                         else
676                                 dl->radius = 0;
677                 }
678         }
679 }
680
681 // called after entity relinking
682 void CL_UpdateLights(void)
683 {
684         int i, j, k, l;
685         dlight_t *dl;
686         float frac, f;
687
688         r_refdef.numlights = 0;
689         if (r_dynamic.integer)
690         {
691                 for (i = 0, dl = cl.dlights;i < cl.num_dlights;i++, dl++)
692                 {
693                         if (dl->radius)
694                         {
695                                 R_RTLight_Update(dl, false);
696                                 r_refdef.lights[r_refdef.numlights++] = dl;
697                         }
698                 }
699         }
700
701 // light animations
702 // 'm' is normal light, 'a' is no light, 'z' is double bright
703         f = cl.time * 10;
704         i = (int)floor(f);
705         frac = f - i;
706         for (j = 0;j < cl.max_lightstyle;j++)
707         {
708                 if (!cl.lightstyle || !cl.lightstyle[j].length)
709                 {
710                         r_refdef.lightstylevalue[j] = 256;
711                         continue;
712                 }
713                 k = i % cl.lightstyle[j].length;
714                 l = (i-1) % cl.lightstyle[j].length;
715                 k = cl.lightstyle[j].map[k] - 'a';
716                 l = cl.lightstyle[j].map[l] - 'a';
717                 r_refdef.lightstylevalue[j] = (unsigned short)(((k*frac)+(l*(1-frac)))*22);
718         }
719 }
720
721 void CL_AddQWCTFFlagModel(entity_t *player, int skin)
722 {
723         float f;
724         entity_t *flag;
725         matrix4x4_t flagmatrix;
726
727         // this code taken from QuakeWorld
728         f = 14;
729         if (player->render.frame2 >= 29 && player->render.frame2 <= 40)
730         {
731                 if (player->render.frame2 >= 29 && player->render.frame2 <= 34)
732                 { //axpain
733                         if      (player->render.frame2 == 29) f = f + 2;
734                         else if (player->render.frame2 == 30) f = f + 8;
735                         else if (player->render.frame2 == 31) f = f + 12;
736                         else if (player->render.frame2 == 32) f = f + 11;
737                         else if (player->render.frame2 == 33) f = f + 10;
738                         else if (player->render.frame2 == 34) f = f + 4;
739                 }
740                 else if (player->render.frame2 >= 35 && player->render.frame2 <= 40)
741                 { // pain
742                         if      (player->render.frame2 == 35) f = f + 2;
743                         else if (player->render.frame2 == 36) f = f + 10;
744                         else if (player->render.frame2 == 37) f = f + 10;
745                         else if (player->render.frame2 == 38) f = f + 8;
746                         else if (player->render.frame2 == 39) f = f + 4;
747                         else if (player->render.frame2 == 40) f = f + 2;
748                 }
749         }
750         else if (player->render.frame2 >= 103 && player->render.frame2 <= 118)
751         {
752                 if      (player->render.frame2 >= 103 && player->render.frame2 <= 104) f = f + 6;  //nailattack
753                 else if (player->render.frame2 >= 105 && player->render.frame2 <= 106) f = f + 6;  //light
754                 else if (player->render.frame2 >= 107 && player->render.frame2 <= 112) f = f + 7;  //rocketattack
755                 else if (player->render.frame2 >= 112 && player->render.frame2 <= 118) f = f + 7;  //shotattack
756         }
757         // end of code taken from QuakeWorld
758
759         flag = CL_NewTempEntity();
760         if (!flag)
761                 return;
762
763         flag->render.model = cl.model_precache[cl.qw_modelindex_flag];
764         flag->render.skinnum = skin;
765         flag->render.colormap = -1; // no special coloring
766         flag->render.alpha = 1;
767         VectorSet(flag->render.colormod, 1, 1, 1);
768         // attach the flag to the player matrix
769         Matrix4x4_CreateFromQuakeEntity(&flagmatrix, -f, -22, 0, 0, 0, -45, 1);
770         Matrix4x4_Concat(&flag->render.matrix, &player->render.matrix, &flagmatrix);
771         Matrix4x4_Invert_Simple(&flag->render.inversematrix, &flag->render.matrix);
772         R_LerpAnimation(&flag->render);
773         CL_BoundingBoxForEntity(&flag->render);
774 }
775
776 #define MAXVIEWMODELS 32
777 entity_t *viewmodels[MAXVIEWMODELS];
778 int numviewmodels;
779
780 matrix4x4_t viewmodelmatrix;
781
782 static int entitylinkframenumber;
783
784 static const vec3_t muzzleflashorigin = {18, 0, 0};
785
786 extern void V_DriftPitch(void);
787 extern void V_FadeViewFlashs(void);
788 extern void V_CalcViewBlend(void);
789
790 extern void V_CalcRefdef(void);
791 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
792 void CL_UpdateNetworkEntity(entity_t *e)
793 {
794         matrix4x4_t *matrix, blendmatrix, tempmatrix, matrix2;
795         //matrix4x4_t dlightmatrix;
796         int j, k, l;
797         effectnameindex_t trailtype;
798         float origin[3], angles[3], delta[3], lerp, dlightcolor[3], dlightradius, v2[3], d;
799         entity_t *t;
800         model_t *model;
801         trace_t trace;
802         //entity_persistent_t *p = &e->persistent;
803         //entity_render_t *r = &e->render;
804         if (e->persistent.linkframe != entitylinkframenumber)
805         {
806                 e->persistent.linkframe = entitylinkframenumber;
807                 // skip inactive entities and world
808                 if (!e->state_current.active || e == cl.entities || e == cl.csqcentities)
809                         return;
810                 e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
811                 e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
812                 e->render.flags = e->state_current.flags;
813                 e->render.effects = e->state_current.effects;
814                 VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
815                 if (e->state_current.flags & RENDER_COLORMAPPED)
816                 {
817                         int cb;
818                         unsigned char *cbcolor;
819                         e->render.colormap = e->state_current.colormap;
820                         cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12;
821                         cbcolor = (unsigned char *) (&palette_complete[cb]);
822                         e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f);
823                         e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f);
824                         e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f);
825                         cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
826                         cbcolor = (unsigned char *) (&palette_complete[cb]);
827                         e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f);
828                         e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f);
829                         e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f);
830                 }
831                 else if (e->state_current.colormap && cl.scores != NULL)
832                 {
833                         int cb;
834                         unsigned char *cbcolor;
835                         e->render.colormap = cl.scores[e->state_current.colormap - 1].colors; // color it
836                         cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12;
837                         cbcolor = (unsigned char *) (&palette_complete[cb]);
838                         e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f);
839                         e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f);
840                         e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f);
841                         cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
842                         cbcolor = (unsigned char *) (&palette_complete[cb]);
843                         e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f);
844                         e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f);
845                         e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f);
846                 }
847                 else
848                 {
849                         e->render.colormap = -1; // no special coloring
850                         VectorClear(e->render.colormap_pantscolor);
851                         VectorClear(e->render.colormap_shirtcolor);
852                 }
853                 e->render.skinnum = e->state_current.skin;
854                 if (e->render.flags & RENDER_VIEWMODEL && !e->state_current.tagentity)
855                 {
856                         if (!r_drawviewmodel.integer || chase_active.integer || r_refdef.envmap)// || csqc_loaded)
857                                 return;
858                         if (!e->csqc)
859                         {
860                                 if (cl.viewentity)
861                                         CL_UpdateNetworkEntity(cl.entities + cl.viewentity);
862                                 if (e == &cl.viewent && cl.entities[cl.viewentity].state_current.active)
863                                 {
864                                         e->state_current.alpha = cl.entities[cl.viewentity].state_current.alpha;
865                                         e->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_REFLECTIVE | EF_FULLBRIGHT | EF_NODEPTHTEST));
866                                 }
867                         }
868                         matrix = &viewmodelmatrix;
869                 }
870                 else
871                 {
872                         // if the tag entity is currently impossible, skip it
873                         if (!e->csqc)
874                         {
875                                 if (e->state_current.tagentity >= cl.num_entities)
876                                         return;
877                                 t = cl.entities + e->state_current.tagentity;
878                         }
879                         else
880                         {
881                                 if (e->state_current.tagentity >= cl.num_csqcentities)
882                                         return;
883                                 t = cl.csqcentities + e->state_current.tagentity;
884                         }
885                         // if the tag entity is inactive, skip it
886                         if (!t->state_current.active)
887                                 return;
888                         // note: this can link to world
889                         CL_UpdateNetworkEntity(t);
890                         // make relative to the entity
891                         matrix = &t->render.matrix;
892                         // some properties of the tag entity carry over
893                         e->render.flags |= t->render.flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
894                         // if a valid tagindex is used, make it relative to that tag instead
895                         // FIXME: use a model function to get tag info (need to handle skeletal)
896                         if (e->state_current.tagentity && e->state_current.tagindex >= 1 && (model = t->render.model))
897                         {
898                                 // blend the matrices
899                                 memset(&blendmatrix, 0, sizeof(blendmatrix));
900                                 for (j = 0;j < 4 && t->render.frameblend[j].lerp > 0;j++)
901                                 {
902                                         matrix4x4_t tagmatrix;
903                                         Mod_Alias_GetTagMatrix(model, t->render.frameblend[j].frame, e->state_current.tagindex - 1, &tagmatrix);
904                                         d = t->render.frameblend[j].lerp;
905                                         for (l = 0;l < 4;l++)
906                                                 for (k = 0;k < 4;k++)
907                                                         blendmatrix.m[l][k] += d * tagmatrix.m[l][k];
908                                 }
909                                 // concat the tag matrices onto the entity matrix
910                                 Matrix4x4_Concat(&tempmatrix, &t->render.matrix, &blendmatrix);
911                                 // use the constructed tag matrix
912                                 matrix = &tempmatrix;
913                         }
914                 }
915
916                 // movement lerp
917                 // if it's the player entity, update according to client movement
918                 if (e == cl.entities + cl.playerentity && cl.movement_predicted)// && !e->csqc)
919                 {
920                         lerp = (cl.time - cl.movement_time[1]) / (cl.movement_time[0] - cl.movement_time[1]);
921                         lerp = bound(0, lerp, 1);
922                         VectorLerp(cl.movement_oldorigin, lerp, cl.movement_origin, origin);
923                         VectorSet(angles, 0, cl.viewangles[1], 0);
924                 }
925                 else if (e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1)
926                 {
927                         // interpolate the origin and angles
928                         VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
929                         VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
930                         if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
931                         if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
932                         if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
933                         VectorMA(e->persistent.oldangles, lerp, delta, angles);
934                 }
935                 else
936                 {
937                         // no interpolation
938                         VectorCopy(e->persistent.neworigin, origin);
939                         VectorCopy(e->persistent.newangles, angles);
940                 }
941
942                 // model setup and some modelflags
943                 if(e->state_current.modelindex < MAX_MODELS)
944                         e->render.model = cl.model_precache[e->state_current.modelindex];
945                 else
946                         e->render.model = cl.csqc_model_precache[65536-e->state_current.modelindex];
947                 if (e->render.model)
948                 {
949                         // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
950                         if (e->render.model->type == mod_alias)
951                                 angles[0] = -angles[0];
952                         if ((e->render.model->flags & EF_ROTATE) && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
953                         {
954                                 angles[1] = ANGLEMOD(100*cl.time);
955                                 if (cl_itembobheight.value)
956                                         origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
957                         }
958                         // transfer certain model flags to effects
959                         e->render.effects |= e->render.model->flags2 & (EF_FULLBRIGHT | EF_ADDITIVE);
960                         if ((e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
961                                 VectorScale(e->render.colormod, 2, e->render.colormod);
962                 }
963                 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
964                 else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
965                         angles[0] = -angles[0];
966
967                 // animation lerp
968                 if (e->render.frame2 == e->state_current.frame)
969                 {
970                         // update frame lerp fraction
971                         e->render.framelerp = 1;
972                         if (e->render.frame2time > e->render.frame1time)
973                         {
974                                 // make sure frame lerp won't last longer than 100ms
975                                 // (this mainly helps with models that use framegroups and
976                                 // switch between them infrequently)
977                                 e->render.framelerp = (cl.time - e->render.frame2time) / min(e->render.frame2time - e->render.frame1time, 0.1);
978                                 e->render.framelerp = bound(0, e->render.framelerp, 1);
979                         }
980                 }
981                 else
982                 {
983                         // begin a new frame lerp
984                         e->render.frame1 = e->render.frame2;
985                         e->render.frame1time = e->render.frame2time;
986                         e->render.frame = e->render.frame2 = e->state_current.frame;
987                         e->render.frame2time = cl.time;
988                         e->render.framelerp = 0;
989                 }
990                 R_LerpAnimation(&e->render);
991
992                 // set up the render matrix
993                 // FIXME: e->render.scale should go away
994                 Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
995                 // concat the matrices to make the entity relative to its tag
996                 Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
997                 // make the other useful stuff
998                 Matrix4x4_Invert_Simple(&e->render.inversematrix, &e->render.matrix);
999                 CL_BoundingBoxForEntity(&e->render);
1000
1001                 // handle effects now that we know where this entity is in the world...
1002                 if (e->render.model && e->render.model->soundfromcenter)
1003                 {
1004                         // bmodels are treated specially since their origin is usually '0 0 0'
1005                         vec3_t o;
1006                         VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1007                         Matrix4x4_Transform(&e->render.matrix, o, origin);
1008                 }
1009                 else
1010                         Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1011                 trailtype = EFFECT_NONE;
1012                 dlightradius = 0;
1013                 dlightcolor[0] = 0;
1014                 dlightcolor[1] = 0;
1015                 dlightcolor[2] = 0;
1016                 // LordHavoc: if the entity has no effects, don't check each
1017                 if (e->render.effects)
1018                 {
1019                         if (e->render.effects & EF_BRIGHTFIELD)
1020                         {
1021                                 if (gamemode == GAME_NEXUIZ)
1022                                         trailtype = EFFECT_TR_NEXUIZPLASMA;
1023                                 else
1024                                         CL_EntityParticles(e);
1025                         }
1026                         if (e->render.effects & EF_MUZZLEFLASH)
1027                                 e->persistent.muzzleflash = 1.0f;
1028                         if (e->render.effects & EF_DIMLIGHT)
1029                         {
1030                                 dlightradius = max(dlightradius, 200);
1031                                 dlightcolor[0] += 1.50f;
1032                                 dlightcolor[1] += 1.50f;
1033                                 dlightcolor[2] += 1.50f;
1034                         }
1035                         if (e->render.effects & EF_BRIGHTLIGHT)
1036                         {
1037                                 dlightradius = max(dlightradius, 400);
1038                                 dlightcolor[0] += 3.00f;
1039                                 dlightcolor[1] += 3.00f;
1040                                 dlightcolor[2] += 3.00f;
1041                         }
1042                         // LordHavoc: more effects
1043                         if (e->render.effects & EF_RED) // red
1044                         {
1045                                 dlightradius = max(dlightradius, 200);
1046                                 dlightcolor[0] += 1.50f;
1047                                 dlightcolor[1] += 0.15f;
1048                                 dlightcolor[2] += 0.15f;
1049                         }
1050                         if (e->render.effects & EF_BLUE) // blue
1051                         {
1052                                 dlightradius = max(dlightradius, 200);
1053                                 dlightcolor[0] += 0.15f;
1054                                 dlightcolor[1] += 0.15f;
1055                                 dlightcolor[2] += 1.50f;
1056                         }
1057                         if (e->render.effects & EF_FLAME)
1058                                 CL_ParticleEffect(EFFECT_EF_FLAME, cl.time - cl.oldtime, origin, origin, vec3_origin, vec3_origin, NULL, 0);
1059                         if (e->render.effects & EF_STARDUST)
1060                                 CL_ParticleEffect(EFFECT_EF_STARDUST, cl.time - cl.oldtime, origin, origin, vec3_origin, vec3_origin, NULL, 0);
1061                         if (e->render.effects & (EF_FLAG1QW | EF_FLAG2QW))
1062                         {
1063                                 // these are only set on player entities
1064                                 CL_AddQWCTFFlagModel(e, (e->render.effects & EF_FLAG2QW) != 0);
1065                         }
1066                 }
1067                 // muzzleflash fades over time, and is offset a bit
1068                 if (e->persistent.muzzleflash > 0)
1069                 {
1070                         Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
1071                         trace = CL_TraceBox(origin, vec3_origin, vec3_origin, v2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, false);
1072                         tempmatrix = e->render.matrix;
1073                         Matrix4x4_SetOrigin(&tempmatrix, trace.endpos[0], trace.endpos[1], trace.endpos[2]);
1074                         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);
1075                         e->persistent.muzzleflash -= (cl.time - cl.oldtime) * 10;
1076                 }
1077                 // LordHavoc: if the model has no flags, don't check each
1078                 if (e->render.model && e->render.model->flags && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
1079                 {
1080                         if (e->render.model->flags & EF_GIB)
1081                                 trailtype = EFFECT_TR_BLOOD;
1082                         else if (e->render.model->flags & EF_ZOMGIB)
1083                                 trailtype = EFFECT_TR_SLIGHTBLOOD;
1084                         else if (e->render.model->flags & EF_TRACER)
1085                                 trailtype = EFFECT_TR_WIZSPIKE;
1086                         else if (e->render.model->flags & EF_TRACER2)
1087                                 trailtype = EFFECT_TR_KNIGHTSPIKE;
1088                         else if (e->render.model->flags & EF_ROCKET)
1089                                 trailtype = EFFECT_TR_ROCKET;
1090                         else if (e->render.model->flags & EF_GRENADE)
1091                         {
1092                                 // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1093                                 trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1094                         }
1095                         else if (e->render.model->flags & EF_TRACER3)
1096                                 trailtype = EFFECT_TR_VORESPIKE;
1097                 }
1098                 // LordHavoc: customizable glow
1099                 if (e->state_current.glowsize)
1100                 {
1101                         // * 4 for the expansion from 0-255 to 0-1023 range,
1102                         // / 255 to scale down byte colors
1103                         dlightradius = max(dlightradius, e->state_current.glowsize * 4);
1104                         VectorMA(dlightcolor, (1.0f / 255.0f), (unsigned char *)&palette_complete[e->state_current.glowcolor], dlightcolor);
1105                 }
1106                 // make the glow dlight
1107                 if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL))
1108                 {
1109                         //dlightmatrix = e->render.matrix;
1110                         // hack to make glowing player light shine on their gun
1111                         //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
1112                         //      Matrix4x4_AdjustOrigin(&dlightmatrix, 0, 0, 30);
1113                         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);
1114                 }
1115                 // custom rtlight
1116                 if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
1117                 {
1118                         float light[4];
1119                         VectorScale(e->state_current.light, (1.0f / 256.0f), light);
1120                         light[3] = e->state_current.light[3];
1121                         if (light[0] == 0 && light[1] == 0 && light[2] == 0)
1122                                 VectorSet(light, 1, 1, 1);
1123                         if (light[3] == 0)
1124                                 light[3] = 350;
1125                         // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
1126                         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);
1127                 }
1128                 // do trails
1129                 if (e->render.flags & RENDER_GLOWTRAIL)
1130                         trailtype = EFFECT_TR_GLOWTRAIL;
1131                 if (trailtype)
1132                 {
1133                         float len;
1134                         vec3_t vel;
1135                         VectorSubtract(e->state_current.origin, e->state_previous.origin, vel);
1136                         len = e->state_current.time - e->state_previous.time;
1137                         if (len > 0)
1138                                 len = 1.0f / len;
1139                         VectorScale(vel, len, vel);
1140                         CL_ParticleEffect(trailtype, 1, e->persistent.trail_origin, origin, vel, vel, e, e->state_current.glowcolor);
1141                 }
1142                 VectorCopy(origin, e->persistent.trail_origin);
1143                 // tenebrae's sprites are all additive mode (weird)
1144                 if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
1145                         e->render.effects |= EF_ADDITIVE;
1146                 // player model is only shown with chase_active on
1147                 if (!e->csqc)
1148                 if (e->state_current.number == cl.viewentity)
1149                         e->render.flags |= RENDER_EXTERIORMODEL;
1150                 // transparent stuff can't be lit during the opaque stage
1151                 if (e->render.effects & (EF_ADDITIVE | EF_NODEPTHTEST) || e->render.alpha < 1)
1152                         e->render.flags |= RENDER_TRANSPARENT;
1153                 // double sided rendering mode causes backfaces to be visible
1154                 // (mostly useful on transparent stuff)
1155                 if (e->render.effects & EF_DOUBLESIDED)
1156                         e->render.flags |= RENDER_NOCULLFACE;
1157                 // either fullbright or lit
1158                 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1159                         e->render.flags |= RENDER_LIGHT;
1160                 // hide player shadow during intermission or nehahra movie
1161                 if (!(e->render.effects & EF_NOSHADOW)
1162                  && !(e->render.flags & (RENDER_VIEWMODEL | RENDER_TRANSPARENT))
1163                  && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
1164                         e->render.flags |= RENDER_SHADOW;
1165                 if (e->render.model && e->render.model->name[0] == '*' && e->render.model->TraceBox)
1166                         cl.brushmodel_entities[cl.num_brushmodel_entities++] = e->state_current.number;
1167                 // because the player may be attached to another entity, V_CalcRefdef must be deferred until here...
1168                 if (e->state_current.number == cl.viewentity)
1169                         V_CalcRefdef();
1170         }
1171 }
1172
1173
1174 /*
1175 ===============
1176 CL_UpdateEntities
1177 ===============
1178 */
1179 static void CL_UpdateEntities(void)
1180 {
1181         entity_t *ent;
1182         int i;
1183
1184         ent = &cl.viewent;
1185         ent->state_previous = ent->state_current;
1186         ent->state_current = defaultstate;
1187         ent->state_current.time = cl.time;
1188         ent->state_current.number = -1;
1189         ent->state_current.active = true;
1190         ent->state_current.modelindex = cl.stats[STAT_WEAPON];
1191         ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
1192         ent->state_current.flags = RENDER_VIEWMODEL;
1193         if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
1194                 ent->state_current.modelindex = 0;
1195         else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
1196         {
1197                 if (gamemode == GAME_TRANSFUSION)
1198                         ent->state_current.alpha = 128;
1199                 else
1200                         ent->state_current.modelindex = 0;
1201         }
1202
1203         // reset animation interpolation on weaponmodel if model changed
1204         if (ent->state_previous.modelindex != ent->state_current.modelindex)
1205         {
1206                 ent->render.frame = ent->render.frame1 = ent->render.frame2 = ent->state_current.frame;
1207                 ent->render.frame1time = ent->render.frame2time = cl.time;
1208                 ent->render.framelerp = 1;
1209         }
1210
1211         // start on the entity after the world
1212         entitylinkframenumber++;
1213         for (i = 1;i < cl.num_entities;i++)
1214         {
1215                 if (cl.entities_active[i])
1216                 {
1217                         ent = cl.entities + i;
1218                         if (ent->state_current.active)
1219                                 CL_UpdateNetworkEntity(ent);
1220                         else
1221                                 cl.entities_active[i] = false;
1222                 }
1223         }
1224         CL_UpdateNetworkEntity(&cl.viewent);
1225 }
1226
1227 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
1228 void CL_LinkNetworkEntity(entity_t *e)
1229 {
1230         entity_t *t;
1231         if (e->persistent.linkframe != entitylinkframenumber)
1232         {
1233                 e->persistent.linkframe = entitylinkframenumber;
1234                 // skip inactive entities and world
1235                 if (!e->state_current.active || e == cl.entities || e == cl.csqcentities)
1236                         return;
1237                 if (e->render.flags & RENDER_VIEWMODEL && !e->state_current.tagentity)
1238                 {
1239                         if (!r_drawviewmodel.integer || chase_active.integer || r_refdef.envmap)
1240                                 return;
1241                         if (!e->csqc)
1242                         if (cl.viewentity)
1243                                 CL_LinkNetworkEntity(cl.entities + cl.viewentity);
1244                 }
1245                 else
1246                 {
1247                         // if the tag entity is currently impossible, skip it
1248                         if (!e->csqc)
1249                         {
1250                                 if (e->state_current.tagentity >= cl.num_entities)
1251                                         return;
1252                                 t = cl.entities + e->state_current.tagentity;
1253                         }
1254                         else
1255                         {
1256                                 if (e->state_current.tagentity >= cl.num_csqcentities)
1257                                         return;
1258                                 t = cl.csqcentities + e->state_current.tagentity;
1259                         }
1260                         // if the tag entity is inactive, skip it
1261                         if (!t->state_current.active)
1262                                 return;
1263                         // note: this can link to world
1264                         CL_LinkNetworkEntity(t);
1265                 }
1266
1267                 // don't show entities with no modelindex (note: this still shows
1268                 // entities which have a modelindex that resolved to a NULL model)
1269                 if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.numentities < r_refdef.maxentities)
1270                         r_refdef.entities[r_refdef.numentities++] = &e->render;
1271                 //if (cl.viewentity && e->state_current.number == cl.viewentity)
1272                 //      Matrix4x4_Print(&e->render.matrix);
1273         }
1274 }
1275
1276 void CL_RelinkWorld(void)
1277 {
1278         entity_t *ent = &cl.entities[0];
1279         cl.brushmodel_entities[cl.num_brushmodel_entities++] = 0;
1280         // FIXME: this should be done at load
1281         ent->render.matrix = identitymatrix;
1282         ent->render.inversematrix = identitymatrix;
1283         R_LerpAnimation(&ent->render);
1284         CL_BoundingBoxForEntity(&ent->render);
1285         ent->render.flags = RENDER_SHADOW;
1286         if (!r_fullbright.integer)
1287                 ent->render.flags |= RENDER_LIGHT;
1288         VectorSet(ent->render.colormod, 1, 1, 1);
1289         r_refdef.worldentity = &ent->render;
1290         r_refdef.worldmodel = cl.worldmodel;
1291 }
1292
1293 static void CL_RelinkStaticEntities(void)
1294 {
1295         int i;
1296         entity_t *e;
1297         for (i = 0, e = cl.static_entities;i < cl.num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++, e++)
1298         {
1299                 e->render.flags = 0;
1300                 // transparent stuff can't be lit during the opaque stage
1301                 if (e->render.effects & (EF_ADDITIVE | EF_NODEPTHTEST) || e->render.alpha < 1)
1302                         e->render.flags |= RENDER_TRANSPARENT;
1303                 // either fullbright or lit
1304                 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1305                         e->render.flags |= RENDER_LIGHT;
1306                 // hide player shadow during intermission or nehahra movie
1307                 if (!(e->render.effects & EF_NOSHADOW) && !(e->render.flags & RENDER_TRANSPARENT))
1308                         e->render.flags |= RENDER_SHADOW;
1309                 VectorSet(e->render.colormod, 1, 1, 1);
1310                 R_LerpAnimation(&e->render);
1311                 r_refdef.entities[r_refdef.numentities++] = &e->render;
1312         }
1313 }
1314
1315 /*
1316 ===============
1317 CL_RelinkEntities
1318 ===============
1319 */
1320 static void CL_RelinkNetworkEntities(void)
1321 {
1322         entity_t *ent;
1323         int i;
1324
1325         // start on the entity after the world
1326         for (i = 1;i < cl.num_entities;i++)
1327         {
1328                 if (cl.entities_active[i])
1329                 {
1330                         ent = cl.entities + i;
1331                         if (ent->state_current.active)
1332                                 CL_LinkNetworkEntity(ent);
1333                         else
1334                                 cl.entities_active[i] = false;
1335                 }
1336         }
1337 }
1338
1339 static void CL_RelinkEffects(void)
1340 {
1341         int i, intframe;
1342         cl_effect_t *e;
1343         entity_t *ent;
1344         float frame;
1345
1346         for (i = 0, e = cl.effects;i < cl.num_effects;i++, e++)
1347         {
1348                 if (e->active)
1349                 {
1350                         frame = (cl.time - e->starttime) * e->framerate + e->startframe;
1351                         intframe = (int)frame;
1352                         if (intframe < 0 || intframe >= e->endframe)
1353                         {
1354                                 memset(e, 0, sizeof(*e));
1355                                 while (cl.num_effects > 0 && !cl.effects[cl.num_effects - 1].active)
1356                                         cl.num_effects--;
1357                                 continue;
1358                         }
1359
1360                         if (intframe != e->frame)
1361                         {
1362                                 e->frame = intframe;
1363                                 e->frame1time = e->frame2time;
1364                                 e->frame2time = cl.time;
1365                         }
1366
1367                         // if we're drawing effects, get a new temp entity
1368                         // (NewTempEntity adds it to the render entities list for us)
1369                         if (r_draweffects.integer && (ent = CL_NewTempEntity()))
1370                         {
1371                                 // interpolation stuff
1372                                 ent->render.frame1 = intframe;
1373                                 ent->render.frame2 = intframe + 1;
1374                                 if (ent->render.frame2 >= e->endframe)
1375                                         ent->render.frame2 = -1; // disappear
1376                                 ent->render.framelerp = frame - intframe;
1377                                 ent->render.frame1time = e->frame1time;
1378                                 ent->render.frame2time = e->frame2time;
1379
1380                                 // normal stuff
1381                                 if(e->modelindex < MAX_MODELS)
1382                                         ent->render.model = cl.model_precache[e->modelindex];
1383                                 else
1384                                         ent->render.model = cl.csqc_model_precache[65536-e->modelindex];
1385                                 ent->render.frame = ent->render.frame2;
1386                                 ent->render.colormap = -1; // no special coloring
1387                                 ent->render.alpha = 1;
1388                                 VectorSet(ent->render.colormod, 1, 1, 1);
1389
1390                                 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
1391                                 Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
1392                                 R_LerpAnimation(&ent->render);
1393                                 CL_BoundingBoxForEntity(&ent->render);
1394                         }
1395                 }
1396         }
1397 }
1398
1399 void CL_Beam_CalculatePositions(const beam_t *b, vec3_t start, vec3_t end)
1400 {
1401         VectorCopy(b->start, start);
1402         VectorCopy(b->end, end);
1403
1404         // if coming from the player, update the start position
1405         if (b->entity == cl.viewentity)
1406         {
1407                 if (cl_beams_quakepositionhack.integer && !chase_active.integer)
1408                 {
1409                         // LordHavoc: this is a stupid hack from Quake that makes your
1410                         // lightning appear to come from your waist and cover less of your
1411                         // view
1412                         // in Quake this hack was applied to all players (causing the
1413                         // infamous crotch-lightning), but in darkplaces and QuakeWorld it
1414                         // only applies to your own lightning, and only in first person
1415                         Matrix4x4_OriginFromMatrix(&cl.entities[cl.viewentity].render.matrix, start);
1416                 }
1417                 if (cl_beams_instantaimhack.integer)
1418                 {
1419                         vec3_t dir, localend;
1420                         vec_t len;
1421                         // LordHavoc: this updates the beam direction to match your
1422                         // viewangles
1423                         VectorSubtract(end, start, dir);
1424                         len = VectorLength(dir);
1425                         VectorNormalize(dir);
1426                         VectorSet(localend, len, 0, 0);
1427                         Matrix4x4_Transform(&r_view.matrix, localend, end);
1428                 }
1429         }
1430 }
1431
1432 void CL_RelinkBeams(void)
1433 {
1434         int i;
1435         beam_t *b;
1436         vec3_t dist, org, start, end;
1437         float d;
1438         entity_t *ent;
1439         float yaw, pitch;
1440         float forward;
1441         matrix4x4_t tempmatrix;
1442
1443         for (i = 0, b = cl.beams;i < cl.num_beams;i++, b++)
1444         {
1445                 if (!b->model)
1446                         continue;
1447                 if (b->endtime < cl.time)
1448                 {
1449                         b->model = NULL;
1450                         continue;
1451                 }
1452
1453                 CL_Beam_CalculatePositions(b, start, end);
1454
1455                 if (b->lightning)
1456                 {
1457                         if (cl_beams_lightatend.integer)
1458                         {
1459                                 // FIXME: create a matrix from the beam start/end orientation
1460                                 Matrix4x4_CreateTranslate(&tempmatrix, end[0], end[1], end[2]);
1461                                 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);
1462                         }
1463                         if (cl_beams_polygons.integer)
1464                                 continue;
1465                 }
1466
1467                 // calculate pitch and yaw
1468                 // (this is similar to the QuakeC builtin function vectoangles)
1469                 VectorSubtract(end, start, dist);
1470                 if (dist[1] == 0 && dist[0] == 0)
1471                 {
1472                         yaw = 0;
1473                         if (dist[2] > 0)
1474                                 pitch = 90;
1475                         else
1476                                 pitch = 270;
1477                 }
1478                 else
1479                 {
1480                         yaw = (int) (atan2(dist[1], dist[0]) * 180 / M_PI);
1481                         if (yaw < 0)
1482                                 yaw += 360;
1483
1484                         forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1485                         pitch = (int) (atan2(dist[2], forward) * 180 / M_PI);
1486                         if (pitch < 0)
1487                                 pitch += 360;
1488                 }
1489
1490                 // add new entities for the lightning
1491                 VectorCopy (start, org);
1492                 d = VectorNormalizeLength(dist);
1493                 while (d > 0)
1494                 {
1495                         ent = CL_NewTempEntity ();
1496                         if (!ent)
1497                                 return;
1498                         //VectorCopy (org, ent->render.origin);
1499                         ent->render.model = b->model;
1500                         //ent->render.effects = EF_FULLBRIGHT;
1501                         //ent->render.angles[0] = pitch;
1502                         //ent->render.angles[1] = yaw;
1503                         //ent->render.angles[2] = rand()%360;
1504                         Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1505                         Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
1506                         R_LerpAnimation(&ent->render);
1507                         CL_BoundingBoxForEntity(&ent->render);
1508                         VectorMA(org, 30, dist, org);
1509                         d -= 30;
1510                 }
1511         }
1512
1513         while (cl.num_beams > 0 && !cl.beams[cl.num_beams - 1].model)
1514                 cl.num_beams--;
1515 }
1516
1517 static void CL_RelinkQWNails(void)
1518 {
1519         int i;
1520         vec_t *v;
1521         entity_t *ent;
1522
1523         for (i = 0;i < cl.qw_num_nails;i++)
1524         {
1525                 v = cl.qw_nails[i];
1526
1527                 // if we're drawing effects, get a new temp entity
1528                 // (NewTempEntity adds it to the render entities list for us)
1529                 if (!(ent = CL_NewTempEntity()))
1530                         continue;
1531
1532                 // normal stuff
1533                 ent->render.model = cl.model_precache[cl.qw_modelindex_spike];
1534                 ent->render.colormap = -1; // no special coloring
1535                 ent->render.alpha = 1;
1536                 VectorSet(ent->render.colormod, 1, 1, 1);
1537
1538                 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1);
1539                 Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
1540                 R_LerpAnimation(&ent->render);
1541                 CL_BoundingBoxForEntity(&ent->render);
1542         }
1543 }
1544
1545 void CL_LerpPlayer(float frac)
1546 {
1547         int i;
1548
1549         cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
1550         for (i = 0;i < 3;i++)
1551         {
1552                 cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
1553                 cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
1554                 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
1555         }
1556 }
1557
1558 void CSQC_RelinkAllEntities (int drawmask)
1559 {
1560         // link stuff
1561         if (drawmask & ENTMASK_ENGINE)
1562         {
1563                 CL_RelinkNetworkEntities();
1564                 CL_RelinkQWNails();
1565         }
1566
1567         if (drawmask & ENTMASK_ENGINEVIEWMODELS)
1568                 CL_LinkNetworkEntity(&cl.viewent); // link gun model
1569 }
1570
1571 /*
1572 ===============
1573 CL_ReadFromServer
1574
1575 Read all incoming data from the server
1576 ===============
1577 */
1578 extern void CL_ClientMovement_Replay(void);
1579 extern void CL_StairSmoothing(void);//view.c
1580
1581 int CL_ReadFromServer(void)
1582 {
1583         CL_ReadDemoMessage();
1584         CL_SendMove();
1585
1586         r_refdef.time = cl.time;
1587         r_refdef.extraupdate = !r_speeds.integer;
1588         r_refdef.numentities = 0;
1589         r_view.matrix = identitymatrix;
1590
1591         if (cls.state == ca_connected && cls.signon == SIGNONS)
1592         {
1593                 // prepare for a new frame
1594                 CL_LerpPlayer(CL_LerpPoint());
1595                 CL_DecayLights();
1596                 CL_ClearTempEntities();
1597                 V_DriftPitch();
1598                 V_FadeViewFlashs();
1599
1600                 // move particles
1601                 CL_MoveParticles();
1602                 R_MoveExplosions();
1603
1604                 // process network entities (note: this sets up the view!)
1605                 CL_ClientMovement_Replay();
1606                 cl.num_brushmodel_entities = 0;
1607                 // now that the player entity has been updated we can call V_CalcRefdef
1608                 V_CalcRefdef();
1609                 CL_UpdateEntities();
1610
1611                 entitylinkframenumber++;
1612                 // link stuff
1613                 CL_RelinkWorld();
1614                 CL_RelinkStaticEntities();
1615                 CL_RelinkBeams();
1616                 CL_RelinkEffects();
1617
1618                 if(!csqc_loaded)        //[515]: csqc
1619                 {
1620                         CL_RelinkNetworkEntities();
1621                         CL_LinkNetworkEntity(&cl.viewent); // link gun model
1622                         CL_RelinkQWNails();
1623                 }
1624                 else
1625                         csqc_frame = true;
1626
1627                 // update view blend
1628                 V_CalcViewBlend();
1629
1630                 CL_UpdateLights();
1631                 CL_StairSmoothing();
1632
1633                 // update the r_refdef time again because cl.time may have changed
1634                 r_refdef.time = cl.time;
1635         }
1636
1637         return 0;
1638 }
1639
1640 // LordHavoc: pausedemo command
1641 static void CL_PauseDemo_f (void)
1642 {
1643         cls.demopaused = !cls.demopaused;
1644         if (cls.demopaused)
1645                 Con_Print("Demo paused\n");
1646         else
1647                 Con_Print("Demo unpaused\n");
1648 }
1649
1650 /*
1651 ======================
1652 CL_Fog_f
1653 ======================
1654 */
1655 static void CL_Fog_f (void)
1656 {
1657         if (Cmd_Argc () == 1)
1658         {
1659                 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);
1660                 return;
1661         }
1662         r_refdef.fog_density = atof(Cmd_Argv(1));
1663         r_refdef.fog_red = atof(Cmd_Argv(2));
1664         r_refdef.fog_green = atof(Cmd_Argv(3));
1665         r_refdef.fog_blue = atof(Cmd_Argv(4));
1666 }
1667
1668 /*
1669 ====================
1670 CL_TimeRefresh_f
1671
1672 For program optimization
1673 ====================
1674 */
1675 static void CL_TimeRefresh_f (void)
1676 {
1677         int i;
1678         float timestart, timedelta, oldangles[3];
1679
1680         r_refdef.extraupdate = false;
1681         VectorCopy(cl.viewangles, oldangles);
1682         VectorClear(cl.viewangles);
1683
1684         timestart = Sys_DoubleTime();
1685         for (i = 0;i < 128;i++)
1686         {
1687                 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);
1688                 CL_UpdateScreen();
1689         }
1690         timedelta = Sys_DoubleTime() - timestart;
1691
1692         VectorCopy(oldangles, cl.viewangles);
1693         Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
1694 }
1695
1696 /*
1697 ===========
1698 CL_Shutdown
1699 ===========
1700 */
1701 void CL_Shutdown (void)
1702 {
1703         CL_Particles_Shutdown();
1704         CL_Parse_Shutdown();
1705
1706         Mem_FreePool (&cls.permanentmempool);
1707         Mem_FreePool (&cls.levelmempool);
1708 }
1709
1710 /*
1711 =================
1712 CL_Init
1713 =================
1714 */
1715 void CL_Init (void)
1716 {
1717         cls.levelmempool = Mem_AllocPool("client (per-level memory)", 0, NULL);
1718         cls.permanentmempool = Mem_AllocPool("client (long term memory)", 0, NULL);
1719
1720         memset(&r_refdef, 0, sizeof(r_refdef));
1721         // max entities sent to renderer per frame
1722         r_refdef.maxentities = MAX_EDICTS + 256 + 512;
1723         r_refdef.entities = (entity_render_t **)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t *) * r_refdef.maxentities);
1724
1725         CL_InitInput ();
1726
1727 //
1728 // register our commands
1729 //
1730         Cvar_RegisterVariable (&cl_upspeed);
1731         Cvar_RegisterVariable (&cl_forwardspeed);
1732         Cvar_RegisterVariable (&cl_backspeed);
1733         Cvar_RegisterVariable (&cl_sidespeed);
1734         Cvar_RegisterVariable (&cl_movespeedkey);
1735         Cvar_RegisterVariable (&cl_yawspeed);
1736         Cvar_RegisterVariable (&cl_pitchspeed);
1737         Cvar_RegisterVariable (&cl_anglespeedkey);
1738         Cvar_RegisterVariable (&cl_shownet);
1739         Cvar_RegisterVariable (&cl_nolerp);
1740         Cvar_RegisterVariable (&lookspring);
1741         Cvar_RegisterVariable (&lookstrafe);
1742         Cvar_RegisterVariable (&sensitivity);
1743         Cvar_RegisterVariable (&freelook);
1744
1745         Cvar_RegisterVariable (&m_pitch);
1746         Cvar_RegisterVariable (&m_yaw);
1747         Cvar_RegisterVariable (&m_forward);
1748         Cvar_RegisterVariable (&m_side);
1749
1750         Cvar_RegisterVariable (&cl_itembobspeed);
1751         Cvar_RegisterVariable (&cl_itembobheight);
1752
1753         Cmd_AddCommand ("entities", CL_PrintEntities_f, "print information on network entities known to client");
1754         Cmd_AddCommand ("disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
1755         Cmd_AddCommand ("record", CL_Record_f, "record a demo");
1756         Cmd_AddCommand ("stop", CL_Stop_f, "stop recording or playing a demo");
1757         Cmd_AddCommand ("playdemo", CL_PlayDemo_f, "watch a demo file");
1758         Cmd_AddCommand ("timedemo", CL_TimeDemo_f, "play back a demo as fast as possible and save statistics to benchmark.log");
1759
1760 #ifdef AUTODEMO_BROKEN
1761         Cvar_RegisterVariable (&cl_autodemo);
1762         Cvar_RegisterVariable (&cl_autodemo_nameformat);
1763 #endif
1764
1765         Cmd_AddCommand ("fog", CL_Fog_f, "set global fog parameters (density red green blue)");
1766
1767         // LordHavoc: added pausedemo
1768         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)");
1769
1770         Cvar_RegisterVariable(&r_draweffects);
1771         Cvar_RegisterVariable(&cl_explosions_alpha_start);
1772         Cvar_RegisterVariable(&cl_explosions_alpha_end);
1773         Cvar_RegisterVariable(&cl_explosions_size_start);
1774         Cvar_RegisterVariable(&cl_explosions_size_end);
1775         Cvar_RegisterVariable(&cl_explosions_lifetime);
1776         Cvar_RegisterVariable(&cl_stainmaps);
1777         Cvar_RegisterVariable(&cl_stainmaps_clearonload);
1778         Cvar_RegisterVariable(&cl_beams_polygons);
1779         Cvar_RegisterVariable(&cl_beams_quakepositionhack);
1780         Cvar_RegisterVariable(&cl_beams_instantaimhack);
1781         Cvar_RegisterVariable(&cl_beams_lightatend);
1782         Cvar_RegisterVariable(&cl_noplayershadow);
1783
1784         Cvar_RegisterVariable(&cl_prydoncursor);
1785
1786         Cvar_RegisterVariable(&cl_deathnoviewmodel);
1787
1788         // for QW connections
1789         Cvar_RegisterVariable(&qport);
1790         Cvar_SetValueQuick(&qport, (rand() * RAND_MAX + rand()) & 0xffff);
1791
1792         Cmd_AddCommand("timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs");
1793
1794         CL_Parse_Init();
1795         CL_Particles_Init();
1796         CL_Screen_Init();
1797
1798         CL_Video_Init();
1799 }
1800
1801
1802