2 Copyright (C) 1996-1997 Id Software, Inc.
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.
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.
13 See the GNU General Public License for more details.
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.
20 // cl_main.c -- client main loop
23 #include "cl_collision.h"
29 // we need to declare some mouse variables here, because the menu system
30 // references them even when on a unix system.
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"};
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"};
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"};
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"};
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"};
50 cvar_t freelook = {CVAR_SAVE, "freelook", "1","mouse controls pitch instead of forward/back"};
52 cvar_t cl_autodemo = {0, "cl_autodemo", "0", "records every game played, using the date/time and map name to name the demo file" };
53 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" };
55 cvar_t r_draweffects = {0, "r_draweffects", "1","renders temporary sprite effects"};
57 cvar_t cl_explosions_alpha_start = {CVAR_SAVE, "cl_explosions_alpha_start", "1.5","starting alpha of an explosion shell"};
58 cvar_t cl_explosions_alpha_end = {CVAR_SAVE, "cl_explosions_alpha_end", "0","end alpha of an explosion shell (just before it disappears)"};
59 cvar_t cl_explosions_size_start = {CVAR_SAVE, "cl_explosions_size_start", "16","starting size of an explosion shell"};
60 cvar_t cl_explosions_size_end = {CVAR_SAVE, "cl_explosions_size_end", "128","ending alpha of an explosion shell (just before it disappears)"};
61 cvar_t cl_explosions_lifetime = {CVAR_SAVE, "cl_explosions_lifetime", "0.5","how long an explosion shell lasts"};
63 cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "1","stains lightmaps, much faster than decals but blurred"};
64 cvar_t cl_stainmaps_clearonload = {CVAR_SAVE, "cl_stainmaps_clearonload", "1","clear stainmaps on map restart"};
66 cvar_t cl_beams_polygons = {CVAR_SAVE, "cl_beams_polygons", "1","use beam polygons instead of models"};
67 cvar_t cl_beams_relative = {CVAR_SAVE, "cl_beams_relative", "1","beams are relative to owner (smooth sweeps)"};
68 cvar_t cl_beams_lightatend = {CVAR_SAVE, "cl_beams_lightatend", "0","make a light at the end of the beam"};
70 cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0","hide player shadow"};
72 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)"};
74 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"};
76 cvar_t cl_deathnoviewmodel = {0, "cl_deathnoviewmodel", "1", "hides gun model when dead"};
81 #define MAX_PARTICLES 32768 // default max # of particles at one time
82 #define ABSOLUTE_MIN_PARTICLES 512 // no fewer than this no matter what's on the command line
90 void CL_ClearState(void)
95 // wipe the entire cl structure
96 Mem_EmptyPool(cls.levelmempool);
97 memset (&cl, 0, sizeof(cl));
101 // reset the view zoom interpolation
102 cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
105 cl.num_csqcentities = 0; //[515]: csqc
106 cl.num_static_entities = 0;
107 cl.num_temp_entities = 0;
108 cl.num_brushmodel_entities = 0;
110 // tweak these if the game runs out
111 cl.max_entities = 256;
112 cl.max_csqcentities = 256; //[515]: csqc
113 cl.max_static_entities = 256;
114 cl.max_temp_entities = 512;
115 cl.max_effects = 256;
117 cl.max_dlights = MAX_DLIGHTS;
118 cl.max_lightstyle = MAX_LIGHTSTYLES;
119 cl.max_brushmodel_entities = MAX_EDICTS;
120 cl.max_particles = MAX_PARTICLES;
122 // COMMANDLINEOPTION: Client: -particles <number> changes maximum number of particles at once, default 32768
123 i = COM_CheckParm ("-particles");
124 if (i && i < com_argc - 1)
126 cl.max_particles = (int)(atoi(com_argv[i+1]));
127 if (cl.max_particles < ABSOLUTE_MIN_PARTICLES)
128 cl.max_particles = ABSOLUTE_MIN_PARTICLES;
135 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
136 cl.csqcentities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_csqcentities * sizeof(entity_t)); //[515]: csqc
137 cl.entities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char));
138 cl.csqcentities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char)); //[515]: csqc
139 cl.static_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_static_entities * sizeof(entity_t));
140 cl.temp_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_temp_entities * sizeof(entity_t));
141 cl.effects = (cl_effect_t *)Mem_Alloc(cls.levelmempool, cl.max_effects * sizeof(cl_effect_t));
142 cl.beams = (beam_t *)Mem_Alloc(cls.levelmempool, cl.max_beams * sizeof(beam_t));
143 cl.dlights = (dlight_t *)Mem_Alloc(cls.levelmempool, cl.max_dlights * sizeof(dlight_t));
144 cl.lightstyle = (lightstyle_t *)Mem_Alloc(cls.levelmempool, cl.max_lightstyle * sizeof(lightstyle_t));
145 cl.brushmodel_entities = (int *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(int));
146 cl.particles = (particle_t *) Mem_Alloc(cls.levelmempool, cl.max_particles * sizeof(particle_t));
148 // LordHavoc: have to set up the baseline info for alpha and other stuff
149 for (i = 0;i < cl.max_entities;i++)
151 cl.entities[i].state_baseline = defaultstate;
152 cl.entities[i].state_previous = defaultstate;
153 cl.entities[i].state_current = defaultstate;
156 for (i = 0;i < cl.max_csqcentities;i++)
158 cl.csqcentities[i].state_baseline = defaultstate; //[515]: csqc
159 cl.csqcentities[i].state_previous = defaultstate; //[515]: csqc
160 cl.csqcentities[i].state_current = defaultstate; //[515]: csqc
161 cl.csqcentities[i].csqc = true;
162 cl.csqcentities[i].state_current.number = -i;
165 if (gamemode == GAME_NEXUIZ)
167 VectorSet(cl.playerstandmins, -16, -16, -24);
168 VectorSet(cl.playerstandmaxs, 16, 16, 45);
169 VectorSet(cl.playercrouchmins, -16, -16, -24);
170 VectorSet(cl.playercrouchmaxs, 16, 16, 25);
174 VectorSet(cl.playerstandmins, -16, -16, -24);
175 VectorSet(cl.playerstandmaxs, 16, 16, 24);
176 VectorSet(cl.playercrouchmins, -16, -16, -24);
177 VectorSet(cl.playercrouchmaxs, 16, 16, 24);
180 // disable until we get textures for it
183 ent = &cl.entities[0];
184 // entire entity array was cleared, so just fill in a few fields
185 ent->state_current.active = true;
186 ent->render.model = cl.worldmodel = NULL; // no world model yet
187 ent->render.scale = 1; // some of the renderer still relies on scale
188 ent->render.alpha = 1;
189 ent->render.colormap = -1; // no special coloring
190 ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
191 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, 0, 0, 0, 0, 0, 0, 1);
192 Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
193 CL_BoundingBoxForEntity(&ent->render);
195 // noclip is turned off at start
196 noclip_anglehack = false;
198 // mark all frames invalid for delta
199 memset(cl.qw_deltasequence, -1, sizeof(cl.qw_deltasequence));
204 void CL_SetInfo(const char *key, const char *value, qboolean send, qboolean allowstarkey, qboolean allowmodel, qboolean quiet)
206 if (strchr(key, '\"') || strchr(value, '\"') || (!allowstarkey && key[0] == '*') || (!allowmodel && (!strcasecmp(Cmd_Argv(1), "pmodel") || !strcasecmp(Cmd_Argv(1), "emodel"))))
209 Con_Printf("Can't setinfo \"%s\" \"%s\"\n");
212 InfoString_SetValue(cls.userinfo, sizeof(cls.userinfo), key, value);
213 if (cls.state == ca_connected)
215 if (cls.protocol == PROTOCOL_QUAKEWORLD)
217 MSG_WriteByte(&cls.netcon->message, qw_clc_stringcmd);
218 MSG_WriteString(&cls.netcon->message, va("setinfo \"%s\" \"%s\"", key, value));
220 else if (!strcasecmp(key, "name"))
222 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
223 MSG_WriteString(&cls.netcon->message, va("name \"%s\"", value));
225 else if (!strcasecmp(key, "playermodel"))
227 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
228 MSG_WriteString(&cls.netcon->message, va("playermodel \"%s\"", value));
230 else if (!strcasecmp(key, "playerskin"))
232 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
233 MSG_WriteString(&cls.netcon->message, va("playerskin \"%s\"", value));
235 else if (!strcasecmp(key, "topcolor"))
237 // don't send anything, the combined color code will be updated manually
239 else if (!strcasecmp(key, "bottomcolor"))
241 // don't send anything, the combined color code will be updated manually
243 else if (!strcasecmp(key, "rate"))
245 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
246 MSG_WriteString(&cls.netcon->message, va("rate \"%s\"", value));
251 void CL_ExpandEntities(int num)
253 int i, oldmaxentities;
254 entity_t *oldentities;
255 if (num >= cl.max_entities)
258 Sys_Error("CL_ExpandEntities: cl.entities not initialized");
259 if (num >= MAX_EDICTS)
260 Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
261 oldmaxentities = cl.max_entities;
262 oldentities = cl.entities;
263 cl.max_entities = (num & ~255) + 256;
264 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
265 memcpy(cl.entities, oldentities, oldmaxentities * sizeof(entity_t));
266 Mem_Free(oldentities);
267 for (i = oldmaxentities;i < cl.max_entities;i++)
269 cl.entities[i].state_baseline = defaultstate;
270 cl.entities[i].state_previous = defaultstate;
271 cl.entities[i].state_current = defaultstate;
276 void CL_ExpandCSQCEntities(int num)
278 int i, oldmaxentities;
279 entity_t *oldentities;
280 if (num >= cl.max_csqcentities)
282 if (!cl.csqcentities)
283 Sys_Error("CL_ExpandCSQCEntities: cl.csqcentities not initialized\n");
284 if (num >= MAX_EDICTS)
285 Host_Error("CL_ExpandCSQCEntities: num %i >= %i\n", num, MAX_EDICTS);
286 oldmaxentities = cl.max_csqcentities;
287 oldentities = cl.csqcentities;
288 cl.max_csqcentities = (num & ~255) + 256;
289 cl.csqcentities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_csqcentities * sizeof(entity_t));
290 memcpy(cl.csqcentities, oldentities, oldmaxentities * sizeof(entity_t));
291 Mem_Free(oldentities);
292 for (i = oldmaxentities;i < cl.max_csqcentities;i++)
294 cl.csqcentities[i].state_baseline = defaultstate;
295 cl.csqcentities[i].state_previous = defaultstate;
296 cl.csqcentities[i].state_current = defaultstate;
297 cl.csqcentities[i].csqc = true;
298 cl.csqcentities[i].state_current.number = -i;
303 void CL_VM_ShutDown (void);
305 =====================
308 Sends a disconnect message to the server
309 This is also called on Host_Error, so it shouldn't cause any errors
310 =====================
312 void CL_Disconnect(void)
314 if (cls.state == ca_dedicated)
317 Con_DPrintf("CL_Disconnect\n");
320 // stop sounds (especially looping!)
323 // clear contents blends
324 cl.cshifts[0].percent = 0;
325 cl.cshifts[1].percent = 0;
326 cl.cshifts[2].percent = 0;
327 cl.cshifts[3].percent = 0;
329 cl.worldmodel = NULL;
331 if (cls.demoplayback)
336 unsigned char bufdata[8];
337 if (cls.demorecording)
340 // send disconnect message 3 times to improve chances of server
341 // receiving it (but it still fails sometimes)
342 memset(&buf, 0, sizeof(buf));
344 buf.maxsize = sizeof(bufdata);
345 if (cls.protocol == PROTOCOL_QUAKEWORLD)
347 Con_DPrint("Sending drop command\n");
348 MSG_WriteByte(&buf, qw_clc_stringcmd);
349 MSG_WriteString(&buf, "drop");
353 Con_DPrint("Sending clc_disconnect\n");
354 MSG_WriteByte(&buf, clc_disconnect);
356 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
357 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
358 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
359 NetConn_Close(cls.netcon);
362 cls.state = ca_disconnected;
364 cls.demoplayback = cls.timedemo = false;
368 void CL_Disconnect_f(void)
372 Host_ShutdownServer ();
379 =====================
380 CL_EstablishConnection
382 Host should be either "local" or a net address
383 =====================
385 void CL_EstablishConnection(const char *host)
387 if (cls.state == ca_dedicated)
390 // clear menu's connect error message
391 M_Update_Return_Reason("");
394 // stop demo loop in case this fails
397 // make sure the client ports are open before attempting to connect
398 NetConn_UpdateSockets();
400 // run a network frame
401 //NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
403 if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
405 cls.connect_trying = true;
406 cls.connect_remainingtries = 3;
407 cls.connect_nextsendtime = 0;
408 M_Update_Return_Reason("Trying to connect...");
409 // run several network frames to jump into the game quickly
412 // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
413 // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
414 // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
415 // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
420 Con_Print("Unable to find a suitable network socket to connect to server.\n");
421 M_Update_Return_Reason("No network");
430 static void CL_PrintEntities_f(void)
436 for (i = 0, ent = cl.entities;i < cl.num_entities;i++, ent++)
438 if (!ent->state_current.active)
441 if (ent->render.model)
442 strlcpy (name, ent->render.model->name, 25);
444 strcpy(name, "--no model--");
445 for (j = (int)strlen(name);j < 25;j++)
447 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);
451 //static const vec3_t nomodelmins = {-16, -16, -16};
452 //static const vec3_t nomodelmaxs = {16, 16, 16};
453 void CL_BoundingBoxForEntity(entity_render_t *ent)
455 model_t *model = ent->model;
458 //if (ent->angles[0] || ent->angles[2])
459 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
462 ent->mins[0] = ent->matrix.m[0][3] + model->rotatedmins[0];
463 ent->mins[1] = ent->matrix.m[1][3] + model->rotatedmins[1];
464 ent->mins[2] = ent->matrix.m[2][3] + model->rotatedmins[2];
465 ent->maxs[0] = ent->matrix.m[0][3] + model->rotatedmaxs[0];
466 ent->maxs[1] = ent->matrix.m[1][3] + model->rotatedmaxs[1];
467 ent->maxs[2] = ent->matrix.m[2][3] + model->rotatedmaxs[2];
468 //VectorAdd(ent->origin, model->rotatedmins, ent->mins);
469 //VectorAdd(ent->origin, model->rotatedmaxs, ent->maxs);
471 //else if (ent->angles[1])
472 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
475 ent->mins[0] = ent->matrix.m[0][3] + model->yawmins[0];
476 ent->mins[1] = ent->matrix.m[1][3] + model->yawmins[1];
477 ent->mins[2] = ent->matrix.m[2][3] + model->yawmins[2];
478 ent->maxs[0] = ent->matrix.m[0][3] + model->yawmaxs[0];
479 ent->maxs[1] = ent->matrix.m[1][3] + model->yawmaxs[1];
480 ent->maxs[2] = ent->matrix.m[2][3] + model->yawmaxs[2];
481 //VectorAdd(ent->origin, model->yawmins, ent->mins);
482 //VectorAdd(ent->origin, model->yawmaxs, ent->maxs);
486 ent->mins[0] = ent->matrix.m[0][3] + model->normalmins[0];
487 ent->mins[1] = ent->matrix.m[1][3] + model->normalmins[1];
488 ent->mins[2] = ent->matrix.m[2][3] + model->normalmins[2];
489 ent->maxs[0] = ent->matrix.m[0][3] + model->normalmaxs[0];
490 ent->maxs[1] = ent->matrix.m[1][3] + model->normalmaxs[1];
491 ent->maxs[2] = ent->matrix.m[2][3] + model->normalmaxs[2];
492 //VectorAdd(ent->origin, model->normalmins, ent->mins);
493 //VectorAdd(ent->origin, model->normalmaxs, ent->maxs);
498 ent->mins[0] = ent->matrix.m[0][3] - 16;
499 ent->mins[1] = ent->matrix.m[1][3] - 16;
500 ent->mins[2] = ent->matrix.m[2][3] - 16;
501 ent->maxs[0] = ent->matrix.m[0][3] + 16;
502 ent->maxs[1] = ent->matrix.m[1][3] + 16;
503 ent->maxs[2] = ent->matrix.m[2][3] + 16;
504 //VectorAdd(ent->origin, nomodelmins, ent->mins);
505 //VectorAdd(ent->origin, nomodelmaxs, ent->maxs);
513 Determines the fraction between the last two messages that the objects
517 static float CL_LerpPoint(void)
521 // dropped packet, or start of demo
522 if (cl.mtime[1] < cl.mtime[0] - 0.1)
523 cl.mtime[1] = cl.mtime[0] - 0.1;
525 cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
527 // LordHavoc: lerp in listen games as the server is being capped below the client (usually)
528 f = cl.mtime[0] - cl.mtime[1];
529 if (!f || cl_nolerp.integer || cls.timedemo || (cl.islocalgame && !sv_fixedframeratesingleplayer.integer))
531 cl.time = cl.mtime[0];
535 f = (cl.time - cl.mtime[1]) / f;
536 return bound(0, f, 1);
539 void CL_ClearTempEntities (void)
541 cl.num_temp_entities = 0;
544 entity_t *CL_NewTempEntity(void)
548 if (r_refdef.numentities >= r_refdef.maxentities)
550 if (cl.num_temp_entities >= cl.max_temp_entities)
552 ent = &cl.temp_entities[cl.num_temp_entities++];
553 memset (ent, 0, sizeof(*ent));
554 r_refdef.entities[r_refdef.numentities++] = &ent->render;
556 ent->render.colormap = -1; // no special coloring
557 ent->render.scale = 1;
558 ent->render.alpha = 1;
559 VectorSet(ent->render.colormod, 1, 1, 1);
563 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
567 if (!modelindex) // sanity check
569 for (i = 0, e = cl.effects;i < cl.max_effects;i++, e++)
574 VectorCopy(org, e->origin);
575 e->modelindex = modelindex;
576 e->starttime = cl.time;
577 e->startframe = startframe;
578 e->endframe = startframe + framecount;
579 e->framerate = framerate;
582 e->frame1time = cl.time;
583 e->frame2time = cl.time;
584 cl.num_effects = max(cl.num_effects, i + 1);
589 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)
595 // first look for an exact key match
599 for (i = 0;i < cl.num_dlights;i++, dl++)
605 // then look for anything else
607 for (i = 0;i < cl.num_dlights;i++, dl++)
610 // if we hit the end of the active dlights and found no gaps, add a new one
613 cl.num_dlights = i + 1;
617 // unable to find one
621 //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
622 memset (dl, 0, sizeof(*dl));
623 Matrix4x4_Normalize(&dl->matrix, matrix);
625 dl->origin[0] = dl->matrix.m[0][3];
626 dl->origin[1] = dl->matrix.m[1][3];
627 dl->origin[2] = dl->matrix.m[2][3];
628 CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
629 dl->matrix.m[0][3] = dl->origin[0];
630 dl->matrix.m[1][3] = dl->origin[1];
631 dl->matrix.m[2][3] = dl->origin[2];
634 dl->color[1] = green;
638 dl->die = cl.time + lifetime;
641 dl->cubemapnum = cubemapnum;
643 dl->shadow = shadowenable;
646 dl->coronasizescale = coronasizescale;
647 dl->ambientscale = ambientscale;
648 dl->diffusescale = diffusescale;
649 dl->specularscale = specularscale;
652 // called before entity relinking
653 void CL_DecayLights(void)
659 time = cl.time - cl.oldtime;
660 oldmax = cl.num_dlights;
662 for (i = 0, dl = cl.dlights;i < oldmax;i++, dl++)
666 f = dl->radius - time * dl->decay;
667 if (cl.time < dl->die && f > 0)
669 dl->radius = dl->radius - time * dl->decay;
670 cl.num_dlights = i + 1;
678 // called after entity relinking
679 void CL_UpdateLights(void)
685 r_refdef.numlights = 0;
686 if (r_dynamic.integer)
688 for (i = 0, dl = cl.dlights;i < cl.num_dlights;i++, dl++)
692 R_RTLight_Update(dl, false);
693 r_refdef.lights[r_refdef.numlights++] = dl;
699 // 'm' is normal light, 'a' is no light, 'z' is double bright
703 for (j = 0;j < cl.max_lightstyle;j++)
705 if (!cl.lightstyle || !cl.lightstyle[j].length)
707 r_refdef.lightstylevalue[j] = 256;
710 k = i % cl.lightstyle[j].length;
711 l = (i-1) % cl.lightstyle[j].length;
712 k = cl.lightstyle[j].map[k] - 'a';
713 l = cl.lightstyle[j].map[l] - 'a';
714 r_refdef.lightstylevalue[j] = (unsigned short)(((k*frac)+(l*(1-frac)))*22);
718 void CL_AddQWCTFFlagModel(entity_t *player, int skin)
722 matrix4x4_t flagmatrix;
724 // this code taken from QuakeWorld
726 if (player->render.frame2 >= 29 && player->render.frame2 <= 40)
728 if (player->render.frame2 >= 29 && player->render.frame2 <= 34)
730 if (player->render.frame2 == 29) f = f + 2;
731 else if (player->render.frame2 == 30) f = f + 8;
732 else if (player->render.frame2 == 31) f = f + 12;
733 else if (player->render.frame2 == 32) f = f + 11;
734 else if (player->render.frame2 == 33) f = f + 10;
735 else if (player->render.frame2 == 34) f = f + 4;
737 else if (player->render.frame2 >= 35 && player->render.frame2 <= 40)
739 if (player->render.frame2 == 35) f = f + 2;
740 else if (player->render.frame2 == 36) f = f + 10;
741 else if (player->render.frame2 == 37) f = f + 10;
742 else if (player->render.frame2 == 38) f = f + 8;
743 else if (player->render.frame2 == 39) f = f + 4;
744 else if (player->render.frame2 == 40) f = f + 2;
747 else if (player->render.frame2 >= 103 && player->render.frame2 <= 118)
749 if (player->render.frame2 >= 103 && player->render.frame2 <= 104) f = f + 6; //nailattack
750 else if (player->render.frame2 >= 105 && player->render.frame2 <= 106) f = f + 6; //light
751 else if (player->render.frame2 >= 107 && player->render.frame2 <= 112) f = f + 7; //rocketattack
752 else if (player->render.frame2 >= 112 && player->render.frame2 <= 118) f = f + 7; //shotattack
754 // end of code taken from QuakeWorld
756 flag = CL_NewTempEntity();
760 flag->render.model = cl.model_precache[cl.qw_modelindex_flag];
761 flag->render.skinnum = skin;
762 flag->render.colormap = -1; // no special coloring
763 flag->render.alpha = 1;
764 VectorSet(flag->render.colormod, 1, 1, 1);
765 // attach the flag to the player matrix
766 Matrix4x4_CreateFromQuakeEntity(&flagmatrix, -f, -22, 0, 0, 0, -45, 1);
767 Matrix4x4_Concat(&flag->render.matrix, &player->render.matrix, &flagmatrix);
768 Matrix4x4_Invert_Simple(&flag->render.inversematrix, &flag->render.matrix);
769 R_LerpAnimation(&flag->render);
770 CL_BoundingBoxForEntity(&flag->render);
773 #define MAXVIEWMODELS 32
774 entity_t *viewmodels[MAXVIEWMODELS];
777 matrix4x4_t viewmodelmatrix;
779 static int entitylinkframenumber;
781 static const vec3_t muzzleflashorigin = {18, 0, 0};
783 extern void V_DriftPitch(void);
784 extern void V_FadeViewFlashs(void);
785 extern void V_CalcViewBlend(void);
787 extern void V_CalcRefdef(void);
788 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
789 void CL_LinkNetworkEntity(entity_t *e)
791 matrix4x4_t *matrix, blendmatrix, tempmatrix, matrix2;
792 //matrix4x4_t dlightmatrix;
794 effectnameindex_t trailtype;
795 float origin[3], angles[3], delta[3], lerp, dlightcolor[3], dlightradius, v2[3], d;
799 //entity_persistent_t *p = &e->persistent;
800 //entity_render_t *r = &e->render;
801 if (e->persistent.linkframe != entitylinkframenumber)
803 e->persistent.linkframe = entitylinkframenumber;
804 // skip inactive entities and world
805 if (!e->state_current.active || e == cl.entities || e == cl.csqcentities)
807 e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
808 e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
809 e->render.flags = e->state_current.flags;
810 e->render.effects = e->state_current.effects;
811 VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
812 if (e->state_current.flags & RENDER_COLORMAPPED)
815 unsigned char *cbcolor;
816 e->render.colormap = e->state_current.colormap;
817 cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12;
818 cbcolor = (unsigned char *) (&palette_complete[cb]);
819 e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f);
820 e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f);
821 e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f);
822 cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
823 cbcolor = (unsigned char *) (&palette_complete[cb]);
824 e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f);
825 e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f);
826 e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f);
828 else if (e->state_current.colormap && cl.scores != NULL)
831 unsigned char *cbcolor;
832 e->render.colormap = cl.scores[e->state_current.colormap - 1].colors; // color it
833 cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12;
834 cbcolor = (unsigned char *) (&palette_complete[cb]);
835 e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f);
836 e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f);
837 e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f);
838 cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
839 cbcolor = (unsigned char *) (&palette_complete[cb]);
840 e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f);
841 e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f);
842 e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f);
846 e->render.colormap = -1; // no special coloring
847 VectorClear(e->render.colormap_pantscolor);
848 VectorClear(e->render.colormap_shirtcolor);
850 e->render.skinnum = e->state_current.skin;
851 if (e->render.flags & RENDER_VIEWMODEL && !e->state_current.tagentity)
853 if (!r_drawviewmodel.integer || chase_active.integer || r_refdef.envmap)// || csqc_loaded)
858 CL_LinkNetworkEntity(cl.entities + cl.viewentity);
859 if (e == &cl.viewent && cl.entities[cl.viewentity].state_current.active)
861 e->state_current.alpha = cl.entities[cl.viewentity].state_current.alpha;
862 e->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_REFLECTIVE | EF_FULLBRIGHT | EF_NODEPTHTEST));
865 matrix = &viewmodelmatrix;
869 // if the tag entity is currently impossible, skip it
872 if (e->state_current.tagentity >= cl.num_entities)
874 t = cl.entities + e->state_current.tagentity;
878 if (e->state_current.tagentity >= cl.num_csqcentities)
880 t = cl.csqcentities + e->state_current.tagentity;
882 // if the tag entity is inactive, skip it
883 if (!t->state_current.active)
885 // note: this can link to world
886 CL_LinkNetworkEntity(t);
887 // make relative to the entity
888 matrix = &t->render.matrix;
889 // some properties of the tag entity carry over
890 e->render.flags |= t->render.flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
891 // if a valid tagindex is used, make it relative to that tag instead
892 // FIXME: use a model function to get tag info (need to handle skeletal)
893 if (e->state_current.tagentity && e->state_current.tagindex >= 1 && (model = t->render.model))
895 // blend the matrices
896 memset(&blendmatrix, 0, sizeof(blendmatrix));
897 for (j = 0;j < 4 && t->render.frameblend[j].lerp > 0;j++)
899 matrix4x4_t tagmatrix;
900 Mod_Alias_GetTagMatrix(model, t->render.frameblend[j].frame, e->state_current.tagindex - 1, &tagmatrix);
901 d = t->render.frameblend[j].lerp;
902 for (l = 0;l < 4;l++)
903 for (k = 0;k < 4;k++)
904 blendmatrix.m[l][k] += d * tagmatrix.m[l][k];
906 // concat the tag matrices onto the entity matrix
907 Matrix4x4_Concat(&tempmatrix, &t->render.matrix, &blendmatrix);
908 // use the constructed tag matrix
909 matrix = &tempmatrix;
914 // if it's the player entity, update according to client movement
915 if (e == cl.entities + cl.playerentity && cl.movement)// && !e->csqc)
917 lerp = (cl.time - cl.movement_time[1]) / (cl.movement_time[0] - cl.movement_time[1]);
918 lerp = bound(0, lerp, 1);
919 VectorLerp(cl.movement_oldorigin, lerp, cl.movement_origin, origin);
920 VectorSet(angles, 0, cl.viewangles[1], 0);
922 else if (e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1)
924 // interpolate the origin and angles
925 VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
926 VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
927 if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
928 if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
929 if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
930 VectorMA(e->persistent.oldangles, lerp, delta, angles);
935 VectorCopy(e->persistent.neworigin, origin);
936 VectorCopy(e->persistent.newangles, angles);
939 // model setup and some modelflags
940 if(e->state_current.modelindex < MAX_MODELS)
941 e->render.model = cl.model_precache[e->state_current.modelindex];
943 e->render.model = cl.csqc_model_precache[65536-e->state_current.modelindex];
946 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
947 if (e->render.model->type == mod_alias)
948 angles[0] = -angles[0];
949 if ((e->render.model->flags & EF_ROTATE) && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
951 angles[1] = ANGLEMOD(100*cl.time);
952 if (cl_itembobheight.value)
953 origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
955 // transfer certain model flags to effects
956 e->render.effects |= e->render.model->flags2 & (EF_FULLBRIGHT | EF_ADDITIVE);
957 if ((e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
958 VectorScale(e->render.colormod, 2, e->render.colormod);
960 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
961 else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
962 angles[0] = -angles[0];
965 if (e->render.frame2 == e->state_current.frame)
967 // update frame lerp fraction
968 e->render.framelerp = 1;
969 if (e->render.frame2time > e->render.frame1time)
971 // make sure frame lerp won't last longer than 100ms
972 // (this mainly helps with models that use framegroups and
973 // switch between them infrequently)
974 e->render.framelerp = (cl.time - e->render.frame2time) / min(e->render.frame2time - e->render.frame1time, 0.1);
975 e->render.framelerp = bound(0, e->render.framelerp, 1);
980 // begin a new frame lerp
981 e->render.frame1 = e->render.frame2;
982 e->render.frame1time = e->render.frame2time;
983 e->render.frame = e->render.frame2 = e->state_current.frame;
984 e->render.frame2time = cl.time;
985 e->render.framelerp = 0;
987 R_LerpAnimation(&e->render);
989 // set up the render matrix
990 // FIXME: e->render.scale should go away
991 Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
992 // concat the matrices to make the entity relative to its tag
993 Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
994 // make the other useful stuff
995 Matrix4x4_Invert_Simple(&e->render.inversematrix, &e->render.matrix);
996 CL_BoundingBoxForEntity(&e->render);
998 // handle effects now that we know where this entity is in the world...
999 if (e->render.model && e->render.model->soundfromcenter)
1001 // bmodels are treated specially since their origin is usually '0 0 0'
1003 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1004 Matrix4x4_Transform(&e->render.matrix, o, origin);
1008 origin[0] = e->render.matrix.m[0][3];
1009 origin[1] = e->render.matrix.m[1][3];
1010 origin[2] = e->render.matrix.m[2][3];
1012 trailtype = EFFECT_NONE;
1017 // LordHavoc: if the entity has no effects, don't check each
1018 if (e->render.effects)
1020 if (e->render.effects & EF_BRIGHTFIELD)
1022 if (gamemode == GAME_NEXUIZ)
1023 trailtype = EFFECT_TR_NEXUIZPLASMA;
1025 CL_EntityParticles(e);
1027 if (e->render.effects & EF_MUZZLEFLASH)
1028 e->persistent.muzzleflash = 1.0f;
1029 if (e->render.effects & EF_DIMLIGHT)
1031 dlightradius = max(dlightradius, 200);
1032 dlightcolor[0] += 1.50f;
1033 dlightcolor[1] += 1.50f;
1034 dlightcolor[2] += 1.50f;
1036 if (e->render.effects & EF_BRIGHTLIGHT)
1038 dlightradius = max(dlightradius, 400);
1039 dlightcolor[0] += 3.00f;
1040 dlightcolor[1] += 3.00f;
1041 dlightcolor[2] += 3.00f;
1043 // LordHavoc: more effects
1044 if (e->render.effects & EF_RED) // red
1046 dlightradius = max(dlightradius, 200);
1047 dlightcolor[0] += 1.50f;
1048 dlightcolor[1] += 0.15f;
1049 dlightcolor[2] += 0.15f;
1051 if (e->render.effects & EF_BLUE) // blue
1053 dlightradius = max(dlightradius, 200);
1054 dlightcolor[0] += 0.15f;
1055 dlightcolor[1] += 0.15f;
1056 dlightcolor[2] += 1.50f;
1058 if (e->render.effects & EF_FLAME)
1059 CL_ParticleEffect(EFFECT_EF_FLAME, cl.time - cl.oldtime, origin, origin, vec3_origin, vec3_origin, NULL, 0);
1060 if (e->render.effects & EF_STARDUST)
1061 CL_ParticleEffect(EFFECT_EF_STARDUST, cl.time - cl.oldtime, origin, origin, vec3_origin, vec3_origin, NULL, 0);
1062 if (e->render.effects & (EF_FLAG1QW | EF_FLAG2QW))
1064 // these are only set on player entities
1065 CL_AddQWCTFFlagModel(e, (e->render.effects & EF_FLAG2QW) != 0);
1068 // muzzleflash fades over time, and is offset a bit
1069 if (e->persistent.muzzleflash > 0)
1071 Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
1072 trace = CL_TraceBox(origin, vec3_origin, vec3_origin, v2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, false);
1073 tempmatrix = e->render.matrix;
1074 tempmatrix.m[0][3] = trace.endpos[0];
1075 tempmatrix.m[1][3] = trace.endpos[1];
1076 tempmatrix.m[2][3] = trace.endpos[2];
1077 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);
1078 e->persistent.muzzleflash -= (cl.time - cl.oldtime) * 10;
1080 // LordHavoc: if the model has no flags, don't check each
1081 if (e->render.model && e->render.model->flags && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
1083 if (e->render.model->flags & EF_GIB)
1084 trailtype = EFFECT_TR_BLOOD;
1085 else if (e->render.model->flags & EF_ZOMGIB)
1086 trailtype = EFFECT_TR_SLIGHTBLOOD;
1087 else if (e->render.model->flags & EF_TRACER)
1088 trailtype = EFFECT_TR_WIZSPIKE;
1089 else if (e->render.model->flags & EF_TRACER2)
1090 trailtype = EFFECT_TR_KNIGHTSPIKE;
1091 else if (e->render.model->flags & EF_ROCKET)
1092 trailtype = EFFECT_TR_ROCKET;
1093 else if (e->render.model->flags & EF_GRENADE)
1095 // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1096 trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1098 else if (e->render.model->flags & EF_TRACER3)
1099 trailtype = EFFECT_TR_VORESPIKE;
1101 // LordHavoc: customizable glow
1102 if (e->state_current.glowsize)
1104 // * 4 for the expansion from 0-255 to 0-1023 range,
1105 // / 255 to scale down byte colors
1106 dlightradius = max(dlightradius, e->state_current.glowsize * 4);
1107 VectorMA(dlightcolor, (1.0f / 255.0f), (unsigned char *)&palette_complete[e->state_current.glowcolor], dlightcolor);
1109 // make the glow dlight
1110 if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL))
1112 //dlightmatrix = e->render.matrix;
1113 // hack to make glowing player light shine on their gun
1114 //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
1115 // dlightmatrix.m[2][3] += 30;
1116 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);
1119 if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
1122 VectorScale(e->state_current.light, (1.0f / 256.0f), light);
1123 light[3] = e->state_current.light[3];
1124 if (light[0] == 0 && light[1] == 0 && light[2] == 0)
1125 VectorSet(light, 1, 1, 1);
1128 // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
1129 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);
1132 if (e->render.flags & RENDER_GLOWTRAIL)
1133 trailtype = EFFECT_TR_GLOWTRAIL;
1138 VectorSubtract(e->state_current.origin, e->state_previous.origin, vel);
1139 len = e->state_current.time - e->state_previous.time;
1142 VectorScale(vel, len, vel);
1143 CL_ParticleEffect(trailtype, 1, e->persistent.trail_origin, origin, vel, vel, e, e->state_current.glowcolor);
1145 VectorCopy(origin, e->persistent.trail_origin);
1146 // tenebrae's sprites are all additive mode (weird)
1147 if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
1148 e->render.effects |= EF_ADDITIVE;
1149 // player model is only shown with chase_active on
1151 if (e->state_current.number == cl.viewentity)
1152 e->render.flags |= RENDER_EXTERIORMODEL;
1153 // transparent stuff can't be lit during the opaque stage
1154 if (e->render.effects & (EF_ADDITIVE | EF_NODEPTHTEST) || e->render.alpha < 1)
1155 e->render.flags |= RENDER_TRANSPARENT;
1156 // double sided rendering mode causes backfaces to be visible
1157 // (mostly useful on transparent stuff)
1158 if (e->render.effects & EF_DOUBLESIDED)
1159 e->render.flags |= RENDER_NOCULLFACE;
1160 // either fullbright or lit
1161 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1162 e->render.flags |= RENDER_LIGHT;
1163 // hide player shadow during intermission or nehahra movie
1164 if (!(e->render.effects & EF_NOSHADOW)
1165 && !(e->render.flags & (RENDER_VIEWMODEL | RENDER_TRANSPARENT))
1166 && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
1167 e->render.flags |= RENDER_SHADOW;
1168 // as soon as player is known we can call V_CalcRefDef
1170 if (e->state_current.number == cl.viewentity)
1172 if (e->render.model && e->render.model->name[0] == '*' && e->render.model->TraceBox)
1173 cl.brushmodel_entities[cl.num_brushmodel_entities++] = e->state_current.number;
1174 // don't show entities with no modelindex (note: this still shows
1175 // entities which have a modelindex that resolved to a NULL model)
1176 if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.numentities < r_refdef.maxentities)
1177 r_refdef.entities[r_refdef.numentities++] = &e->render;
1178 //if (cl.viewentity && e->state_current.number == cl.viewentity)
1179 // Matrix4x4_Print(&e->render.matrix);
1183 void CL_RelinkWorld(void)
1185 entity_t *ent = &cl.entities[0];
1186 cl.brushmodel_entities[cl.num_brushmodel_entities++] = 0;
1187 // FIXME: this should be done at load
1188 ent->render.matrix = identitymatrix;
1189 ent->render.inversematrix = identitymatrix;
1190 R_LerpAnimation(&ent->render);
1191 CL_BoundingBoxForEntity(&ent->render);
1192 ent->render.flags = RENDER_SHADOW;
1193 if (!r_fullbright.integer)
1194 ent->render.flags |= RENDER_LIGHT;
1195 VectorSet(ent->render.colormod, 1, 1, 1);
1196 r_refdef.worldentity = &ent->render;
1197 r_refdef.worldmodel = cl.worldmodel;
1200 void CL_RelinkCSQCWorld(void) //[515]: csqc
1202 entity_t *ent = &cl.csqcentities[0];
1205 // cl.brushmodel_entities[cl.num_brushmodel_entities++] = 0;
1206 // FIXME: this should be done at load
1207 ent->render.matrix = identitymatrix;
1208 ent->render.inversematrix = identitymatrix;
1209 R_LerpAnimation(&ent->render);
1210 CL_BoundingBoxForEntity(&ent->render);
1211 ent->render.flags = RENDER_SHADOW;
1212 if (!r_fullbright.integer)
1213 ent->render.flags |= RENDER_LIGHT;
1214 VectorSet(ent->render.colormod, 1, 1, 1);
1215 // r_refdef.worldentity = &ent->render;
1216 // r_refdef.worldmodel = cl.worldmodel;
1219 static void CL_RelinkStaticEntities(void)
1223 for (i = 0, e = cl.static_entities;i < cl.num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++, e++)
1225 e->render.flags = 0;
1226 // transparent stuff can't be lit during the opaque stage
1227 if (e->render.effects & (EF_ADDITIVE | EF_NODEPTHTEST) || e->render.alpha < 1)
1228 e->render.flags |= RENDER_TRANSPARENT;
1229 // either fullbright or lit
1230 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1231 e->render.flags |= RENDER_LIGHT;
1232 // hide player shadow during intermission or nehahra movie
1233 if (!(e->render.effects & EF_NOSHADOW) && !(e->render.flags & RENDER_TRANSPARENT))
1234 e->render.flags |= RENDER_SHADOW;
1235 VectorSet(e->render.colormod, 1, 1, 1);
1236 R_LerpAnimation(&e->render);
1237 r_refdef.entities[r_refdef.numentities++] = &e->render;
1246 static void CL_RelinkNetworkEntities(int drawmask)
1254 ent->state_previous = ent->state_current;
1255 ent->state_current = defaultstate;
1256 ent->state_current.time = cl.time;
1257 ent->state_current.number = -1;
1258 ent->state_current.active = true;
1259 ent->state_current.modelindex = cl.stats[STAT_WEAPON];
1260 ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
1261 ent->state_current.flags = RENDER_VIEWMODEL;
1262 if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
1263 ent->state_current.modelindex = 0;
1264 else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
1266 if (gamemode == GAME_TRANSFUSION)
1267 ent->state_current.alpha = 128;
1269 ent->state_current.modelindex = 0;
1272 // reset animation interpolation on weaponmodel if model changed
1273 if (ent->state_previous.modelindex != ent->state_current.modelindex)
1275 ent->render.frame = ent->render.frame1 = ent->render.frame2 = ent->state_current.frame;
1276 ent->render.frame1time = ent->render.frame2time = cl.time;
1277 ent->render.framelerp = 1;
1281 // start on the entity after the world
1282 entitylinkframenumber++;
1283 if(drawmask & ENTMASK_ENGINE || !csqc_loaded)
1285 for (i = 1;i < cl.num_entities;i++)
1287 if (cl.entities_active[i])
1289 ent = cl.entities + i;
1290 if (!(drawmask & ENTMASK_ENGINEVIEWMODELS))
1291 if (ent->state_current.flags & RENDER_VIEWMODEL) //[515]: csqc drawmask
1293 cl.entities_active[i] = false;
1296 if (ent->state_current.active)
1297 CL_LinkNetworkEntity(ent);
1299 cl.entities_active[i] = false;
1307 for (i=1,k=cl.num_csqcentities;k;i++)
1309 if (cl.csqcentities_active[i])
1312 ent = cl.csqcentities + i;
1313 if (ent->state_current.active)
1314 CL_LinkNetworkEntity(ent);
1316 cl.csqcentities_active[i] = false;
1321 CL_LinkNetworkEntity(&cl.viewent);
1324 static void CL_RelinkEffects(void)
1331 for (i = 0, e = cl.effects;i < cl.num_effects;i++, e++)
1335 frame = (cl.time - e->starttime) * e->framerate + e->startframe;
1336 intframe = (int)frame;
1337 if (intframe < 0 || intframe >= e->endframe)
1339 memset(e, 0, sizeof(*e));
1340 while (cl.num_effects > 0 && !cl.effects[cl.num_effects - 1].active)
1345 if (intframe != e->frame)
1347 e->frame = intframe;
1348 e->frame1time = e->frame2time;
1349 e->frame2time = cl.time;
1352 // if we're drawing effects, get a new temp entity
1353 // (NewTempEntity adds it to the render entities list for us)
1354 if (r_draweffects.integer && (ent = CL_NewTempEntity()))
1356 // interpolation stuff
1357 ent->render.frame1 = intframe;
1358 ent->render.frame2 = intframe + 1;
1359 if (ent->render.frame2 >= e->endframe)
1360 ent->render.frame2 = -1; // disappear
1361 ent->render.framelerp = frame - intframe;
1362 ent->render.frame1time = e->frame1time;
1363 ent->render.frame2time = e->frame2time;
1366 if(e->modelindex < MAX_MODELS)
1367 ent->render.model = cl.model_precache[e->modelindex];
1369 ent->render.model = cl.csqc_model_precache[65536-e->modelindex];
1370 ent->render.frame = ent->render.frame2;
1371 ent->render.colormap = -1; // no special coloring
1372 ent->render.alpha = 1;
1373 VectorSet(ent->render.colormod, 1, 1, 1);
1375 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
1376 Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
1377 R_LerpAnimation(&ent->render);
1378 CL_BoundingBoxForEntity(&ent->render);
1384 void CL_RelinkBeams(void)
1393 matrix4x4_t tempmatrix;
1395 for (i = 0, b = cl.beams;i < cl.num_beams;i++, b++)
1399 if (b->endtime < cl.time)
1405 // if coming from the player, update the start position
1406 //if (b->entity == cl.viewentity)
1407 // Matrix4x4_OriginFromMatrix(&cl.entities[cl.viewentity].render.matrix, b->start);
1408 if (cl_beams_relative.integer >= 1 && b->entity && (b->entity == cl.viewentity || cl_beams_relative.integer >= 2) && cl.entities[b->entity].state_current.active && b->relativestartvalid)
1410 entity_render_t *r = &cl.entities[b->entity].render;
1411 //Matrix4x4_OriginFromMatrix(&r->matrix, origin);
1412 //Matrix4x4_CreateFromQuakeEntity(&matrix, r->origin[0], r->origin[1], r->origin[2] + 16, r->angles[0], r->angles[1], r->angles[2], 1);
1413 Matrix4x4_Transform(&r->matrix, b->relativestart, b->start);
1414 Matrix4x4_Transform(&r->matrix, b->relativeend, b->end);
1419 if (cl_beams_lightatend.integer)
1421 // FIXME: create a matrix from the beam start/end orientation
1422 Matrix4x4_CreateTranslate(&tempmatrix, b->end[0], b->end[1], b->end[2]);
1423 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);
1425 if (cl_beams_polygons.integer)
1429 // calculate pitch and yaw
1430 VectorSubtract (b->end, b->start, dist);
1432 if (dist[1] == 0 && dist[0] == 0)
1442 yaw = (int) (atan2(dist[1], dist[0]) * 180 / M_PI);
1446 forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1447 pitch = (int) (atan2(dist[2], forward) * 180 / M_PI);
1452 // add new entities for the lightning
1453 VectorCopy (b->start, org);
1454 d = VectorNormalizeLength(dist);
1457 ent = CL_NewTempEntity ();
1460 //VectorCopy (org, ent->render.origin);
1461 ent->render.model = b->model;
1462 //ent->render.effects = EF_FULLBRIGHT;
1463 //ent->render.angles[0] = pitch;
1464 //ent->render.angles[1] = yaw;
1465 //ent->render.angles[2] = rand()%360;
1466 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1467 Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
1468 R_LerpAnimation(&ent->render);
1469 CL_BoundingBoxForEntity(&ent->render);
1470 VectorMA(org, 30, dist, org);
1475 while (cl.num_beams > 0 && !cl.beams[cl.num_beams - 1].model)
1479 static void CL_RelinkQWNails(void)
1485 for (i = 0;i < cl.qw_num_nails;i++)
1489 // if we're drawing effects, get a new temp entity
1490 // (NewTempEntity adds it to the render entities list for us)
1491 if (!(ent = CL_NewTempEntity()))
1495 ent->render.model = cl.model_precache[cl.qw_modelindex_spike];
1496 ent->render.colormap = -1; // no special coloring
1497 ent->render.alpha = 1;
1498 VectorSet(ent->render.colormod, 1, 1, 1);
1500 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1);
1501 Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
1502 R_LerpAnimation(&ent->render);
1503 CL_BoundingBoxForEntity(&ent->render);
1507 void CL_LerpPlayer(float frac)
1511 cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
1512 for (i = 0;i < 3;i++)
1514 cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
1515 cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
1516 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
1520 void CSQC_RelinkAllEntities (int drawmask)
1522 cl.num_brushmodel_entities = 0;
1523 CL_RelinkNetworkEntities(drawmask);
1524 if(drawmask & ENTMASK_ENGINE)
1533 CL_RelinkCSQCWorld(); //[515]: csqc
1534 if(drawmask & ENTMASK_ENGINE)
1536 CL_RelinkStaticEntities();
1547 Read all incoming data from the server
1550 extern void CL_ClientMovement_Replay();
1552 int CL_ReadFromServer(void)
1554 CL_ReadDemoMessage();
1557 r_refdef.time = cl.time;
1558 r_refdef.extraupdate = !r_speeds.integer;
1559 r_refdef.numentities = 0;
1560 r_view.matrix = identitymatrix;
1562 if (cls.state == ca_connected && cls.signon == SIGNONS)
1564 // prepare for a new frame
1565 CL_LerpPlayer(CL_LerpPoint());
1567 CL_ClearTempEntities();
1571 // relink network entities (note: this sets up the view!)
1572 CL_ClientMovement_Replay();
1573 if(!csqc_loaded) //[515]: csqc
1575 cl.num_brushmodel_entities = 0;
1576 CL_RelinkNetworkEntities(65535);
1584 CL_RelinkCSQCWorld(); //[515]: csqc
1585 CL_RelinkStaticEntities();
1595 // update view blend
1598 // update the r_refdef time again because cl.time may have changed
1599 r_refdef.time = cl.time;
1605 // LordHavoc: pausedemo command
1606 static void CL_PauseDemo_f (void)
1608 cls.demopaused = !cls.demopaused;
1610 Con_Print("Demo paused\n");
1612 Con_Print("Demo unpaused\n");
1616 ======================
1618 ======================
1620 static void CL_Fog_f (void)
1622 if (Cmd_Argc () == 1)
1624 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);
1627 r_refdef.fog_density = atof(Cmd_Argv(1));
1628 r_refdef.fog_red = atof(Cmd_Argv(2));
1629 r_refdef.fog_green = atof(Cmd_Argv(3));
1630 r_refdef.fog_blue = atof(Cmd_Argv(4));
1634 ====================
1637 For program optimization
1638 ====================
1640 static void CL_TimeRefresh_f (void)
1643 float timestart, timedelta, oldangles[3];
1645 r_refdef.extraupdate = false;
1646 VectorCopy(cl.viewangles, oldangles);
1647 VectorClear(cl.viewangles);
1649 timestart = Sys_DoubleTime();
1650 for (i = 0;i < 128;i++)
1652 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);
1655 timedelta = Sys_DoubleTime() - timestart;
1657 VectorCopy(oldangles, cl.viewangles);
1658 Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
1666 void CL_Shutdown (void)
1668 CL_Particles_Shutdown();
1669 CL_Parse_Shutdown();
1671 Mem_FreePool (&cls.permanentmempool);
1672 Mem_FreePool (&cls.levelmempool);
1682 cls.levelmempool = Mem_AllocPool("client (per-level memory)", 0, NULL);
1683 cls.permanentmempool = Mem_AllocPool("client (long term memory)", 0, NULL);
1685 memset(&r_refdef, 0, sizeof(r_refdef));
1686 // max entities sent to renderer per frame
1687 r_refdef.maxentities = MAX_EDICTS + 256 + 512;
1688 r_refdef.entities = (entity_render_t **)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t *) * r_refdef.maxentities);
1693 // register our commands
1695 Cvar_RegisterVariable (&csqc_progname);
1696 Cvar_RegisterVariable (&csqc_progcrc);
1698 Cvar_RegisterVariable (&cl_upspeed);
1699 Cvar_RegisterVariable (&cl_forwardspeed);
1700 Cvar_RegisterVariable (&cl_backspeed);
1701 Cvar_RegisterVariable (&cl_sidespeed);
1702 Cvar_RegisterVariable (&cl_movespeedkey);
1703 Cvar_RegisterVariable (&cl_yawspeed);
1704 Cvar_RegisterVariable (&cl_pitchspeed);
1705 Cvar_RegisterVariable (&cl_anglespeedkey);
1706 Cvar_RegisterVariable (&cl_shownet);
1707 Cvar_RegisterVariable (&cl_nolerp);
1708 Cvar_RegisterVariable (&lookspring);
1709 Cvar_RegisterVariable (&lookstrafe);
1710 Cvar_RegisterVariable (&sensitivity);
1711 Cvar_RegisterVariable (&freelook);
1713 Cvar_RegisterVariable (&m_pitch);
1714 Cvar_RegisterVariable (&m_yaw);
1715 Cvar_RegisterVariable (&m_forward);
1716 Cvar_RegisterVariable (&m_side);
1718 Cvar_RegisterVariable (&cl_itembobspeed);
1719 Cvar_RegisterVariable (&cl_itembobheight);
1721 Cmd_AddCommand ("entities", CL_PrintEntities_f, "print information on network entities known to client");
1722 Cmd_AddCommand ("disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
1723 Cmd_AddCommand ("record", CL_Record_f, "record a demo");
1724 Cmd_AddCommand ("stop", CL_Stop_f, "stop recording or playing a demo");
1725 Cmd_AddCommand ("playdemo", CL_PlayDemo_f, "watch a demo file");
1726 Cmd_AddCommand ("timedemo", CL_TimeDemo_f, "play back a demo as fast as possible and save statistics to benchmark.log");
1728 Cvar_RegisterVariable (&cl_autodemo);
1729 Cvar_RegisterVariable (&cl_autodemo_nameformat);
1731 Cmd_AddCommand ("fog", CL_Fog_f, "set global fog parameters (density red green blue)");
1733 // LordHavoc: added pausedemo
1734 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)");
1736 Cvar_RegisterVariable(&r_draweffects);
1737 Cvar_RegisterVariable(&cl_explosions_alpha_start);
1738 Cvar_RegisterVariable(&cl_explosions_alpha_end);
1739 Cvar_RegisterVariable(&cl_explosions_size_start);
1740 Cvar_RegisterVariable(&cl_explosions_size_end);
1741 Cvar_RegisterVariable(&cl_explosions_lifetime);
1742 Cvar_RegisterVariable(&cl_stainmaps);
1743 Cvar_RegisterVariable(&cl_stainmaps_clearonload);
1744 Cvar_RegisterVariable(&cl_beams_polygons);
1745 Cvar_RegisterVariable(&cl_beams_relative);
1746 Cvar_RegisterVariable(&cl_beams_lightatend);
1747 Cvar_RegisterVariable(&cl_noplayershadow);
1749 Cvar_RegisterVariable(&cl_prydoncursor);
1751 Cvar_RegisterVariable(&cl_deathnoviewmodel);
1753 // for QW connections
1754 Cvar_RegisterVariable(&qport);
1755 Cvar_SetValueQuick(&qport, (rand() * RAND_MAX + rand()) & 0xffff);
1757 Cmd_AddCommand("timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs");
1760 CL_Particles_Init();