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"
30 // we need to declare some mouse variables here, because the menu system
31 // references them even when on a unix system.
33 cvar_t csqc_progname = {0, "csqc_progname","csprogs.dat","name of csprogs.dat file to load"}; //[515]: csqc crc check and right csprogs name according to progs.dat
34 cvar_t csqc_progcrc = {CVAR_READONLY, "csqc_progcrc","-1","CRC of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1"};
35 cvar_t csqc_progsize = {CVAR_READONLY, "csqc_progsize","-1","file size of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1"};
37 cvar_t cl_shownet = {0, "cl_shownet","0","1 = print packet size, 2 = print packet message list"};
38 cvar_t cl_nolerp = {0, "cl_nolerp", "0","network update smoothing"};
40 cvar_t cl_itembobheight = {0, "cl_itembobheight", "0","how much items bob up and down (try 8)"};
41 cvar_t cl_itembobspeed = {0, "cl_itembobspeed", "0.5","how frequently items bob up and down"};
43 cvar_t lookspring = {CVAR_SAVE, "lookspring","0","returns pitch to level with the floor when no longer holding a pitch key"};
44 cvar_t lookstrafe = {CVAR_SAVE, "lookstrafe","0","move instead of turning"};
45 cvar_t sensitivity = {CVAR_SAVE, "sensitivity","3","mouse speed multiplier"};
47 cvar_t m_pitch = {CVAR_SAVE, "m_pitch","0.022","mouse pitch speed multiplier"};
48 cvar_t m_yaw = {CVAR_SAVE, "m_yaw","0.022","mouse yaw speed multiplier"};
49 cvar_t m_forward = {CVAR_SAVE, "m_forward","1","mouse forward speed multiplier"};
50 cvar_t m_side = {CVAR_SAVE, "m_side","0.8","mouse side speed multiplier"};
52 cvar_t freelook = {CVAR_SAVE, "freelook", "1","mouse controls pitch instead of forward/back"};
54 #ifdef AUTODEMO_BROKEN
55 cvar_t cl_autodemo = {0, "cl_autodemo", "0", "records every game played, using the date/time and map name to name the demo file" };
56 cvar_t cl_autodemo_nameformat = {0, "cl_autodemo_nameformat", "%Y-%m-%d_%H-%M", "The format of the cl_autodemo filename, followed by the map name" };
59 cvar_t r_draweffects = {0, "r_draweffects", "1","renders temporary sprite effects"};
61 cvar_t cl_explosions_alpha_start = {CVAR_SAVE, "cl_explosions_alpha_start", "1.5","starting alpha of an explosion shell"};
62 cvar_t cl_explosions_alpha_end = {CVAR_SAVE, "cl_explosions_alpha_end", "0","end alpha of an explosion shell (just before it disappears)"};
63 cvar_t cl_explosions_size_start = {CVAR_SAVE, "cl_explosions_size_start", "16","starting size of an explosion shell"};
64 cvar_t cl_explosions_size_end = {CVAR_SAVE, "cl_explosions_size_end", "128","ending alpha of an explosion shell (just before it disappears)"};
65 cvar_t cl_explosions_lifetime = {CVAR_SAVE, "cl_explosions_lifetime", "0.5","how long an explosion shell lasts"};
67 cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "1","stains lightmaps, much faster than decals but blurred"};
68 cvar_t cl_stainmaps_clearonload = {CVAR_SAVE, "cl_stainmaps_clearonload", "1","clear stainmaps on map restart"};
70 cvar_t cl_beams_polygons = {CVAR_SAVE, "cl_beams_polygons", "1","use beam polygons instead of models"};
71 cvar_t cl_beams_quakepositionhack = {CVAR_SAVE, "cl_beams_quakepositionhack", "1", "makes your lightning gun appear to fire from your waist (as in Quake and QuakeWorld)"};
72 cvar_t cl_beams_instantaimhack = {CVAR_SAVE, "cl_beams_instantaimhack", "1", "makes your lightning gun aiming update instantly"};
73 cvar_t cl_beams_lightatend = {CVAR_SAVE, "cl_beams_lightatend", "0", "make a light at the end of the beam"};
75 cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0","hide player shadow"};
77 cvar_t qport = {0, "qport", "0", "identification key for playing on qw servers (allows you to maintain a connection to a quakeworld server even if your port changes)"};
79 cvar_t cl_prydoncursor = {0, "cl_prydoncursor", "0", "enables a mouse pointer which is able to click on entities in the world, useful for point and click mods, see PRYDON_CLIENTCURSOR extension in dpextensions.qc"};
81 cvar_t cl_deathnoviewmodel = {0, "cl_deathnoviewmodel", "1", "hides gun model when dead"};
86 #define MAX_PARTICLES 32768 // default max # of particles at one time
87 #define ABSOLUTE_MIN_PARTICLES 512 // no fewer than this no matter what's on the command line
95 void CL_ClearState(void)
100 // wipe the entire cl structure
101 Mem_EmptyPool(cls.levelmempool);
102 memset (&cl, 0, sizeof(cl));
106 // reset the view zoom interpolation
107 cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
110 cl.num_static_entities = 0;
111 cl.num_temp_entities = 0;
112 cl.num_brushmodel_entities = 0;
114 // tweak these if the game runs out
115 cl.max_entities = 256;
116 cl.max_static_entities = 256;
117 cl.max_temp_entities = 512;
118 cl.max_effects = 256;
120 cl.max_dlights = MAX_DLIGHTS;
121 cl.max_lightstyle = MAX_LIGHTSTYLES;
122 cl.max_brushmodel_entities = MAX_EDICTS;
123 cl.max_particles = MAX_PARTICLES;
125 // COMMANDLINEOPTION: Client: -particles <number> changes maximum number of particles at once, default 32768
126 i = COM_CheckParm ("-particles");
127 if (i && i < com_argc - 1)
129 cl.max_particles = (int)(atoi(com_argv[i+1]));
130 if (cl.max_particles < ABSOLUTE_MIN_PARTICLES)
131 cl.max_particles = ABSOLUTE_MIN_PARTICLES;
138 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
139 cl.entities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char));
140 cl.static_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_static_entities * sizeof(entity_t));
141 cl.temp_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_temp_entities * sizeof(entity_t));
142 cl.effects = (cl_effect_t *)Mem_Alloc(cls.levelmempool, cl.max_effects * sizeof(cl_effect_t));
143 cl.beams = (beam_t *)Mem_Alloc(cls.levelmempool, cl.max_beams * sizeof(beam_t));
144 cl.dlights = (dlight_t *)Mem_Alloc(cls.levelmempool, cl.max_dlights * sizeof(dlight_t));
145 cl.lightstyle = (lightstyle_t *)Mem_Alloc(cls.levelmempool, cl.max_lightstyle * sizeof(lightstyle_t));
146 cl.brushmodel_entities = (int *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(int));
147 cl.particles = (particle_t *) Mem_Alloc(cls.levelmempool, cl.max_particles * sizeof(particle_t));
149 // LordHavoc: have to set up the baseline info for alpha and other stuff
150 for (i = 0;i < cl.max_entities;i++)
152 cl.entities[i].state_baseline = defaultstate;
153 cl.entities[i].state_previous = defaultstate;
154 cl.entities[i].state_current = defaultstate;
157 if (gamemode == GAME_NEXUIZ)
159 VectorSet(cl.playerstandmins, -16, -16, -24);
160 VectorSet(cl.playerstandmaxs, 16, 16, 45);
161 VectorSet(cl.playercrouchmins, -16, -16, -24);
162 VectorSet(cl.playercrouchmaxs, 16, 16, 25);
166 VectorSet(cl.playerstandmins, -16, -16, -24);
167 VectorSet(cl.playerstandmaxs, 16, 16, 24);
168 VectorSet(cl.playercrouchmins, -16, -16, -24);
169 VectorSet(cl.playercrouchmaxs, 16, 16, 24);
172 // disable until we get textures for it
175 ent = &cl.entities[0];
176 // entire entity array was cleared, so just fill in a few fields
177 ent->state_current.active = true;
178 ent->render.model = cl.worldmodel = NULL; // no world model yet
179 ent->render.alpha = 1;
180 ent->render.colormap = -1; // no special coloring
181 ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
182 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, 0, 0, 0, 0, 0, 0, 1);
183 CL_UpdateRenderEntity(&ent->render);
185 // noclip is turned off at start
186 noclip_anglehack = false;
188 // mark all frames invalid for delta
189 memset(cl.qw_deltasequence, -1, sizeof(cl.qw_deltasequence));
194 void CL_SetInfo(const char *key, const char *value, qboolean send, qboolean allowstarkey, qboolean allowmodel, qboolean quiet)
196 if (strchr(key, '\"') || strchr(value, '\"') || (!allowstarkey && key[0] == '*') || (!allowmodel && (!strcasecmp(key, "pmodel") || !strcasecmp(key, "emodel"))))
199 Con_Printf("Can't setinfo \"%s\" \"%s\"\n", key, value);
202 InfoString_SetValue(cls.userinfo, sizeof(cls.userinfo), key, value);
203 if (cls.state == ca_connected && cls.netcon)
205 if (cls.protocol == PROTOCOL_QUAKEWORLD)
207 MSG_WriteByte(&cls.netcon->message, qw_clc_stringcmd);
208 MSG_WriteString(&cls.netcon->message, va("setinfo \"%s\" \"%s\"", key, value));
210 else if (!strcasecmp(key, "name"))
212 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
213 MSG_WriteString(&cls.netcon->message, va("name \"%s\"", value));
215 else if (!strcasecmp(key, "playermodel"))
217 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
218 MSG_WriteString(&cls.netcon->message, va("playermodel \"%s\"", value));
220 else if (!strcasecmp(key, "playerskin"))
222 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
223 MSG_WriteString(&cls.netcon->message, va("playerskin \"%s\"", value));
225 else if (!strcasecmp(key, "topcolor"))
227 // don't send anything, the combined color code will be updated manually
229 else if (!strcasecmp(key, "bottomcolor"))
231 // don't send anything, the combined color code will be updated manually
233 else if (!strcasecmp(key, "rate"))
235 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
236 MSG_WriteString(&cls.netcon->message, va("rate \"%s\"", value));
241 void CL_ExpandEntities(int num)
243 int i, oldmaxentities;
244 entity_t *oldentities;
245 if (num >= cl.max_entities)
248 Sys_Error("CL_ExpandEntities: cl.entities not initialized");
249 if (num >= MAX_EDICTS)
250 Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
251 oldmaxentities = cl.max_entities;
252 oldentities = cl.entities;
253 cl.max_entities = (num & ~255) + 256;
254 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
255 memcpy(cl.entities, oldentities, oldmaxentities * sizeof(entity_t));
256 Mem_Free(oldentities);
257 for (i = oldmaxentities;i < cl.max_entities;i++)
259 cl.entities[i].state_baseline = defaultstate;
260 cl.entities[i].state_previous = defaultstate;
261 cl.entities[i].state_current = defaultstate;
266 void CL_VM_ShutDown (void);
268 =====================
271 Sends a disconnect message to the server
272 This is also called on Host_Error, so it shouldn't cause any errors
273 =====================
275 void CL_Disconnect(void)
277 if (cls.state == ca_dedicated)
280 Con_DPrintf("CL_Disconnect\n");
283 // stop sounds (especially looping!)
286 cl.parsingtextexpectingpingforscores = 0; // just in case no reply has come yet
288 // clear contents blends
289 cl.cshifts[0].percent = 0;
290 cl.cshifts[1].percent = 0;
291 cl.cshifts[2].percent = 0;
292 cl.cshifts[3].percent = 0;
294 cl.worldmodel = NULL;
296 CL_Parse_ErrorCleanUp();
298 if (cls.demoplayback)
303 unsigned char bufdata[8];
304 if (cls.demorecording)
307 // send disconnect message 3 times to improve chances of server
308 // receiving it (but it still fails sometimes)
309 memset(&buf, 0, sizeof(buf));
311 buf.maxsize = sizeof(bufdata);
312 if (cls.protocol == PROTOCOL_QUAKEWORLD)
314 Con_DPrint("Sending drop command\n");
315 MSG_WriteByte(&buf, qw_clc_stringcmd);
316 MSG_WriteString(&buf, "drop");
320 Con_DPrint("Sending clc_disconnect\n");
321 MSG_WriteByte(&buf, clc_disconnect);
323 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
324 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
325 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
326 NetConn_Close(cls.netcon);
329 cls.state = ca_disconnected;
331 cls.demoplayback = cls.timedemo = false;
335 void CL_Disconnect_f(void)
339 Host_ShutdownServer ();
346 =====================
347 CL_EstablishConnection
349 Host should be either "local" or a net address
350 =====================
352 void CL_EstablishConnection(const char *host)
354 if (cls.state == ca_dedicated)
357 // clear menu's connect error message
358 M_Update_Return_Reason("");
361 // stop demo loop in case this fails
364 // if downloads are running, cancel their finishing action
365 Curl_Clear_forthismap();
367 // make sure the client ports are open before attempting to connect
368 NetConn_UpdateSockets();
370 // run a network frame
371 //NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
373 if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
375 cls.connect_trying = true;
376 cls.connect_remainingtries = 3;
377 cls.connect_nextsendtime = 0;
378 M_Update_Return_Reason("Trying to connect...");
379 // run several network frames to jump into the game quickly
382 // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
383 // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
384 // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
385 // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
390 Con_Print("Unable to find a suitable network socket to connect to server.\n");
391 M_Update_Return_Reason("No network");
400 static void CL_PrintEntities_f(void)
406 for (i = 0, ent = cl.entities;i < cl.num_entities;i++, ent++)
408 const char* modelname;
410 if (!ent->state_current.active)
413 if (ent->render.model)
414 modelname = ent->render.model->name;
416 modelname = "--no model--";
417 strlcpy(name, modelname, 25);
418 for (j = (int)strlen(name);j < 25;j++)
420 Con_Printf("%3i: %s:%4i (%5i %5i %5i) [%3i %3i %3i] %4.2f %5.3f\n", i, name, ent->render.frame, (int) ent->state_current.origin[0], (int) ent->state_current.origin[1], (int) ent->state_current.origin[2], (int) ent->state_current.angles[0] % 360, (int) ent->state_current.angles[1] % 360, (int) ent->state_current.angles[2] % 360, ent->render.scale, ent->render.alpha);
424 //static const vec3_t nomodelmins = {-16, -16, -16};
425 //static const vec3_t nomodelmaxs = {16, 16, 16};
426 void CL_UpdateRenderEntity(entity_render_t *ent)
430 model_t *model = ent->model;
431 // update the inverse matrix for the renderer
432 Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
433 // update the animation blend state
434 R_LerpAnimation(ent);
435 // we need the matrix origin to center the box
436 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
437 // update entity->render.scale because the renderer needs it
438 ent->scale = scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
441 // NOTE: this directly extracts vector components from the matrix, which relies on the matrix orientation!
442 #ifdef MATRIX4x4_OPENGLORIENTATION
443 if (ent->matrix.m[0][2] != 0 || ent->matrix.m[1][2] != 0)
445 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
449 VectorMA(org, scale, model->rotatedmins, ent->mins);
450 VectorMA(org, scale, model->rotatedmaxs, ent->maxs);
452 #ifdef MATRIX4x4_OPENGLORIENTATION
453 else if (ent->matrix.m[1][0] != 0 || ent->matrix.m[0][1] != 0)
455 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
459 VectorMA(org, scale, model->yawmins, ent->mins);
460 VectorMA(org, scale, model->yawmaxs, ent->maxs);
464 VectorMA(org, scale, model->normalmins, ent->mins);
465 VectorMA(org, scale, model->normalmaxs, ent->maxs);
470 ent->mins[0] = org[0] - 16;
471 ent->mins[1] = org[1] - 16;
472 ent->mins[2] = org[2] - 16;
473 ent->maxs[0] = org[0] + 16;
474 ent->maxs[1] = org[1] + 16;
475 ent->maxs[2] = org[2] + 16;
483 Determines the fraction between the last two messages that the objects
487 static float CL_LerpPoint(void)
491 // dropped packet, or start of demo
492 if (cl.mtime[1] < cl.mtime[0] - 0.1)
493 cl.mtime[1] = cl.mtime[0] - 0.1;
495 cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
497 // LordHavoc: lerp in listen games as the server is being capped below the client (usually)
498 f = cl.mtime[0] - cl.mtime[1];
499 if (!f || cl_nolerp.integer || cls.timedemo || (cl.islocalgame && !sv_fixedframeratesingleplayer.integer))
501 cl.time = cl.mtime[0];
505 f = (cl.time - cl.mtime[1]) / f;
506 return bound(0, f, 1);
509 void CL_ClearTempEntities (void)
511 cl.num_temp_entities = 0;
514 entity_t *CL_NewTempEntity(void)
518 if (r_refdef.numentities >= r_refdef.maxentities)
520 if (cl.num_temp_entities >= cl.max_temp_entities)
522 ent = &cl.temp_entities[cl.num_temp_entities++];
523 memset (ent, 0, sizeof(*ent));
524 r_refdef.entities[r_refdef.numentities++] = &ent->render;
526 ent->render.colormap = -1; // no special coloring
527 ent->render.alpha = 1;
528 VectorSet(ent->render.colormod, 1, 1, 1);
532 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
536 if (!modelindex) // sanity check
540 Con_Printf("CL_Effect: framerate %f is < 1\n", framerate);
545 Con_Printf("CL_Effect: framecount %i is < 1\n", framecount);
548 for (i = 0, e = cl.effects;i < cl.max_effects;i++, e++)
553 VectorCopy(org, e->origin);
554 e->modelindex = modelindex;
555 e->starttime = cl.time;
556 e->startframe = startframe;
557 e->endframe = startframe + framecount;
558 e->framerate = framerate;
561 e->frame1time = cl.time;
562 e->frame2time = cl.time;
563 cl.num_effects = max(cl.num_effects, i + 1);
568 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)
574 // first look for an exact key match
578 for (i = 0;i < cl.num_dlights;i++, dl++)
584 // then look for anything else
586 for (i = 0;i < cl.num_dlights;i++, dl++)
589 // if we hit the end of the active dlights and found no gaps, add a new one
592 cl.num_dlights = i + 1;
596 // unable to find one
600 //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
601 memset (dl, 0, sizeof(*dl));
602 Matrix4x4_Normalize(&dl->matrix, matrix);
604 Matrix4x4_OriginFromMatrix(&dl->matrix, dl->origin);
605 CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
606 Matrix4x4_SetOrigin(&dl->matrix, dl->origin[0], dl->origin[1], dl->origin[2]);
609 dl->color[1] = green;
611 dl->initialradius = radius;
612 dl->initialcolor[0] = red;
613 dl->initialcolor[1] = green;
614 dl->initialcolor[2] = blue;
615 dl->decay = decay / radius; // changed decay to be a percentage decrease
616 dl->intensity = 1; // this is what gets decayed
618 dl->die = cl.time + lifetime;
621 dl->cubemapnum = cubemapnum;
623 dl->shadow = shadowenable;
626 dl->coronasizescale = coronasizescale;
627 dl->ambientscale = ambientscale;
628 dl->diffusescale = diffusescale;
629 dl->specularscale = specularscale;
632 // called before entity relinking
633 void CL_DecayLights(void)
639 time = bound(0, cl.time - cl.oldtime, 0.1);
640 oldmax = cl.num_dlights;
642 for (i = 0, dl = cl.dlights;i < oldmax;i++, dl++)
646 dl->intensity -= time * dl->decay;
647 if (cl.time < dl->die && dl->intensity > 0)
649 //dl->radius = dl->initialradius * dl->intensity;
650 VectorScale(dl->initialcolor, dl->intensity, dl->color);
651 cl.num_dlights = i + 1;
659 // called after entity relinking
660 void CL_UpdateLights(void)
666 r_refdef.numlights = 0;
667 if (r_dynamic.integer)
669 for (i = 0, dl = cl.dlights;i < cl.num_dlights;i++, dl++)
673 R_RTLight_Update(dl, false);
674 r_refdef.lights[r_refdef.numlights++] = dl;
680 // 'm' is normal light, 'a' is no light, 'z' is double bright
684 for (j = 0;j < cl.max_lightstyle;j++)
686 if (!cl.lightstyle || !cl.lightstyle[j].length)
688 r_refdef.lightstylevalue[j] = 256;
691 k = i % cl.lightstyle[j].length;
692 l = (i-1) % cl.lightstyle[j].length;
693 k = cl.lightstyle[j].map[k] - 'a';
694 l = cl.lightstyle[j].map[l] - 'a';
695 r_refdef.lightstylevalue[j] = (unsigned short)(((k*frac)+(l*(1-frac)))*22);
699 void CL_AddQWCTFFlagModel(entity_t *player, int skin)
703 matrix4x4_t flagmatrix;
705 // this code taken from QuakeWorld
707 if (player->render.frame2 >= 29 && player->render.frame2 <= 40)
709 if (player->render.frame2 >= 29 && player->render.frame2 <= 34)
711 if (player->render.frame2 == 29) f = f + 2;
712 else if (player->render.frame2 == 30) f = f + 8;
713 else if (player->render.frame2 == 31) f = f + 12;
714 else if (player->render.frame2 == 32) f = f + 11;
715 else if (player->render.frame2 == 33) f = f + 10;
716 else if (player->render.frame2 == 34) f = f + 4;
718 else if (player->render.frame2 >= 35 && player->render.frame2 <= 40)
720 if (player->render.frame2 == 35) f = f + 2;
721 else if (player->render.frame2 == 36) f = f + 10;
722 else if (player->render.frame2 == 37) f = f + 10;
723 else if (player->render.frame2 == 38) f = f + 8;
724 else if (player->render.frame2 == 39) f = f + 4;
725 else if (player->render.frame2 == 40) f = f + 2;
728 else if (player->render.frame2 >= 103 && player->render.frame2 <= 118)
730 if (player->render.frame2 >= 103 && player->render.frame2 <= 104) f = f + 6; //nailattack
731 else if (player->render.frame2 >= 105 && player->render.frame2 <= 106) f = f + 6; //light
732 else if (player->render.frame2 >= 107 && player->render.frame2 <= 112) f = f + 7; //rocketattack
733 else if (player->render.frame2 >= 112 && player->render.frame2 <= 118) f = f + 7; //shotattack
735 // end of code taken from QuakeWorld
737 flag = CL_NewTempEntity();
741 flag->render.model = cl.model_precache[cl.qw_modelindex_flag];
742 flag->render.skinnum = skin;
743 flag->render.colormap = -1; // no special coloring
744 flag->render.alpha = 1;
745 VectorSet(flag->render.colormod, 1, 1, 1);
746 // attach the flag to the player matrix
747 Matrix4x4_CreateFromQuakeEntity(&flagmatrix, -f, -22, 0, 0, 0, -45, 1);
748 Matrix4x4_Concat(&flag->render.matrix, &player->render.matrix, &flagmatrix);
749 CL_UpdateRenderEntity(&flag->render);
752 #define MAXVIEWMODELS 32
753 entity_t *viewmodels[MAXVIEWMODELS];
756 matrix4x4_t viewmodelmatrix;
758 static const vec3_t muzzleflashorigin = {18, 0, 0};
760 extern void V_DriftPitch(void);
761 extern void V_FadeViewFlashs(void);
762 extern void V_CalcViewBlend(void);
764 extern void V_CalcRefdef(void);
765 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
766 void CL_UpdateNetworkEntity(entity_t *e)
768 matrix4x4_t *matrix, blendmatrix, tempmatrix, matrix2;
769 //matrix4x4_t dlightmatrix;
771 effectnameindex_t trailtype;
772 float origin[3], angles[3], delta[3], lerp, dlightcolor[3], dlightradius, v2[3], d;
776 //entity_persistent_t *p = &e->persistent;
777 //entity_render_t *r = &e->render;
778 // skip inactive entities and world
779 if (!e->state_current.active || e == cl.entities)
781 e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
782 e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
783 e->render.flags = e->state_current.flags;
784 e->render.effects = e->state_current.effects;
785 VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
786 if (e->state_current.flags & RENDER_COLORMAPPED)
789 unsigned char *cbcolor;
790 e->render.colormap = e->state_current.colormap;
791 cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12;
792 cbcolor = (unsigned char *) (&palette_complete[cb]);
793 e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f);
794 e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f);
795 e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f);
796 cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
797 cbcolor = (unsigned char *) (&palette_complete[cb]);
798 e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f);
799 e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f);
800 e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f);
802 else if (e->state_current.colormap && cl.scores != NULL)
805 unsigned char *cbcolor;
806 e->render.colormap = cl.scores[e->state_current.colormap - 1].colors; // color it
807 cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12;
808 cbcolor = (unsigned char *) (&palette_complete[cb]);
809 e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f);
810 e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f);
811 e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f);
812 cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
813 cbcolor = (unsigned char *) (&palette_complete[cb]);
814 e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f);
815 e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f);
816 e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f);
820 e->render.colormap = -1; // no special coloring
821 VectorClear(e->render.colormap_pantscolor);
822 VectorClear(e->render.colormap_shirtcolor);
824 e->render.skinnum = e->state_current.skin;
825 if (e->render.flags & RENDER_VIEWMODEL && !e->state_current.tagentity)
827 if (e == &cl.viewent && cl.entities[cl.viewentity].state_current.active)
829 e->state_current.alpha = cl.entities[cl.viewentity].state_current.alpha;
830 e->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_REFLECTIVE | EF_FULLBRIGHT | EF_NODEPTHTEST));
832 matrix = &viewmodelmatrix;
836 // if the tag entity is currently impossible, skip it
837 if (e->state_current.tagentity >= cl.num_entities)
839 t = cl.entities + e->state_current.tagentity;
840 // if the tag entity is inactive, skip it
841 if (!t->state_current.active)
843 // note: this can link to world
844 CL_UpdateNetworkEntity(t);
845 // make relative to the entity
846 matrix = &t->render.matrix;
847 // some properties of the tag entity carry over
848 e->render.flags |= t->render.flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
849 // if a valid tagindex is used, make it relative to that tag instead
850 // FIXME: use a model function to get tag info (need to handle skeletal)
851 if (e->state_current.tagentity && e->state_current.tagindex >= 1 && (model = t->render.model))
853 // blend the matrices
854 memset(&blendmatrix, 0, sizeof(blendmatrix));
855 for (j = 0;j < 4 && t->render.frameblend[j].lerp > 0;j++)
857 matrix4x4_t tagmatrix;
858 Mod_Alias_GetTagMatrix(model, t->render.frameblend[j].frame, e->state_current.tagindex - 1, &tagmatrix);
859 d = t->render.frameblend[j].lerp;
860 for (l = 0;l < 4;l++)
861 for (k = 0;k < 4;k++)
862 blendmatrix.m[l][k] += d * tagmatrix.m[l][k];
864 // concat the tag matrices onto the entity matrix
865 Matrix4x4_Concat(&tempmatrix, &t->render.matrix, &blendmatrix);
866 // use the constructed tag matrix
867 matrix = &tempmatrix;
872 // if it's the player entity, update according to client movement
873 if (e == cl.entities + cl.playerentity && cl.movement_predicted)
875 lerp = (cl.time - cl.movement_time[1]) / (cl.movement_time[0] - cl.movement_time[1]);
876 lerp = bound(0, lerp, 1);
877 VectorLerp(cl.movement_oldorigin, lerp, cl.movement_origin, origin);
878 VectorSet(angles, 0, cl.viewangles[1], 0);
880 else if (e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1)
882 // interpolate the origin and angles
884 VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
885 VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
886 if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
887 if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
888 if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
889 VectorMA(e->persistent.oldangles, lerp, delta, angles);
894 VectorCopy(e->persistent.neworigin, origin);
895 VectorCopy(e->persistent.newangles, angles);
898 // model setup and some modelflags
899 if(e->state_current.modelindex < MAX_MODELS)
900 e->render.model = cl.model_precache[e->state_current.modelindex];
903 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
904 if (e->render.model->type == mod_alias)
905 angles[0] = -angles[0];
906 if ((e->render.model->flags & EF_ROTATE) && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
908 angles[1] = ANGLEMOD(100*cl.time);
909 if (cl_itembobheight.value)
910 origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
912 // transfer certain model flags to effects
913 e->render.effects |= e->render.model->flags2 & (EF_FULLBRIGHT | EF_ADDITIVE);
914 if ((e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
915 VectorScale(e->render.colormod, 2, e->render.colormod);
917 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
918 else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
919 angles[0] = -angles[0];
922 if (e->render.frame2 == e->state_current.frame)
924 // update frame lerp fraction
925 e->render.framelerp = 1;
926 if (e->render.frame2time > e->render.frame1time)
928 // make sure frame lerp won't last longer than 100ms
929 // (this mainly helps with models that use framegroups and
930 // switch between them infrequently)
931 e->render.framelerp = (cl.time - e->render.frame2time) / min(e->render.frame2time - e->render.frame1time, 0.1);
932 e->render.framelerp = bound(0, e->render.framelerp, 1);
937 // begin a new frame lerp
938 e->render.frame1 = e->render.frame2;
939 e->render.frame1time = e->render.frame2time;
940 e->render.frame = e->render.frame2 = e->state_current.frame;
941 e->render.frame2time = cl.time;
942 e->render.framelerp = 0;
945 // set up the render matrix
946 // FIXME: e->render.scale should go away
947 Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
948 // concat the matrices to make the entity relative to its tag
949 Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
950 // make the other useful stuff
951 CL_UpdateRenderEntity(&e->render);
953 // handle effects now that we know where this entity is in the world...
954 if (e->render.model && e->render.model->soundfromcenter)
956 // bmodels are treated specially since their origin is usually '0 0 0'
958 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
959 Matrix4x4_Transform(&e->render.matrix, o, origin);
962 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
963 trailtype = EFFECT_NONE;
968 // LordHavoc: if the entity has no effects, don't check each
969 if (e->render.effects)
971 if (e->render.effects & EF_BRIGHTFIELD)
973 if (gamemode == GAME_NEXUIZ)
974 trailtype = EFFECT_TR_NEXUIZPLASMA;
976 CL_EntityParticles(e);
978 if (e->render.effects & EF_DIMLIGHT)
980 dlightradius = max(dlightradius, 200);
981 dlightcolor[0] += 1.50f;
982 dlightcolor[1] += 1.50f;
983 dlightcolor[2] += 1.50f;
985 if (e->render.effects & EF_BRIGHTLIGHT)
987 dlightradius = max(dlightradius, 400);
988 dlightcolor[0] += 3.00f;
989 dlightcolor[1] += 3.00f;
990 dlightcolor[2] += 3.00f;
992 // LordHavoc: more effects
993 if (e->render.effects & EF_RED) // red
995 dlightradius = max(dlightradius, 200);
996 dlightcolor[0] += 1.50f;
997 dlightcolor[1] += 0.15f;
998 dlightcolor[2] += 0.15f;
1000 if (e->render.effects & EF_BLUE) // blue
1002 dlightradius = max(dlightradius, 200);
1003 dlightcolor[0] += 0.15f;
1004 dlightcolor[1] += 0.15f;
1005 dlightcolor[2] += 1.50f;
1007 if (e->render.effects & EF_FLAME)
1008 CL_ParticleEffect(EFFECT_EF_FLAME, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0);
1009 if (e->render.effects & EF_STARDUST)
1010 CL_ParticleEffect(EFFECT_EF_STARDUST, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0);
1011 if (e->render.effects & (EF_FLAG1QW | EF_FLAG2QW))
1013 // these are only set on player entities
1014 CL_AddQWCTFFlagModel(e, (e->render.effects & EF_FLAG2QW) != 0);
1017 // muzzleflash fades over time, and is offset a bit
1018 if (e->persistent.muzzleflash > 0)
1020 Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
1021 trace = CL_TraceBox(origin, vec3_origin, vec3_origin, v2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, false);
1022 tempmatrix = e->render.matrix;
1023 Matrix4x4_SetOrigin(&tempmatrix, trace.endpos[0], trace.endpos[1], trace.endpos[2]);
1024 CL_AllocDlight(NULL, &tempmatrix, 150, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f, 0, 0, 0, -1, true, 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1025 e->persistent.muzzleflash -= bound(0, cl.time - cl.oldtime, 0.1) * 20;
1027 // LordHavoc: if the model has no flags, don't check each
1028 if (e->render.model && e->render.model->flags && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
1030 if (e->render.model->flags & EF_GIB)
1031 trailtype = EFFECT_TR_BLOOD;
1032 else if (e->render.model->flags & EF_ZOMGIB)
1033 trailtype = EFFECT_TR_SLIGHTBLOOD;
1034 else if (e->render.model->flags & EF_TRACER)
1035 trailtype = EFFECT_TR_WIZSPIKE;
1036 else if (e->render.model->flags & EF_TRACER2)
1037 trailtype = EFFECT_TR_KNIGHTSPIKE;
1038 else if (e->render.model->flags & EF_ROCKET)
1039 trailtype = EFFECT_TR_ROCKET;
1040 else if (e->render.model->flags & EF_GRENADE)
1042 // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1043 trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1045 else if (e->render.model->flags & EF_TRACER3)
1046 trailtype = EFFECT_TR_VORESPIKE;
1048 // LordHavoc: customizable glow
1049 if (e->state_current.glowsize)
1051 // * 4 for the expansion from 0-255 to 0-1023 range,
1052 // / 255 to scale down byte colors
1053 dlightradius = max(dlightradius, e->state_current.glowsize * 4);
1054 VectorMA(dlightcolor, (1.0f / 255.0f), (unsigned char *)&palette_complete[e->state_current.glowcolor], dlightcolor);
1056 // make the glow dlight
1057 if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL))
1059 //dlightmatrix = e->render.matrix;
1060 // hack to make glowing player light shine on their gun
1061 //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
1062 // Matrix4x4_AdjustOrigin(&dlightmatrix, 0, 0, 30);
1063 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);
1066 if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
1069 VectorScale(e->state_current.light, (1.0f / 256.0f), light);
1070 light[3] = e->state_current.light[3];
1071 if (light[0] == 0 && light[1] == 0 && light[2] == 0)
1072 VectorSet(light, 1, 1, 1);
1075 // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
1076 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);
1079 if (e->render.flags & RENDER_GLOWTRAIL)
1080 trailtype = EFFECT_TR_GLOWTRAIL;
1085 VectorSubtract(e->state_current.origin, e->state_previous.origin, vel);
1086 len = e->state_current.time - e->state_previous.time;
1089 VectorScale(vel, len, vel);
1090 CL_ParticleEffect(trailtype, 1, e->persistent.trail_origin, origin, vel, vel, e, e->state_current.glowcolor);
1092 VectorCopy(origin, e->persistent.trail_origin);
1093 // tenebrae's sprites are all additive mode (weird)
1094 if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
1095 e->render.effects |= EF_ADDITIVE;
1096 // player model is only shown with chase_active on
1097 if (e->state_current.number == cl.viewentity)
1098 e->render.flags |= RENDER_EXTERIORMODEL;
1099 // transparent stuff can't be lit during the opaque stage
1100 if (e->render.effects & (EF_ADDITIVE | EF_NODEPTHTEST) || e->render.alpha < 1)
1101 e->render.flags |= RENDER_TRANSPARENT;
1102 // double sided rendering mode causes backfaces to be visible
1103 // (mostly useful on transparent stuff)
1104 if (e->render.effects & EF_DOUBLESIDED)
1105 e->render.flags |= RENDER_NOCULLFACE;
1106 // either fullbright or lit
1107 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1108 e->render.flags |= RENDER_LIGHT;
1109 // hide player shadow during intermission or nehahra movie
1110 if (!(e->render.effects & EF_NOSHADOW)
1111 && !(e->render.flags & (RENDER_VIEWMODEL | RENDER_TRANSPARENT))
1112 && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
1113 e->render.flags |= RENDER_SHADOW;
1114 if (e->render.model && e->render.model->name[0] == '*' && e->render.model->TraceBox)
1115 cl.brushmodel_entities[cl.num_brushmodel_entities++] = e->state_current.number;
1124 void CL_UpdateEntities(void)
1129 // start on the entity after the world
1130 for (i = 1;i < cl.num_entities;i++)
1132 if (cl.entities_active[i])
1134 ent = cl.entities + i;
1135 if (ent->state_current.active)
1136 CL_UpdateNetworkEntity(ent);
1138 cl.entities_active[i] = false;
1143 ent->state_previous = ent->state_current;
1144 ent->state_current = defaultstate;
1145 ent->state_current.time = cl.time;
1146 ent->state_current.number = -1;
1147 ent->state_current.active = true;
1148 ent->state_current.modelindex = cl.stats[STAT_WEAPON];
1149 ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
1150 ent->state_current.flags = RENDER_VIEWMODEL;
1151 if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
1152 ent->state_current.modelindex = 0;
1153 else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
1155 if (gamemode == GAME_TRANSFUSION)
1156 ent->state_current.alpha = 128;
1158 ent->state_current.modelindex = 0;
1161 // reset animation interpolation on weaponmodel if model changed
1162 if (ent->state_previous.modelindex != ent->state_current.modelindex)
1164 ent->render.frame = ent->render.frame1 = ent->render.frame2 = ent->state_current.frame;
1165 ent->render.frame1time = ent->render.frame2time = cl.time;
1166 ent->render.framelerp = 1;
1168 CL_UpdateNetworkEntity(ent);
1171 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
1172 void CL_LinkNetworkEntity(entity_t *e)
1174 // skip inactive entities and world
1175 if (!e->state_current.active || e == cl.entities)
1177 if (e->render.flags & RENDER_VIEWMODEL && !e->state_current.tagentity)
1179 if (!r_drawviewmodel.integer || chase_active.integer || r_refdef.envmap)
1184 // if the tag entity is currently impossible, skip it
1185 if (e->state_current.tagentity >= cl.num_entities)
1187 // if the tag entity is inactive, skip it
1188 if (!cl.entities[e->state_current.tagentity].state_current.active)
1192 // don't show entities with no modelindex (note: this still shows
1193 // entities which have a modelindex that resolved to a NULL model)
1194 if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.numentities < r_refdef.maxentities)
1195 r_refdef.entities[r_refdef.numentities++] = &e->render;
1196 //if (cl.viewentity && e->state_current.number == cl.viewentity)
1197 // Matrix4x4_Print(&e->render.matrix);
1200 void CL_RelinkWorld(void)
1202 entity_t *ent = &cl.entities[0];
1203 cl.brushmodel_entities[cl.num_brushmodel_entities++] = 0;
1204 // FIXME: this should be done at load
1205 ent->render.matrix = identitymatrix;
1206 CL_UpdateRenderEntity(&ent->render);
1207 ent->render.flags = RENDER_SHADOW;
1208 if (!r_fullbright.integer)
1209 ent->render.flags |= RENDER_LIGHT;
1210 VectorSet(ent->render.colormod, 1, 1, 1);
1211 r_refdef.worldentity = &ent->render;
1212 r_refdef.worldmodel = cl.worldmodel;
1215 static void CL_RelinkStaticEntities(void)
1219 for (i = 0, e = cl.static_entities;i < cl.num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++, e++)
1221 e->render.flags = 0;
1222 // if the model was not loaded when the static entity was created we
1223 // need to re-fetch the model pointer
1224 e->render.model = cl.model_precache[e->state_baseline.modelindex];
1225 CL_UpdateRenderEntity(&e->render);
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(void)
1251 // start on the entity after the world
1252 for (i = 1;i < cl.num_entities;i++)
1254 if (cl.entities_active[i])
1256 ent = cl.entities + i;
1257 if (ent->state_current.active)
1258 CL_LinkNetworkEntity(ent);
1260 cl.entities_active[i] = false;
1265 static void CL_RelinkEffects(void)
1272 for (i = 0, e = cl.effects;i < cl.num_effects;i++, e++)
1276 frame = (cl.time - e->starttime) * e->framerate + e->startframe;
1277 intframe = (int)frame;
1278 if (intframe < 0 || intframe >= e->endframe)
1280 memset(e, 0, sizeof(*e));
1281 while (cl.num_effects > 0 && !cl.effects[cl.num_effects - 1].active)
1286 if (intframe != e->frame)
1288 e->frame = intframe;
1289 e->frame1time = e->frame2time;
1290 e->frame2time = cl.time;
1293 // if we're drawing effects, get a new temp entity
1294 // (NewTempEntity adds it to the render entities list for us)
1295 if (r_draweffects.integer && (ent = CL_NewTempEntity()))
1297 // interpolation stuff
1298 ent->render.frame1 = intframe;
1299 ent->render.frame2 = intframe + 1;
1300 if (ent->render.frame2 >= e->endframe)
1301 ent->render.frame2 = -1; // disappear
1302 ent->render.framelerp = frame - intframe;
1303 ent->render.frame1time = e->frame1time;
1304 ent->render.frame2time = e->frame2time;
1307 if(e->modelindex < MAX_MODELS)
1308 ent->render.model = cl.model_precache[e->modelindex];
1310 ent->render.model = cl.csqc_model_precache[-(e->modelindex+1)];
1311 ent->render.frame = ent->render.frame2;
1312 ent->render.colormap = -1; // no special coloring
1313 ent->render.alpha = 1;
1314 VectorSet(ent->render.colormod, 1, 1, 1);
1316 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
1317 CL_UpdateRenderEntity(&ent->render);
1323 void CL_Beam_CalculatePositions(const beam_t *b, vec3_t start, vec3_t end)
1325 VectorCopy(b->start, start);
1326 VectorCopy(b->end, end);
1328 // if coming from the player, update the start position
1329 if (b->entity == cl.viewentity)
1331 if (cl_beams_quakepositionhack.integer && !chase_active.integer)
1333 // LordHavoc: this is a stupid hack from Quake that makes your
1334 // lightning appear to come from your waist and cover less of your
1336 // in Quake this hack was applied to all players (causing the
1337 // infamous crotch-lightning), but in darkplaces and QuakeWorld it
1338 // only applies to your own lightning, and only in first person
1339 Matrix4x4_OriginFromMatrix(&cl.entities[cl.viewentity].render.matrix, start);
1341 if (cl_beams_instantaimhack.integer)
1343 vec3_t dir, localend;
1345 // LordHavoc: this updates the beam direction to match your
1347 VectorSubtract(end, start, dir);
1348 len = VectorLength(dir);
1349 VectorNormalize(dir);
1350 VectorSet(localend, len, 0, 0);
1351 Matrix4x4_Transform(&r_view.matrix, localend, end);
1356 void CL_RelinkBeams(void)
1360 vec3_t dist, org, start, end;
1365 matrix4x4_t tempmatrix;
1367 for (i = 0, b = cl.beams;i < cl.num_beams;i++, b++)
1371 if (b->endtime < cl.time)
1377 CL_Beam_CalculatePositions(b, start, end);
1381 if (cl_beams_lightatend.integer)
1383 // FIXME: create a matrix from the beam start/end orientation
1384 Matrix4x4_CreateTranslate(&tempmatrix, end[0], end[1], end[2]);
1385 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);
1387 if (cl_beams_polygons.integer)
1391 // calculate pitch and yaw
1392 // (this is similar to the QuakeC builtin function vectoangles)
1393 VectorSubtract(end, start, dist);
1394 if (dist[1] == 0 && dist[0] == 0)
1404 yaw = (int) (atan2(dist[1], dist[0]) * 180 / M_PI);
1408 forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1409 pitch = (int) (atan2(dist[2], forward) * 180 / M_PI);
1414 // add new entities for the lightning
1415 VectorCopy (start, org);
1416 d = VectorNormalizeLength(dist);
1419 ent = CL_NewTempEntity ();
1422 //VectorCopy (org, ent->render.origin);
1423 ent->render.model = b->model;
1424 //ent->render.effects = EF_FULLBRIGHT;
1425 //ent->render.angles[0] = pitch;
1426 //ent->render.angles[1] = yaw;
1427 //ent->render.angles[2] = rand()%360;
1428 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1429 CL_UpdateRenderEntity(&ent->render);
1430 VectorMA(org, 30, dist, org);
1435 while (cl.num_beams > 0 && !cl.beams[cl.num_beams - 1].model)
1439 static void CL_RelinkQWNails(void)
1445 for (i = 0;i < cl.qw_num_nails;i++)
1449 // if we're drawing effects, get a new temp entity
1450 // (NewTempEntity adds it to the render entities list for us)
1451 if (!(ent = CL_NewTempEntity()))
1455 ent->render.model = cl.model_precache[cl.qw_modelindex_spike];
1456 ent->render.colormap = -1; // no special coloring
1457 ent->render.alpha = 1;
1458 VectorSet(ent->render.colormod, 1, 1, 1);
1460 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1);
1461 CL_UpdateRenderEntity(&ent->render);
1465 void CL_LerpPlayer(float frac)
1469 cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
1470 for (i = 0;i < 3;i++)
1472 cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
1473 cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
1474 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
1478 void CSQC_RelinkAllEntities (int drawmask)
1482 CL_RelinkStaticEntities();
1487 if (drawmask & ENTMASK_ENGINE)
1489 CL_RelinkNetworkEntities();
1490 if (drawmask & ENTMASK_ENGINEVIEWMODELS)
1491 CL_LinkNetworkEntity(&cl.viewent); // link gun model
1495 // update view blend
1503 Read all incoming data from the server
1506 extern void CL_ClientMovement_Replay(void);
1507 extern void CL_StairSmoothing(void);//view.c
1509 int CL_ReadFromServer(void)
1511 CL_ReadDemoMessage();
1514 r_refdef.time = cl.time;
1515 r_refdef.extraupdate = !r_speeds.integer;
1516 r_refdef.numentities = 0;
1517 r_view.matrix = identitymatrix;
1519 if (cls.state == ca_connected && cls.signon == SIGNONS)
1521 // prepare for a new frame
1522 CL_LerpPlayer(CL_LerpPoint());
1524 CL_ClearTempEntities();
1532 // predict current player location
1533 CL_ClientMovement_Replay();
1535 cl.num_brushmodel_entities = 0;
1536 // process network entities
1537 // first link the player
1538 CL_UpdateNetworkEntity(cl.entities + cl.viewentity);
1543 // now link the rest of the network entities
1544 // (this is instead done in VM_R_RenderScene if csqc is loaded)
1545 CL_UpdateEntities();
1548 CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS);
1551 CL_StairSmoothing();
1553 // update the r_refdef time again because cl.time may have changed
1554 r_refdef.time = cl.time;
1560 // LordHavoc: pausedemo command
1561 static void CL_PauseDemo_f (void)
1563 cls.demopaused = !cls.demopaused;
1565 Con_Print("Demo paused\n");
1567 Con_Print("Demo unpaused\n");
1571 ======================
1573 ======================
1575 static void CL_Fog_f (void)
1577 if (Cmd_Argc () == 1)
1579 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);
1582 r_refdef.fog_density = atof(Cmd_Argv(1));
1583 r_refdef.fog_red = atof(Cmd_Argv(2));
1584 r_refdef.fog_green = atof(Cmd_Argv(3));
1585 r_refdef.fog_blue = atof(Cmd_Argv(4));
1589 ====================
1592 For program optimization
1593 ====================
1595 static void CL_TimeRefresh_f (void)
1598 float timestart, timedelta, oldangles[3];
1600 r_refdef.extraupdate = false;
1601 VectorCopy(cl.viewangles, oldangles);
1602 VectorClear(cl.viewangles);
1604 timestart = Sys_DoubleTime();
1605 for (i = 0;i < 128;i++)
1607 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);
1610 timedelta = Sys_DoubleTime() - timestart;
1612 VectorCopy(oldangles, cl.viewangles);
1613 Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
1621 void CL_Shutdown (void)
1623 CL_Particles_Shutdown();
1624 CL_Parse_Shutdown();
1626 Mem_FreePool (&cls.permanentmempool);
1627 Mem_FreePool (&cls.levelmempool);
1637 cls.levelmempool = Mem_AllocPool("client (per-level memory)", 0, NULL);
1638 cls.permanentmempool = Mem_AllocPool("client (long term memory)", 0, NULL);
1640 memset(&r_refdef, 0, sizeof(r_refdef));
1641 // max entities sent to renderer per frame
1642 r_refdef.maxentities = MAX_EDICTS + 256 + 512;
1643 r_refdef.entities = (entity_render_t **)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t *) * r_refdef.maxentities);
1648 // register our commands
1650 Cvar_RegisterVariable (&cl_upspeed);
1651 Cvar_RegisterVariable (&cl_forwardspeed);
1652 Cvar_RegisterVariable (&cl_backspeed);
1653 Cvar_RegisterVariable (&cl_sidespeed);
1654 Cvar_RegisterVariable (&cl_movespeedkey);
1655 Cvar_RegisterVariable (&cl_yawspeed);
1656 Cvar_RegisterVariable (&cl_pitchspeed);
1657 Cvar_RegisterVariable (&cl_anglespeedkey);
1658 Cvar_RegisterVariable (&cl_shownet);
1659 Cvar_RegisterVariable (&cl_nolerp);
1660 Cvar_RegisterVariable (&lookspring);
1661 Cvar_RegisterVariable (&lookstrafe);
1662 Cvar_RegisterVariable (&sensitivity);
1663 Cvar_RegisterVariable (&freelook);
1665 Cvar_RegisterVariable (&m_pitch);
1666 Cvar_RegisterVariable (&m_yaw);
1667 Cvar_RegisterVariable (&m_forward);
1668 Cvar_RegisterVariable (&m_side);
1670 Cvar_RegisterVariable (&cl_itembobspeed);
1671 Cvar_RegisterVariable (&cl_itembobheight);
1673 Cmd_AddCommand ("entities", CL_PrintEntities_f, "print information on network entities known to client");
1674 Cmd_AddCommand ("disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
1675 Cmd_AddCommand ("record", CL_Record_f, "record a demo");
1676 Cmd_AddCommand ("stop", CL_Stop_f, "stop recording or playing a demo");
1677 Cmd_AddCommand ("playdemo", CL_PlayDemo_f, "watch a demo file");
1678 Cmd_AddCommand ("timedemo", CL_TimeDemo_f, "play back a demo as fast as possible and save statistics to benchmark.log");
1680 #ifdef AUTODEMO_BROKEN
1681 Cvar_RegisterVariable (&cl_autodemo);
1682 Cvar_RegisterVariable (&cl_autodemo_nameformat);
1685 Cmd_AddCommand ("fog", CL_Fog_f, "set global fog parameters (density red green blue)");
1687 // LordHavoc: added pausedemo
1688 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)");
1690 Cvar_RegisterVariable(&r_draweffects);
1691 Cvar_RegisterVariable(&cl_explosions_alpha_start);
1692 Cvar_RegisterVariable(&cl_explosions_alpha_end);
1693 Cvar_RegisterVariable(&cl_explosions_size_start);
1694 Cvar_RegisterVariable(&cl_explosions_size_end);
1695 Cvar_RegisterVariable(&cl_explosions_lifetime);
1696 Cvar_RegisterVariable(&cl_stainmaps);
1697 Cvar_RegisterVariable(&cl_stainmaps_clearonload);
1698 Cvar_RegisterVariable(&cl_beams_polygons);
1699 Cvar_RegisterVariable(&cl_beams_quakepositionhack);
1700 Cvar_RegisterVariable(&cl_beams_instantaimhack);
1701 Cvar_RegisterVariable(&cl_beams_lightatend);
1702 Cvar_RegisterVariable(&cl_noplayershadow);
1704 Cvar_RegisterVariable(&cl_prydoncursor);
1706 Cvar_RegisterVariable(&cl_deathnoviewmodel);
1708 // for QW connections
1709 Cvar_RegisterVariable(&qport);
1710 Cvar_SetValueQuick(&qport, (rand() * RAND_MAX + rand()) & 0xffff);
1712 Cmd_AddCommand("timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs");
1715 CL_Particles_Init();