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)
197 qboolean fail = false;
198 if (!allowstarkey && key[0] == '*')
200 if (!allowmodel && (!strcasecmp(key, "pmodel") || !strcasecmp(key, "emodel")))
202 for (i = 0;key[i];i++)
203 if (key[i] <= ' ' || key[i] == '\"')
205 for (i = 0;value[i];i++)
206 if (value[i] == '\r' || value[i] == '\n' || value[i] == '\"')
211 Con_Printf("Can't setinfo \"%s\" \"%s\"\n", key, value);
214 InfoString_SetValue(cls.userinfo, sizeof(cls.userinfo), key, value);
215 if (cls.state == ca_connected && cls.netcon)
217 if (cls.protocol == PROTOCOL_QUAKEWORLD)
219 MSG_WriteByte(&cls.netcon->message, qw_clc_stringcmd);
220 MSG_WriteString(&cls.netcon->message, va("setinfo \"%s\" \"%s\"", key, value));
222 else if (!strcasecmp(key, "name"))
224 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
225 MSG_WriteString(&cls.netcon->message, va("name \"%s\"", value));
227 else if (!strcasecmp(key, "playermodel"))
229 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
230 MSG_WriteString(&cls.netcon->message, va("playermodel \"%s\"", value));
232 else if (!strcasecmp(key, "playerskin"))
234 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
235 MSG_WriteString(&cls.netcon->message, va("playerskin \"%s\"", value));
237 else if (!strcasecmp(key, "topcolor"))
239 // don't send anything, the combined color code will be updated manually
241 else if (!strcasecmp(key, "bottomcolor"))
243 // don't send anything, the combined color code will be updated manually
245 else if (!strcasecmp(key, "rate"))
247 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
248 MSG_WriteString(&cls.netcon->message, va("rate \"%s\"", value));
253 void CL_ExpandEntities(int num)
255 int i, oldmaxentities;
256 entity_t *oldentities;
257 if (num >= cl.max_entities)
260 Sys_Error("CL_ExpandEntities: cl.entities not initialized");
261 if (num >= MAX_EDICTS)
262 Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
263 oldmaxentities = cl.max_entities;
264 oldentities = cl.entities;
265 cl.max_entities = (num & ~255) + 256;
266 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
267 memcpy(cl.entities, oldentities, oldmaxentities * sizeof(entity_t));
268 Mem_Free(oldentities);
269 for (i = oldmaxentities;i < cl.max_entities;i++)
271 cl.entities[i].state_baseline = defaultstate;
272 cl.entities[i].state_previous = defaultstate;
273 cl.entities[i].state_current = defaultstate;
278 void CL_VM_ShutDown (void);
280 =====================
283 Sends a disconnect message to the server
284 This is also called on Host_Error, so it shouldn't cause any errors
285 =====================
287 void CL_Disconnect(void)
289 if (cls.state == ca_dedicated)
292 Con_DPrintf("CL_Disconnect\n");
295 // stop sounds (especially looping!)
298 cl.parsingtextexpectingpingforscores = 0; // just in case no reply has come yet
300 // clear contents blends
301 cl.cshifts[0].percent = 0;
302 cl.cshifts[1].percent = 0;
303 cl.cshifts[2].percent = 0;
304 cl.cshifts[3].percent = 0;
306 cl.worldmodel = NULL;
308 CL_Parse_ErrorCleanUp();
310 if (cls.demoplayback)
315 unsigned char bufdata[8];
316 if (cls.demorecording)
319 // send disconnect message 3 times to improve chances of server
320 // receiving it (but it still fails sometimes)
321 memset(&buf, 0, sizeof(buf));
323 buf.maxsize = sizeof(bufdata);
324 if (cls.protocol == PROTOCOL_QUAKEWORLD)
326 Con_DPrint("Sending drop command\n");
327 MSG_WriteByte(&buf, qw_clc_stringcmd);
328 MSG_WriteString(&buf, "drop");
332 Con_DPrint("Sending clc_disconnect\n");
333 MSG_WriteByte(&buf, clc_disconnect);
335 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
336 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
337 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
338 NetConn_Close(cls.netcon);
341 cls.state = ca_disconnected;
343 cls.demoplayback = cls.timedemo = false;
347 void CL_Disconnect_f(void)
351 Host_ShutdownServer ();
358 =====================
359 CL_EstablishConnection
361 Host should be either "local" or a net address
362 =====================
364 void CL_EstablishConnection(const char *host)
366 if (cls.state == ca_dedicated)
369 // clear menu's connect error message
370 M_Update_Return_Reason("");
373 // stop demo loop in case this fails
376 // if downloads are running, cancel their finishing action
377 Curl_Clear_forthismap();
379 // make sure the client ports are open before attempting to connect
380 NetConn_UpdateSockets();
382 // run a network frame
383 //NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
385 if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
387 cls.connect_trying = true;
388 cls.connect_remainingtries = 3;
389 cls.connect_nextsendtime = 0;
390 M_Update_Return_Reason("Trying to connect...");
391 // run several network frames to jump into the game quickly
394 // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
395 // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
396 // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
397 // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
402 Con_Print("Unable to find a suitable network socket to connect to server.\n");
403 M_Update_Return_Reason("No network");
412 static void CL_PrintEntities_f(void)
418 for (i = 0, ent = cl.entities;i < cl.num_entities;i++, ent++)
420 const char* modelname;
422 if (!ent->state_current.active)
425 if (ent->render.model)
426 modelname = ent->render.model->name;
428 modelname = "--no model--";
429 strlcpy(name, modelname, 25);
430 for (j = (int)strlen(name);j < 25;j++)
432 Con_Printf("%3i: %s:%4i (%5i %5i %5i) [%3i %3i %3i] %4.2f %5.3f\n", i, name, ent->render.frame, (int) ent->state_current.origin[0], (int) ent->state_current.origin[1], (int) ent->state_current.origin[2], (int) ent->state_current.angles[0] % 360, (int) ent->state_current.angles[1] % 360, (int) ent->state_current.angles[2] % 360, ent->render.scale, ent->render.alpha);
436 //static const vec3_t nomodelmins = {-16, -16, -16};
437 //static const vec3_t nomodelmaxs = {16, 16, 16};
438 void CL_UpdateRenderEntity(entity_render_t *ent)
442 model_t *model = ent->model;
443 // update the inverse matrix for the renderer
444 Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
445 // update the animation blend state
446 R_LerpAnimation(ent);
447 // we need the matrix origin to center the box
448 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
449 // update entity->render.scale because the renderer needs it
450 ent->scale = scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
453 // NOTE: this directly extracts vector components from the matrix, which relies on the matrix orientation!
454 #ifdef MATRIX4x4_OPENGLORIENTATION
455 if (ent->matrix.m[0][2] != 0 || ent->matrix.m[1][2] != 0)
457 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
461 VectorMA(org, scale, model->rotatedmins, ent->mins);
462 VectorMA(org, scale, model->rotatedmaxs, ent->maxs);
464 #ifdef MATRIX4x4_OPENGLORIENTATION
465 else if (ent->matrix.m[1][0] != 0 || ent->matrix.m[0][1] != 0)
467 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
471 VectorMA(org, scale, model->yawmins, ent->mins);
472 VectorMA(org, scale, model->yawmaxs, ent->maxs);
476 VectorMA(org, scale, model->normalmins, ent->mins);
477 VectorMA(org, scale, model->normalmaxs, ent->maxs);
482 ent->mins[0] = org[0] - 16;
483 ent->mins[1] = org[1] - 16;
484 ent->mins[2] = org[2] - 16;
485 ent->maxs[0] = org[0] + 16;
486 ent->maxs[1] = org[1] + 16;
487 ent->maxs[2] = org[2] + 16;
495 Determines the fraction between the last two messages that the objects
499 static float CL_LerpPoint(void)
503 // dropped packet, or start of demo
504 if (cl.mtime[1] < cl.mtime[0] - 0.1)
505 cl.mtime[1] = cl.mtime[0] - 0.1;
507 cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
509 // LordHavoc: lerp in listen games as the server is being capped below the client (usually)
510 if (cl.mtime[0] <= cl.mtime[1] || cl_nolerp.integer || cls.timedemo || (cl.islocalgame && !sv_fixedframeratesingleplayer.integer))
512 cl.time = cl.mtime[0];
516 f = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]);
517 return bound(0, f, 1);
520 void CL_ClearTempEntities (void)
522 cl.num_temp_entities = 0;
525 entity_t *CL_NewTempEntity(void)
529 if (r_refdef.numentities >= r_refdef.maxentities)
531 if (cl.num_temp_entities >= cl.max_temp_entities)
533 ent = &cl.temp_entities[cl.num_temp_entities++];
534 memset (ent, 0, sizeof(*ent));
535 r_refdef.entities[r_refdef.numentities++] = &ent->render;
537 ent->render.colormap = -1; // no special coloring
538 ent->render.alpha = 1;
539 VectorSet(ent->render.colormod, 1, 1, 1);
543 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
547 if (!modelindex) // sanity check
551 Con_Printf("CL_Effect: framerate %f is < 1\n", framerate);
556 Con_Printf("CL_Effect: framecount %i is < 1\n", framecount);
559 for (i = 0, e = cl.effects;i < cl.max_effects;i++, e++)
564 VectorCopy(org, e->origin);
565 e->modelindex = modelindex;
566 e->starttime = cl.time;
567 e->startframe = startframe;
568 e->endframe = startframe + framecount;
569 e->framerate = framerate;
572 e->frame1time = cl.time;
573 e->frame2time = cl.time;
574 cl.num_effects = max(cl.num_effects, i + 1);
579 void CL_AllocLightFlash(entity_render_t *ent, matrix4x4_t *matrix, float radius, float red, float green, float blue, float decay, float lifetime, int cubemapnum, int style, int shadowenable, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
585 // first look for an exact key match
589 for (i = 0;i < cl.num_dlights;i++, dl++)
595 // then look for anything else
597 for (i = 0;i < cl.num_dlights;i++, dl++)
600 // if we hit the end of the active dlights and found no gaps, add a new one
603 cl.num_dlights = i + 1;
607 // unable to find one
611 //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
612 memset (dl, 0, sizeof(*dl));
613 Matrix4x4_Normalize(&dl->matrix, matrix);
615 Matrix4x4_OriginFromMatrix(&dl->matrix, dl->origin);
616 CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
617 Matrix4x4_SetOrigin(&dl->matrix, dl->origin[0], dl->origin[1], dl->origin[2]);
618 Matrix4x4_Scale(&dl->matrix, radius, 1);
621 dl->color[1] = green;
623 dl->initialradius = radius;
624 dl->initialcolor[0] = red;
625 dl->initialcolor[1] = green;
626 dl->initialcolor[2] = blue;
627 dl->decay = decay / radius; // changed decay to be a percentage decrease
628 dl->intensity = 1; // this is what gets decayed
630 dl->die = cl.time + lifetime;
634 dpsnprintf(dl->cubemapname, sizeof(dl->cubemapname), "cubemaps/%i", cubemapnum);
636 dl->cubemapname[0] = 0;
638 dl->shadow = shadowenable;
641 dl->coronasizescale = coronasizescale;
642 dl->ambientscale = ambientscale;
643 dl->diffusescale = diffusescale;
644 dl->specularscale = specularscale;
647 void CL_DecayLightFlashes(void)
653 time = bound(0, cl.time - cl.oldtime, 0.1);
654 oldmax = cl.num_dlights;
656 for (i = 0, dl = cl.dlights;i < oldmax;i++, dl++)
660 dl->intensity -= time * dl->decay;
661 if (cl.time < dl->die && dl->intensity > 0)
663 //dl->radius = dl->initialradius * dl->intensity;
664 VectorScale(dl->initialcolor, dl->intensity, dl->color);
665 cl.num_dlights = i + 1;
673 // called before entity relinking
674 void CL_RelinkLightFlashes(void)
680 if (r_dynamic.integer)
681 for (i = 0, dl = cl.dlights;i < cl.num_dlights && r_refdef.numlights < MAX_DLIGHTS;i++, dl++)
683 R_RTLight_Update(&r_refdef.lights[r_refdef.numlights++], false, &dl->matrix, dl->color, dl->style, dl->cubemapname, dl->shadow, dl->corona, dl->coronasizescale, dl->ambientscale, dl->diffusescale, dl->specularscale, dl->flags);
686 // 'm' is normal light, 'a' is no light, 'z' is double bright
690 for (j = 0;j < cl.max_lightstyle;j++)
692 if (!cl.lightstyle || !cl.lightstyle[j].length)
694 r_refdef.lightstylevalue[j] = 256;
697 k = i % cl.lightstyle[j].length;
698 l = (i-1) % cl.lightstyle[j].length;
699 k = cl.lightstyle[j].map[k] - 'a';
700 l = cl.lightstyle[j].map[l] - 'a';
701 r_refdef.lightstylevalue[j] = (unsigned short)(((k*frac)+(l*(1-frac)))*22);
705 void CL_AddQWCTFFlagModel(entity_t *player, int skin)
709 matrix4x4_t flagmatrix;
711 // this code taken from QuakeWorld
713 if (player->render.frame2 >= 29 && player->render.frame2 <= 40)
715 if (player->render.frame2 >= 29 && player->render.frame2 <= 34)
717 if (player->render.frame2 == 29) f = f + 2;
718 else if (player->render.frame2 == 30) f = f + 8;
719 else if (player->render.frame2 == 31) f = f + 12;
720 else if (player->render.frame2 == 32) f = f + 11;
721 else if (player->render.frame2 == 33) f = f + 10;
722 else if (player->render.frame2 == 34) f = f + 4;
724 else if (player->render.frame2 >= 35 && player->render.frame2 <= 40)
726 if (player->render.frame2 == 35) f = f + 2;
727 else if (player->render.frame2 == 36) f = f + 10;
728 else if (player->render.frame2 == 37) f = f + 10;
729 else if (player->render.frame2 == 38) f = f + 8;
730 else if (player->render.frame2 == 39) f = f + 4;
731 else if (player->render.frame2 == 40) f = f + 2;
734 else if (player->render.frame2 >= 103 && player->render.frame2 <= 118)
736 if (player->render.frame2 >= 103 && player->render.frame2 <= 104) f = f + 6; //nailattack
737 else if (player->render.frame2 >= 105 && player->render.frame2 <= 106) f = f + 6; //light
738 else if (player->render.frame2 >= 107 && player->render.frame2 <= 112) f = f + 7; //rocketattack
739 else if (player->render.frame2 >= 112 && player->render.frame2 <= 118) f = f + 7; //shotattack
741 // end of code taken from QuakeWorld
743 flag = CL_NewTempEntity();
747 flag->render.model = cl.model_precache[cl.qw_modelindex_flag];
748 flag->render.skinnum = skin;
749 flag->render.colormap = -1; // no special coloring
750 flag->render.alpha = 1;
751 VectorSet(flag->render.colormod, 1, 1, 1);
752 // attach the flag to the player matrix
753 Matrix4x4_CreateFromQuakeEntity(&flagmatrix, -f, -22, 0, 0, 0, -45, 1);
754 Matrix4x4_Concat(&flag->render.matrix, &player->render.matrix, &flagmatrix);
755 CL_UpdateRenderEntity(&flag->render);
758 matrix4x4_t viewmodelmatrix;
760 static const vec3_t muzzleflashorigin = {18, 0, 0};
762 extern void V_DriftPitch(void);
763 extern void V_FadeViewFlashs(void);
764 extern void V_CalcViewBlend(void);
765 extern void V_CalcRefdef(void);
767 // note this is a recursive function, recursionlimit should be 32 or so on the initial call
768 void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit)
770 const matrix4x4_t *matrix;
771 matrix4x4_t blendmatrix, tempmatrix, matrix2;
772 //matrix4x4_t dlightmatrix;
774 float origin[3], angles[3], delta[3], lerp, d;
777 //entity_persistent_t *p = &e->persistent;
778 //entity_render_t *r = &e->render;
779 // skip inactive entities and world
780 if (!e->state_current.active || e == cl.entities)
782 if (recursionlimit < 1)
784 e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
785 e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
786 e->render.flags = e->state_current.flags;
787 e->render.effects = e->state_current.effects;
788 VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
789 if (e->state_current.flags & RENDER_COLORMAPPED)
792 unsigned char *cbcolor;
793 e->render.colormap = e->state_current.colormap;
794 cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12;
795 cbcolor = (unsigned char *) (&palette_complete[cb]);
796 e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f);
797 e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f);
798 e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f);
799 cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
800 cbcolor = (unsigned char *) (&palette_complete[cb]);
801 e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f);
802 e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f);
803 e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f);
805 else if (e->state_current.colormap && cl.scores != NULL)
808 unsigned char *cbcolor;
809 e->render.colormap = cl.scores[e->state_current.colormap - 1].colors; // color it
810 cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12;
811 cbcolor = (unsigned char *) (&palette_complete[cb]);
812 e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f);
813 e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f);
814 e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f);
815 cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
816 cbcolor = (unsigned char *) (&palette_complete[cb]);
817 e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f);
818 e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f);
819 e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f);
823 e->render.colormap = -1; // no special coloring
824 VectorClear(e->render.colormap_pantscolor);
825 VectorClear(e->render.colormap_shirtcolor);
827 e->render.skinnum = e->state_current.skin;
828 if (e->state_current.tagentity)
830 // attached entity (gun held in player model's hand, etc)
831 // if the tag entity is currently impossible, skip it
832 if (e->state_current.tagentity >= cl.num_entities)
834 t = cl.entities + e->state_current.tagentity;
835 // if the tag entity is inactive, skip it
836 if (!t->state_current.active)
838 // update the parent first
839 CL_UpdateNetworkEntity(t, recursionlimit - 1);
840 // make relative to the entity
841 matrix = &t->render.matrix;
842 // some properties of the tag entity carry over
843 e->render.flags |= t->render.flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
844 // if a valid tagindex is used, make it relative to that tag instead
845 // FIXME: use a model function to get tag info (need to handle skeletal)
846 if (e->state_current.tagentity && e->state_current.tagindex >= 1 && (model = t->render.model))
848 // blend the matrices
849 memset(&blendmatrix, 0, sizeof(blendmatrix));
850 for (j = 0;j < 4 && t->render.frameblend[j].lerp > 0;j++)
852 matrix4x4_t tagmatrix;
853 Mod_Alias_GetTagMatrix(model, t->render.frameblend[j].frame, e->state_current.tagindex - 1, &tagmatrix);
854 d = t->render.frameblend[j].lerp;
855 for (l = 0;l < 4;l++)
856 for (k = 0;k < 4;k++)
857 blendmatrix.m[l][k] += d * tagmatrix.m[l][k];
859 // concat the tag matrices onto the entity matrix
860 Matrix4x4_Concat(&tempmatrix, &t->render.matrix, &blendmatrix);
861 // use the constructed tag matrix
862 matrix = &tempmatrix;
865 else if (e->render.flags & RENDER_VIEWMODEL)
867 // view-relative entity (guns and such)
868 matrix = &viewmodelmatrix;
872 // world-relative entity (the normal kind)
873 matrix = &identitymatrix;
877 // if it's the player entity, update according to client movement
878 if (e == cl.entities + cl.playerentity && cl.movement_predicted)
880 lerp = (cl.time - cl.movement_time[2]) / (cl.movement_time[0] - cl.movement_time[1]);
881 lerp = bound(0, lerp, 1);
882 if (cl_nolerp.integer)
884 VectorLerp(cl.movement_oldorigin, lerp, cl.movement_origin, origin);
885 VectorSet(angles, 0, cl.viewangles[1], 0);
887 else if (e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1)
889 // interpolate the origin and angles
891 VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
892 VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
893 if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
894 if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
895 if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
896 VectorMA(e->persistent.oldangles, lerp, delta, angles);
901 VectorCopy(e->persistent.neworigin, origin);
902 VectorCopy(e->persistent.newangles, angles);
905 // model setup and some modelflags
906 if(e->state_current.modelindex < MAX_MODELS)
907 e->render.model = cl.model_precache[e->state_current.modelindex];
910 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
911 if (e->render.model->type == mod_alias)
912 angles[0] = -angles[0];
913 if ((e->render.model->flags & EF_ROTATE) && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
915 angles[1] = ANGLEMOD(100*cl.time);
916 if (cl_itembobheight.value)
917 origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
919 // transfer certain model flags to effects
920 e->render.effects |= e->render.model->flags2 & (EF_FULLBRIGHT | EF_ADDITIVE);
921 if ((e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
922 VectorScale(e->render.colormod, 2, e->render.colormod);
924 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
925 else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
926 angles[0] = -angles[0];
929 if (e->render.frame2 == e->state_current.frame)
931 // update frame lerp fraction
932 e->render.framelerp = 1;
933 if (e->render.frame2time > e->render.frame1time)
935 // make sure frame lerp won't last longer than 100ms
936 // (this mainly helps with models that use framegroups and
937 // switch between them infrequently)
938 e->render.framelerp = (cl.time - e->render.frame2time) / min(e->render.frame2time - e->render.frame1time, 0.1);
939 e->render.framelerp = bound(0, e->render.framelerp, 1);
944 // begin a new frame lerp
945 e->render.frame1 = e->render.frame2;
946 e->render.frame1time = e->render.frame2time;
947 e->render.frame = e->render.frame2 = e->state_current.frame;
948 e->render.frame2time = cl.time;
949 e->render.framelerp = 0;
952 // set up the render matrix
955 // attached entity, this requires a matrix multiply (concat)
956 // FIXME: e->render.scale should go away
957 Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
958 // concat the matrices to make the entity relative to its tag
959 Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
960 // get the origin from the new matrix
961 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
965 // unattached entities are faster to process
966 Matrix4x4_CreateFromQuakeEntity(&e->render.matrix, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
969 // make the other useful stuff
970 CL_UpdateRenderEntity(&e->render);
972 // tenebrae's sprites are all additive mode (weird)
973 if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
974 e->render.effects |= EF_ADDITIVE;
975 // player model is only shown with chase_active on
976 if (e->state_current.number == cl.viewentity)
977 e->render.flags |= RENDER_EXTERIORMODEL;
978 // transparent stuff can't be lit during the opaque stage
979 if (e->render.effects & (EF_ADDITIVE | EF_NODEPTHTEST) || e->render.alpha < 1)
980 e->render.flags |= RENDER_TRANSPARENT;
981 // double sided rendering mode causes backfaces to be visible
982 // (mostly useful on transparent stuff)
983 if (e->render.effects & EF_DOUBLESIDED)
984 e->render.flags |= RENDER_NOCULLFACE;
985 // either fullbright or lit
986 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
987 e->render.flags |= RENDER_LIGHT;
988 // hide player shadow during intermission or nehahra movie
989 if (!(e->render.effects & EF_NOSHADOW)
990 && !(e->render.flags & (RENDER_VIEWMODEL | RENDER_TRANSPARENT))
991 && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
992 e->render.flags |= RENDER_SHADOW;
995 // creates light and trails from an entity
996 void CL_UpdateNetworkEntityTrail(entity_t *e)
998 //matrix4x4_t dlightmatrix;
999 effectnameindex_t trailtype;
1002 // bmodels are treated specially since their origin is usually '0 0 0' and
1003 // their actual geometry is far from '0 0 0'
1004 if (e->render.model && e->render.model->soundfromcenter)
1007 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1008 Matrix4x4_Transform(&e->render.matrix, o, origin);
1011 // handle particle trails and such effects now that we know where this
1012 // entity is in the world...
1013 trailtype = EFFECT_NONE;
1014 // LordHavoc: if the entity has no effects, don't check each
1015 if (e->render.effects & (EF_BRIGHTFIELD | EF_FLAME | EF_STARDUST | EF_FLAG1QW | EF_FLAG2QW))
1017 if (e->render.effects & EF_BRIGHTFIELD)
1019 if (gamemode == GAME_NEXUIZ)
1020 trailtype = EFFECT_TR_NEXUIZPLASMA;
1022 CL_EntityParticles(e);
1024 if (e->render.effects & EF_FLAME)
1025 CL_ParticleTrail(EFFECT_EF_FLAME, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true);
1026 if (e->render.effects & EF_STARDUST)
1027 CL_ParticleTrail(EFFECT_EF_STARDUST, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true);
1028 if (e->render.effects & (EF_FLAG1QW | EF_FLAG2QW))
1030 // these are only set on player entities
1031 CL_AddQWCTFFlagModel(e, (e->render.effects & EF_FLAG2QW) != 0);
1034 // muzzleflash fades over time
1035 if (e->persistent.muzzleflash > 0)
1036 e->persistent.muzzleflash -= bound(0, cl.time - cl.oldtime, 0.1) * 20;
1037 // LordHavoc: if the model has no flags, don't check each
1038 if (e->render.model && e->render.model->flags && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
1040 if (e->render.model->flags & EF_GIB)
1041 trailtype = EFFECT_TR_BLOOD;
1042 else if (e->render.model->flags & EF_ZOMGIB)
1043 trailtype = EFFECT_TR_SLIGHTBLOOD;
1044 else if (e->render.model->flags & EF_TRACER)
1045 trailtype = EFFECT_TR_WIZSPIKE;
1046 else if (e->render.model->flags & EF_TRACER2)
1047 trailtype = EFFECT_TR_KNIGHTSPIKE;
1048 else if (e->render.model->flags & EF_ROCKET)
1049 trailtype = EFFECT_TR_ROCKET;
1050 else if (e->render.model->flags & EF_GRENADE)
1052 // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1053 trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1055 else if (e->render.model->flags & EF_TRACER3)
1056 trailtype = EFFECT_TR_VORESPIKE;
1059 if (e->render.flags & RENDER_GLOWTRAIL)
1060 trailtype = EFFECT_TR_GLOWTRAIL;
1065 VectorSubtract(e->state_current.origin, e->state_previous.origin, vel);
1066 len = e->state_current.time - e->state_previous.time;
1069 VectorScale(vel, len, vel);
1070 CL_ParticleTrail(trailtype, 1, e->persistent.trail_origin, origin, vel, vel, e, e->state_current.glowcolor, false, true);
1072 VectorCopy(origin, e->persistent.trail_origin);
1081 void CL_UpdateEntities(void)
1086 // process network entities
1087 // first link the player
1088 CL_UpdateNetworkEntity(cl.entities + cl.viewentity, 32);
1093 // start on the entity after the world
1094 // skip the player entity because it was already processed
1095 for (i = 1;i < cl.num_entities;i++)
1097 if (cl.entities_active[i])
1099 ent = cl.entities + i;
1100 if (ent->state_current.active)
1102 CL_UpdateNetworkEntity(ent, 32);
1103 // view models should never create light/trails
1104 if (!(ent->render.flags & RENDER_VIEWMODEL))
1105 CL_UpdateNetworkEntityTrail(ent);
1106 if (ent->render.model && ent->render.model->name[0] == '*' && ent->render.model->TraceBox)
1107 cl.brushmodel_entities[cl.num_brushmodel_entities++] = ent->state_current.number;
1110 cl.entities_active[i] = false;
1115 ent->state_previous = ent->state_current;
1116 ent->state_current = defaultstate;
1117 ent->state_current.time = cl.time;
1118 ent->state_current.number = -1;
1119 ent->state_current.active = true;
1120 ent->state_current.modelindex = cl.stats[STAT_WEAPON];
1121 ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
1122 ent->state_current.flags = RENDER_VIEWMODEL;
1123 if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
1124 ent->state_current.modelindex = 0;
1125 else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
1127 if (gamemode == GAME_TRANSFUSION)
1128 ent->state_current.alpha = 128;
1130 ent->state_current.modelindex = 0;
1132 ent->state_current.alpha = cl.entities[cl.viewentity].state_current.alpha;
1133 ent->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_REFLECTIVE | EF_FULLBRIGHT | EF_NODEPTHTEST));
1135 // reset animation interpolation on weaponmodel if model changed
1136 if (ent->state_previous.modelindex != ent->state_current.modelindex)
1138 ent->render.frame = ent->render.frame1 = ent->render.frame2 = ent->state_current.frame;
1139 ent->render.frame1time = ent->render.frame2time = cl.time;
1140 ent->render.framelerp = 1;
1142 CL_UpdateNetworkEntity(ent, 32);
1145 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
1146 void CL_LinkNetworkEntity(entity_t *e)
1148 effectnameindex_t trailtype;
1153 // skip inactive entities and world
1154 if (!e->state_current.active || e == cl.entities)
1156 if (e->render.flags & RENDER_VIEWMODEL && !e->state_current.tagentity)
1158 if (!r_drawviewmodel.integer || chase_active.integer || r_refdef.envmap)
1163 // if the tag entity is currently impossible, skip it
1164 if (e->state_current.tagentity >= cl.num_entities)
1166 // if the tag entity is inactive, skip it
1167 if (!cl.entities[e->state_current.tagentity].state_current.active)
1171 // create entity dlights associated with this entity
1172 if (e->render.model && e->render.model->soundfromcenter)
1174 // bmodels are treated specially since their origin is usually '0 0 0'
1176 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1177 Matrix4x4_Transform(&e->render.matrix, o, origin);
1180 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1181 trailtype = EFFECT_NONE;
1186 // LordHavoc: if the entity has no effects, don't check each
1187 if (e->render.effects & (EF_BRIGHTFIELD | EF_DIMLIGHT | EF_BRIGHTLIGHT | EF_RED | EF_BLUE | EF_FLAME | EF_STARDUST))
1189 if (e->render.effects & EF_BRIGHTFIELD)
1191 if (gamemode == GAME_NEXUIZ)
1192 trailtype = EFFECT_TR_NEXUIZPLASMA;
1194 if (e->render.effects & EF_DIMLIGHT)
1196 dlightradius = max(dlightradius, 200);
1197 dlightcolor[0] += 1.50f;
1198 dlightcolor[1] += 1.50f;
1199 dlightcolor[2] += 1.50f;
1201 if (e->render.effects & EF_BRIGHTLIGHT)
1203 dlightradius = max(dlightradius, 400);
1204 dlightcolor[0] += 3.00f;
1205 dlightcolor[1] += 3.00f;
1206 dlightcolor[2] += 3.00f;
1208 // LordHavoc: more effects
1209 if (e->render.effects & EF_RED) // red
1211 dlightradius = max(dlightradius, 200);
1212 dlightcolor[0] += 1.50f;
1213 dlightcolor[1] += 0.15f;
1214 dlightcolor[2] += 0.15f;
1216 if (e->render.effects & EF_BLUE) // blue
1218 dlightradius = max(dlightradius, 200);
1219 dlightcolor[0] += 0.15f;
1220 dlightcolor[1] += 0.15f;
1221 dlightcolor[2] += 1.50f;
1223 if (e->render.effects & EF_FLAME)
1224 CL_ParticleTrail(EFFECT_EF_FLAME, 0, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false);
1225 if (e->render.effects & EF_STARDUST)
1226 CL_ParticleTrail(EFFECT_EF_STARDUST, 0, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false);
1228 // muzzleflash fades over time, and is offset a bit
1229 if (e->persistent.muzzleflash > 0 && r_refdef.numlights < MAX_DLIGHTS)
1234 matrix4x4_t tempmatrix;
1235 Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
1236 trace = CL_TraceBox(origin, vec3_origin, vec3_origin, v2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, false);
1237 Matrix4x4_Normalize(&tempmatrix, &e->render.matrix);
1238 Matrix4x4_SetOrigin(&tempmatrix, trace.endpos[0], trace.endpos[1], trace.endpos[2]);
1239 Matrix4x4_Scale(&tempmatrix, 150, 1);
1240 VectorSet(color, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f);
1241 R_RTLight_Update(&r_refdef.lights[r_refdef.numlights++], false, &tempmatrix, color, -1, NULL, true, 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1243 // LordHavoc: if the model has no flags, don't check each
1244 if (e->render.model && e->render.model->flags && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
1246 if (e->render.model->flags & EF_GIB)
1247 trailtype = EFFECT_TR_BLOOD;
1248 else if (e->render.model->flags & EF_ZOMGIB)
1249 trailtype = EFFECT_TR_SLIGHTBLOOD;
1250 else if (e->render.model->flags & EF_TRACER)
1251 trailtype = EFFECT_TR_WIZSPIKE;
1252 else if (e->render.model->flags & EF_TRACER2)
1253 trailtype = EFFECT_TR_KNIGHTSPIKE;
1254 else if (e->render.model->flags & EF_ROCKET)
1255 trailtype = EFFECT_TR_ROCKET;
1256 else if (e->render.model->flags & EF_GRENADE)
1258 // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1259 trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1261 else if (e->render.model->flags & EF_TRACER3)
1262 trailtype = EFFECT_TR_VORESPIKE;
1264 // LordHavoc: customizable glow
1265 if (e->state_current.glowsize)
1267 // * 4 for the expansion from 0-255 to 0-1023 range,
1268 // / 255 to scale down byte colors
1269 dlightradius = max(dlightradius, e->state_current.glowsize * 4);
1270 VectorMA(dlightcolor, (1.0f / 255.0f), (unsigned char *)&palette_complete[e->state_current.glowcolor], dlightcolor);
1272 // make the glow dlight
1273 if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL) && r_refdef.numlights < MAX_DLIGHTS)
1275 matrix4x4_t dlightmatrix;
1276 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1277 // hack to make glowing player light shine on their gun
1278 //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
1279 // Matrix4x4_AdjustOrigin(&dlightmatrix, 0, 0, 30);
1280 Matrix4x4_Scale(&dlightmatrix, dlightradius, 1);
1281 R_RTLight_Update(&r_refdef.lights[r_refdef.numlights++], false, &dlightmatrix, dlightcolor, -1, NULL, true, 1, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1284 if ((e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) && r_refdef.numlights < MAX_DLIGHTS)
1286 matrix4x4_t dlightmatrix;
1288 VectorScale(e->state_current.light, (1.0f / 256.0f), light);
1289 light[3] = e->state_current.light[3];
1290 if (light[0] == 0 && light[1] == 0 && light[2] == 0)
1291 VectorSet(light, 1, 1, 1);
1294 // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
1295 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1296 Matrix4x4_Scale(&dlightmatrix, light[3], 1);
1297 R_RTLight_Update(&r_refdef.lights[r_refdef.numlights++], false, &dlightmatrix, light, e->state_current.lightstyle, e->state_current.skin > 0 ? va("cubemaps/%i", e->state_current.skin) : NULL, !(e->state_current.lightpflags & PFLAGS_NOSHADOW), (e->state_current.lightpflags & PFLAGS_CORONA) != 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1300 if (e->render.flags & RENDER_GLOWTRAIL)
1301 trailtype = EFFECT_TR_GLOWTRAIL;
1303 CL_ParticleTrail(trailtype, 0, origin, origin, vec3_origin, vec3_origin, NULL, e->state_current.glowcolor, true, false);
1305 // don't show entities with no modelindex (note: this still shows
1306 // entities which have a modelindex that resolved to a NULL model)
1307 if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.numentities < r_refdef.maxentities)
1308 r_refdef.entities[r_refdef.numentities++] = &e->render;
1309 //if (cl.viewentity && e->state_current.number == cl.viewentity)
1310 // Matrix4x4_Print(&e->render.matrix);
1313 void CL_RelinkWorld(void)
1315 entity_t *ent = &cl.entities[0];
1316 cl.brushmodel_entities[cl.num_brushmodel_entities++] = 0;
1317 // FIXME: this should be done at load
1318 ent->render.matrix = identitymatrix;
1319 CL_UpdateRenderEntity(&ent->render);
1320 ent->render.flags = RENDER_SHADOW;
1321 if (!r_fullbright.integer)
1322 ent->render.flags |= RENDER_LIGHT;
1323 VectorSet(ent->render.colormod, 1, 1, 1);
1324 r_refdef.worldentity = &ent->render;
1325 r_refdef.worldmodel = cl.worldmodel;
1328 static void CL_RelinkStaticEntities(void)
1332 for (i = 0, e = cl.static_entities;i < cl.num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++, e++)
1334 e->render.flags = 0;
1335 // if the model was not loaded when the static entity was created we
1336 // need to re-fetch the model pointer
1337 e->render.model = cl.model_precache[e->state_baseline.modelindex];
1338 CL_UpdateRenderEntity(&e->render);
1339 // transparent stuff can't be lit during the opaque stage
1340 if (e->render.effects & (EF_ADDITIVE | EF_NODEPTHTEST) || e->render.alpha < 1)
1341 e->render.flags |= RENDER_TRANSPARENT;
1342 // either fullbright or lit
1343 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1344 e->render.flags |= RENDER_LIGHT;
1345 // hide player shadow during intermission or nehahra movie
1346 if (!(e->render.effects & EF_NOSHADOW) && !(e->render.flags & RENDER_TRANSPARENT))
1347 e->render.flags |= RENDER_SHADOW;
1348 VectorSet(e->render.colormod, 1, 1, 1);
1349 R_LerpAnimation(&e->render);
1350 r_refdef.entities[r_refdef.numentities++] = &e->render;
1359 static void CL_RelinkNetworkEntities(void)
1364 // start on the entity after the world
1365 for (i = 1;i < cl.num_entities;i++)
1367 if (cl.entities_active[i])
1369 ent = cl.entities + i;
1370 if (ent->state_current.active)
1371 CL_LinkNetworkEntity(ent);
1373 cl.entities_active[i] = false;
1378 static void CL_RelinkEffects(void)
1385 for (i = 0, e = cl.effects;i < cl.num_effects;i++, e++)
1389 frame = (cl.time - e->starttime) * e->framerate + e->startframe;
1390 intframe = (int)frame;
1391 if (intframe < 0 || intframe >= e->endframe)
1393 memset(e, 0, sizeof(*e));
1394 while (cl.num_effects > 0 && !cl.effects[cl.num_effects - 1].active)
1399 if (intframe != e->frame)
1401 e->frame = intframe;
1402 e->frame1time = e->frame2time;
1403 e->frame2time = cl.time;
1406 // if we're drawing effects, get a new temp entity
1407 // (NewTempEntity adds it to the render entities list for us)
1408 if (r_draweffects.integer && (ent = CL_NewTempEntity()))
1410 // interpolation stuff
1411 ent->render.frame1 = intframe;
1412 ent->render.frame2 = intframe + 1;
1413 if (ent->render.frame2 >= e->endframe)
1414 ent->render.frame2 = -1; // disappear
1415 ent->render.framelerp = frame - intframe;
1416 ent->render.frame1time = e->frame1time;
1417 ent->render.frame2time = e->frame2time;
1420 if(e->modelindex < MAX_MODELS)
1421 ent->render.model = cl.model_precache[e->modelindex];
1423 ent->render.model = cl.csqc_model_precache[-(e->modelindex+1)];
1424 ent->render.frame = ent->render.frame2;
1425 ent->render.colormap = -1; // no special coloring
1426 ent->render.alpha = 1;
1427 VectorSet(ent->render.colormod, 1, 1, 1);
1429 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
1430 CL_UpdateRenderEntity(&ent->render);
1436 void CL_Beam_CalculatePositions(const beam_t *b, vec3_t start, vec3_t end)
1438 VectorCopy(b->start, start);
1439 VectorCopy(b->end, end);
1441 // if coming from the player, update the start position
1442 if (b->entity == cl.viewentity)
1444 if (cl_beams_quakepositionhack.integer && !chase_active.integer)
1446 // LordHavoc: this is a stupid hack from Quake that makes your
1447 // lightning appear to come from your waist and cover less of your
1449 // in Quake this hack was applied to all players (causing the
1450 // infamous crotch-lightning), but in darkplaces and QuakeWorld it
1451 // only applies to your own lightning, and only in first person
1452 Matrix4x4_OriginFromMatrix(&cl.entities[cl.viewentity].render.matrix, start);
1454 if (cl_beams_instantaimhack.integer)
1456 vec3_t dir, localend;
1458 // LordHavoc: this updates the beam direction to match your
1460 VectorSubtract(end, start, dir);
1461 len = VectorLength(dir);
1462 VectorNormalize(dir);
1463 VectorSet(localend, len, 0, 0);
1464 Matrix4x4_Transform(&r_view.matrix, localend, end);
1469 void CL_RelinkBeams(void)
1473 vec3_t dist, org, start, end;
1478 matrix4x4_t tempmatrix;
1480 for (i = 0, b = cl.beams;i < cl.num_beams;i++, b++)
1484 if (b->endtime < cl.time)
1490 CL_Beam_CalculatePositions(b, start, end);
1494 if (cl_beams_lightatend.integer && r_refdef.numlights < MAX_DLIGHTS)
1496 // FIXME: create a matrix from the beam start/end orientation
1498 VectorSet(dlightcolor, 0.3, 0.7, 1);
1499 Matrix4x4_CreateFromQuakeEntity(&tempmatrix, end[0], end[1], end[2], 0, 0, 0, 200);
1500 R_RTLight_Update(&r_refdef.lights[r_refdef.numlights++], false, &tempmatrix, dlightcolor, -1, NULL, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1502 if (cl_beams_polygons.integer)
1506 // calculate pitch and yaw
1507 // (this is similar to the QuakeC builtin function vectoangles)
1508 VectorSubtract(end, start, dist);
1509 if (dist[1] == 0 && dist[0] == 0)
1519 yaw = (int) (atan2(dist[1], dist[0]) * 180 / M_PI);
1523 forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1524 pitch = (int) (atan2(dist[2], forward) * 180 / M_PI);
1529 // add new entities for the lightning
1530 VectorCopy (start, org);
1531 d = VectorNormalizeLength(dist);
1534 ent = CL_NewTempEntity ();
1537 //VectorCopy (org, ent->render.origin);
1538 ent->render.model = b->model;
1539 //ent->render.effects = EF_FULLBRIGHT;
1540 //ent->render.angles[0] = pitch;
1541 //ent->render.angles[1] = yaw;
1542 //ent->render.angles[2] = rand()%360;
1543 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1544 CL_UpdateRenderEntity(&ent->render);
1545 VectorMA(org, 30, dist, org);
1550 while (cl.num_beams > 0 && !cl.beams[cl.num_beams - 1].model)
1554 static void CL_RelinkQWNails(void)
1560 for (i = 0;i < cl.qw_num_nails;i++)
1564 // if we're drawing effects, get a new temp entity
1565 // (NewTempEntity adds it to the render entities list for us)
1566 if (!(ent = CL_NewTempEntity()))
1570 ent->render.model = cl.model_precache[cl.qw_modelindex_spike];
1571 ent->render.colormap = -1; // no special coloring
1572 ent->render.alpha = 1;
1573 VectorSet(ent->render.colormod, 1, 1, 1);
1575 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1);
1576 CL_UpdateRenderEntity(&ent->render);
1580 void CL_LerpPlayer(float frac)
1584 cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
1585 for (i = 0;i < 3;i++)
1587 cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
1588 cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
1589 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
1592 // interpolate the angles if playing a demo or spectating someone
1593 if (cls.demoplayback || cl.fixangle[0])
1595 for (i = 0;i < 3;i++)
1597 float d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
1602 cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
1607 void CSQC_RelinkAllEntities (int drawmask)
1611 CL_RelinkStaticEntities();
1616 if (drawmask & ENTMASK_ENGINE)
1618 CL_RelinkNetworkEntities();
1619 if (drawmask & ENTMASK_ENGINEVIEWMODELS)
1620 CL_LinkNetworkEntity(&cl.viewent); // link gun model
1624 // update view blend
1632 Read all incoming data from the server
1635 extern void CL_StairSmoothing(void);//view.c
1637 int CL_ReadFromServer(void)
1639 CL_ReadDemoMessage();
1642 r_refdef.time = cl.time;
1643 r_refdef.extraupdate = !r_speeds.integer;
1644 r_refdef.numentities = 0;
1645 r_refdef.numlights = 0;
1646 r_view.matrix = identitymatrix;
1648 cl.num_brushmodel_entities = 0;
1650 if (cls.state == ca_connected && cls.signon == SIGNONS)
1652 // prepare for a new frame
1653 CL_LerpPlayer(CL_LerpPoint());
1654 CL_DecayLightFlashes();
1655 CL_ClearTempEntities();
1659 // now update all the network entities and the view matrix
1660 CL_UpdateEntities();
1662 CL_RelinkLightFlashes();
1663 CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS);
1665 CL_StairSmoothing();
1671 // update the r_refdef time again because cl.time may have changed in
1673 r_refdef.time = cl.time;
1679 // LordHavoc: pausedemo command
1680 static void CL_PauseDemo_f (void)
1682 cls.demopaused = !cls.demopaused;
1684 Con_Print("Demo paused\n");
1686 Con_Print("Demo unpaused\n");
1690 ======================
1692 ======================
1694 static void CL_Fog_f (void)
1696 if (Cmd_Argc () == 1)
1698 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);
1701 r_refdef.fog_density = atof(Cmd_Argv(1));
1702 r_refdef.fog_red = atof(Cmd_Argv(2));
1703 r_refdef.fog_green = atof(Cmd_Argv(3));
1704 r_refdef.fog_blue = atof(Cmd_Argv(4));
1708 ====================
1711 For program optimization
1712 ====================
1714 static void CL_TimeRefresh_f (void)
1717 float timestart, timedelta, oldangles[3];
1719 r_refdef.extraupdate = false;
1720 VectorCopy(cl.viewangles, oldangles);
1721 VectorClear(cl.viewangles);
1723 timestart = Sys_DoubleTime();
1724 for (i = 0;i < 128;i++)
1726 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);
1729 timedelta = Sys_DoubleTime() - timestart;
1731 VectorCopy(oldangles, cl.viewangles);
1732 Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
1740 void CL_Shutdown (void)
1742 CL_Particles_Shutdown();
1743 CL_Parse_Shutdown();
1745 Mem_FreePool (&cls.permanentmempool);
1746 Mem_FreePool (&cls.levelmempool);
1756 cls.levelmempool = Mem_AllocPool("client (per-level memory)", 0, NULL);
1757 cls.permanentmempool = Mem_AllocPool("client (long term memory)", 0, NULL);
1759 memset(&r_refdef, 0, sizeof(r_refdef));
1760 // max entities sent to renderer per frame
1761 r_refdef.maxentities = MAX_EDICTS + 256 + 512;
1762 r_refdef.entities = (entity_render_t **)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t *) * r_refdef.maxentities);
1767 // register our commands
1769 Cvar_RegisterVariable (&cl_upspeed);
1770 Cvar_RegisterVariable (&cl_forwardspeed);
1771 Cvar_RegisterVariable (&cl_backspeed);
1772 Cvar_RegisterVariable (&cl_sidespeed);
1773 Cvar_RegisterVariable (&cl_movespeedkey);
1774 Cvar_RegisterVariable (&cl_yawspeed);
1775 Cvar_RegisterVariable (&cl_pitchspeed);
1776 Cvar_RegisterVariable (&cl_anglespeedkey);
1777 Cvar_RegisterVariable (&cl_shownet);
1778 Cvar_RegisterVariable (&cl_nolerp);
1779 Cvar_RegisterVariable (&lookspring);
1780 Cvar_RegisterVariable (&lookstrafe);
1781 Cvar_RegisterVariable (&sensitivity);
1782 Cvar_RegisterVariable (&freelook);
1784 Cvar_RegisterVariable (&m_pitch);
1785 Cvar_RegisterVariable (&m_yaw);
1786 Cvar_RegisterVariable (&m_forward);
1787 Cvar_RegisterVariable (&m_side);
1789 Cvar_RegisterVariable (&cl_itembobspeed);
1790 Cvar_RegisterVariable (&cl_itembobheight);
1792 Cmd_AddCommand ("entities", CL_PrintEntities_f, "print information on network entities known to client");
1793 Cmd_AddCommand ("disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
1794 Cmd_AddCommand ("record", CL_Record_f, "record a demo");
1795 Cmd_AddCommand ("stop", CL_Stop_f, "stop recording or playing a demo");
1796 Cmd_AddCommand ("playdemo", CL_PlayDemo_f, "watch a demo file");
1797 Cmd_AddCommand ("timedemo", CL_TimeDemo_f, "play back a demo as fast as possible and save statistics to benchmark.log");
1799 #ifdef AUTODEMO_BROKEN
1800 Cvar_RegisterVariable (&cl_autodemo);
1801 Cvar_RegisterVariable (&cl_autodemo_nameformat);
1804 Cmd_AddCommand ("fog", CL_Fog_f, "set global fog parameters (density red green blue)");
1806 // LordHavoc: added pausedemo
1807 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)");
1809 Cvar_RegisterVariable(&r_draweffects);
1810 Cvar_RegisterVariable(&cl_explosions_alpha_start);
1811 Cvar_RegisterVariable(&cl_explosions_alpha_end);
1812 Cvar_RegisterVariable(&cl_explosions_size_start);
1813 Cvar_RegisterVariable(&cl_explosions_size_end);
1814 Cvar_RegisterVariable(&cl_explosions_lifetime);
1815 Cvar_RegisterVariable(&cl_stainmaps);
1816 Cvar_RegisterVariable(&cl_stainmaps_clearonload);
1817 Cvar_RegisterVariable(&cl_beams_polygons);
1818 Cvar_RegisterVariable(&cl_beams_quakepositionhack);
1819 Cvar_RegisterVariable(&cl_beams_instantaimhack);
1820 Cvar_RegisterVariable(&cl_beams_lightatend);
1821 Cvar_RegisterVariable(&cl_noplayershadow);
1823 Cvar_RegisterVariable(&cl_prydoncursor);
1825 Cvar_RegisterVariable(&cl_deathnoviewmodel);
1827 // for QW connections
1828 Cvar_RegisterVariable(&qport);
1829 Cvar_SetValueQuick(&qport, (rand() * RAND_MAX + rand()) & 0xffff);
1831 Cmd_AddCommand("timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs");
1834 CL_Particles_Init();