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"
31 // we need to declare some mouse variables here, because the menu system
32 // references them even when on a unix system.
34 cvar_t csqc_progname = {CVAR_CLIENT | CVAR_SERVER, "csqc_progname","csprogs.dat","name of csprogs.dat file to load"};
35 cvar_t csqc_progcrc = {CVAR_CLIENT | 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"};
36 cvar_t csqc_progsize = {CVAR_CLIENT | 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 csqc_usedemoprogs = {CVAR_CLIENT, "csqc_usedemoprogs","1","use csprogs stored in demos"};
39 cvar_t cl_shownet = {CVAR_CLIENT, "cl_shownet","0","1 = print packet size, 2 = print packet message list"};
40 cvar_t cl_nolerp = {CVAR_CLIENT, "cl_nolerp", "0","network update smoothing"};
41 cvar_t cl_lerpexcess = {CVAR_CLIENT, "cl_lerpexcess", "0","maximum allowed lerp excess (hides, not fixes, some packet loss)"};
42 cvar_t cl_lerpanim_maxdelta_server = {CVAR_CLIENT, "cl_lerpanim_maxdelta_server", "0.1","maximum frame delta for smoothing between server-controlled animation frames (when 0, one network frame)"};
43 cvar_t cl_lerpanim_maxdelta_framegroups = {CVAR_CLIENT, "cl_lerpanim_maxdelta_framegroups", "0.1","maximum frame delta for smoothing between framegroups (when 0, one network frame)"};
45 cvar_t cl_itembobheight = {CVAR_CLIENT, "cl_itembobheight", "0","how much items bob up and down (try 8)"};
46 cvar_t cl_itembobspeed = {CVAR_CLIENT, "cl_itembobspeed", "0.5","how frequently items bob up and down"};
48 cvar_t lookspring = {CVAR_CLIENT | CVAR_SAVE, "lookspring","0","returns pitch to level with the floor when no longer holding a pitch key"};
49 cvar_t lookstrafe = {CVAR_CLIENT | CVAR_SAVE, "lookstrafe","0","move instead of turning"};
50 cvar_t sensitivity = {CVAR_CLIENT | CVAR_SAVE, "sensitivity","3","mouse speed multiplier"};
52 cvar_t m_pitch = {CVAR_CLIENT | CVAR_SAVE, "m_pitch","0.022","mouse pitch speed multiplier"};
53 cvar_t m_yaw = {CVAR_CLIENT | CVAR_SAVE, "m_yaw","0.022","mouse yaw speed multiplier"};
54 cvar_t m_forward = {CVAR_CLIENT | CVAR_SAVE, "m_forward","1","mouse forward speed multiplier"};
55 cvar_t m_side = {CVAR_CLIENT | CVAR_SAVE, "m_side","0.8","mouse side speed multiplier"};
57 cvar_t freelook = {CVAR_CLIENT | CVAR_SAVE, "freelook", "1","mouse controls pitch instead of forward/back"};
59 cvar_t cl_autodemo = {CVAR_CLIENT | CVAR_SAVE, "cl_autodemo", "0", "records every game played, using the date/time and map name to name the demo file" };
60 cvar_t cl_autodemo_nameformat = {CVAR_CLIENT | CVAR_SAVE, "cl_autodemo_nameformat", "autodemos/%Y-%m-%d_%H-%M", "The format of the cl_autodemo filename, followed by the map name (the date is encoded using strftime escapes)" };
61 cvar_t cl_autodemo_delete = {CVAR_CLIENT, "cl_autodemo_delete", "0", "Delete demos after recording. This is a bitmask, bit 1 gives the default, bit 0 the value for the current demo. Thus, the values are: 0 = disabled; 1 = delete current demo only; 2 = delete all demos except the current demo; 3 = delete all demos from now on" };
63 cvar_t r_draweffects = {CVAR_CLIENT, "r_draweffects", "1","renders temporary sprite effects"};
65 cvar_t cl_explosions_alpha_start = {CVAR_CLIENT | CVAR_SAVE, "cl_explosions_alpha_start", "1.5","starting alpha of an explosion shell"};
66 cvar_t cl_explosions_alpha_end = {CVAR_CLIENT | CVAR_SAVE, "cl_explosions_alpha_end", "0","end alpha of an explosion shell (just before it disappears)"};
67 cvar_t cl_explosions_size_start = {CVAR_CLIENT | CVAR_SAVE, "cl_explosions_size_start", "16","starting size of an explosion shell"};
68 cvar_t cl_explosions_size_end = {CVAR_CLIENT | CVAR_SAVE, "cl_explosions_size_end", "128","ending alpha of an explosion shell (just before it disappears)"};
69 cvar_t cl_explosions_lifetime = {CVAR_CLIENT | CVAR_SAVE, "cl_explosions_lifetime", "0.5","how long an explosion shell lasts"};
71 cvar_t cl_stainmaps = {CVAR_CLIENT | CVAR_SAVE, "cl_stainmaps", "0","stains lightmaps, much faster than decals but blurred"};
72 cvar_t cl_stainmaps_clearonload = {CVAR_CLIENT | CVAR_SAVE, "cl_stainmaps_clearonload", "1","clear stainmaps on map restart"};
74 cvar_t cl_beams_polygons = {CVAR_CLIENT | CVAR_SAVE, "cl_beams_polygons", "1","use beam polygons instead of models"};
75 cvar_t cl_beams_quakepositionhack = {CVAR_CLIENT | CVAR_SAVE, "cl_beams_quakepositionhack", "1", "makes your lightning gun appear to fire from your waist (as in Quake and QuakeWorld)"};
76 cvar_t cl_beams_instantaimhack = {CVAR_CLIENT | CVAR_SAVE, "cl_beams_instantaimhack", "0", "makes your lightning gun aiming update instantly"};
77 cvar_t cl_beams_lightatend = {CVAR_CLIENT | CVAR_SAVE, "cl_beams_lightatend", "0", "make a light at the end of the beam"};
79 cvar_t cl_deathfade = {CVAR_CLIENT | CVAR_SAVE, "cl_deathfade", "0", "fade screen to dark red when dead, value represents how fast the fade is (higher is faster)"};
81 cvar_t cl_noplayershadow = {CVAR_CLIENT | CVAR_SAVE, "cl_noplayershadow", "0","hide player shadow"};
83 cvar_t cl_dlights_decayradius = {CVAR_CLIENT | CVAR_SAVE, "cl_dlights_decayradius", "1", "reduces size of light flashes over time"};
84 cvar_t cl_dlights_decaybrightness = {CVAR_CLIENT | CVAR_SAVE, "cl_dlights_decaybrightness", "1", "reduces brightness of light flashes over time"};
86 cvar_t qport = {CVAR_CLIENT, "qport", "0", "identification key for playing on qw servers (allows you to maintain a connection to a quakeworld server even if your port changes)"};
88 cvar_t cl_prydoncursor = {CVAR_CLIENT, "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"};
89 cvar_t cl_prydoncursor_notrace = {CVAR_CLIENT, "cl_prydoncursor_notrace", "0", "disables traceline used in prydon cursor reporting to the game, saving some cpu time"};
91 cvar_t cl_deathnoviewmodel = {CVAR_CLIENT, "cl_deathnoviewmodel", "1", "hides gun model when dead"};
93 cvar_t cl_locs_enable = {CVAR_CLIENT | CVAR_SAVE, "locs_enable", "1", "enables replacement of certain % codes in chat messages: %l (location), %d (last death location), %h (health), %a (armor), %x (rockets), %c (cells), %r (rocket launcher status), %p (powerup status), %w (weapon status), %t (current time in level)"};
94 cvar_t cl_locs_show = {CVAR_CLIENT, "locs_show", "0", "shows defined locations for editing purposes"};
100 =====================
103 =====================
105 void CL_ClearState(void)
112 // wipe the entire cl structure
113 Mem_EmptyPool(cls.levelmempool);
114 memset (&cl, 0, sizeof(cl));
118 // reset the view zoom interpolation
119 cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
120 cl.sensitivityscale = 1.0f;
122 // enable rendering of the world and such
123 cl.csqc_vidvars.drawworld = r_drawworld.integer != 0;
124 cl.csqc_vidvars.drawenginesbar = true;
125 cl.csqc_vidvars.drawcrosshair = true;
127 // set up the float version of the stats array for easier access to float stats
128 cl.statsf = (float *)cl.stats;
131 cl.num_static_entities = 0;
132 cl.num_brushmodel_entities = 0;
134 // tweak these if the game runs out
135 cl.max_csqcrenderentities = 0;
136 cl.max_entities = MAX_ENITIES_INITIAL;
137 cl.max_static_entities = MAX_STATICENTITIES;
138 cl.max_effects = MAX_EFFECTS;
139 cl.max_beams = MAX_BEAMS;
140 cl.max_dlights = MAX_DLIGHTS;
141 cl.max_lightstyle = MAX_LIGHTSTYLES;
142 cl.max_brushmodel_entities = MAX_EDICTS;
143 cl.max_particles = MAX_PARTICLES_INITIAL; // grows dynamically
150 cl.csqcrenderentities = NULL;
151 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
152 cl.entities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char));
153 cl.static_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_static_entities * sizeof(entity_t));
154 cl.effects = (cl_effect_t *)Mem_Alloc(cls.levelmempool, cl.max_effects * sizeof(cl_effect_t));
155 cl.beams = (beam_t *)Mem_Alloc(cls.levelmempool, cl.max_beams * sizeof(beam_t));
156 cl.dlights = (dlight_t *)Mem_Alloc(cls.levelmempool, cl.max_dlights * sizeof(dlight_t));
157 cl.lightstyle = (lightstyle_t *)Mem_Alloc(cls.levelmempool, cl.max_lightstyle * sizeof(lightstyle_t));
158 cl.brushmodel_entities = (int *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(int));
159 cl.particles = (particle_t *) Mem_Alloc(cls.levelmempool, cl.max_particles * sizeof(particle_t));
162 // LadyHavoc: have to set up the baseline info for alpha and other stuff
163 for (i = 0;i < cl.max_entities;i++)
165 cl.entities[i].state_baseline = defaultstate;
166 cl.entities[i].state_previous = defaultstate;
167 cl.entities[i].state_current = defaultstate;
170 if (IS_NEXUIZ_DERIVED(gamemode))
172 VectorSet(cl.playerstandmins, -16, -16, -24);
173 VectorSet(cl.playerstandmaxs, 16, 16, 45);
174 VectorSet(cl.playercrouchmins, -16, -16, -24);
175 VectorSet(cl.playercrouchmaxs, 16, 16, 25);
179 VectorSet(cl.playerstandmins, -16, -16, -24);
180 VectorSet(cl.playerstandmaxs, 16, 16, 24);
181 VectorSet(cl.playercrouchmins, -16, -16, -24);
182 VectorSet(cl.playercrouchmaxs, 16, 16, 24);
185 // disable until we get textures for it
188 ent = &cl.entities[0];
189 // entire entity array was cleared, so just fill in a few fields
190 ent->state_current.active = true;
191 ent->render.model = cl.worldmodel = NULL; // no world model yet
192 ent->render.alpha = 1;
193 ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
194 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, 0, 0, 0, 0, 0, 0, 1);
195 ent->render.allowdecals = true;
196 CL_UpdateRenderEntity(&ent->render);
198 // noclip is turned off at start
199 noclip_anglehack = false;
201 // mark all frames invalid for delta
202 memset(cl.qw_deltasequence, -1, sizeof(cl.qw_deltasequence));
204 // set bestweapon data back to Quake data
205 IN_BestWeapon_ResetData();
210 void CL_SetInfo(const char *key, const char *value, qboolean send, qboolean allowstarkey, qboolean allowmodel, qboolean quiet)
213 qboolean fail = false;
215 if (!allowstarkey && key[0] == '*')
217 if (!allowmodel && (!strcasecmp(key, "pmodel") || !strcasecmp(key, "emodel")))
219 for (i = 0;key[i];i++)
220 if (ISWHITESPACE(key[i]) || key[i] == '\"')
222 for (i = 0;value[i];i++)
223 if (value[i] == '\r' || value[i] == '\n' || value[i] == '\"')
228 Con_Printf("Can't setinfo \"%s\" \"%s\"\n", key, value);
231 InfoString_SetValue(cls.userinfo, sizeof(cls.userinfo), key, value);
232 if (cls.state == ca_connected && cls.netcon)
234 if (cls.protocol == PROTOCOL_QUAKEWORLD)
236 MSG_WriteByte(&cls.netcon->message, qw_clc_stringcmd);
237 MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "setinfo \"%s\" \"%s\"", key, value));
239 else if (!strcasecmp(key, "name"))
241 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
242 MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "name \"%s\"", value));
244 else if (!strcasecmp(key, "playermodel"))
246 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
247 MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "playermodel \"%s\"", value));
249 else if (!strcasecmp(key, "playerskin"))
251 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
252 MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "playerskin \"%s\"", value));
254 else if (!strcasecmp(key, "topcolor"))
256 // don't send anything, the combined color code will be updated manually
258 else if (!strcasecmp(key, "bottomcolor"))
260 // don't send anything, the combined color code will be updated manually
262 else if (!strcasecmp(key, "rate"))
264 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
265 MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "rate \"%s\"", value));
267 else if (!strcasecmp(key, "rate_burstsize"))
269 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
270 MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "rate_burstsize \"%s\"", value));
275 void CL_ExpandEntities(int num)
277 int i, oldmaxentities;
278 entity_t *oldentities;
279 if (num >= cl.max_entities)
282 Sys_Error("CL_ExpandEntities: cl.entities not initialized");
283 if (num >= MAX_EDICTS)
284 Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
285 oldmaxentities = cl.max_entities;
286 oldentities = cl.entities;
287 cl.max_entities = (num & ~255) + 256;
288 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
289 memcpy(cl.entities, oldentities, oldmaxentities * sizeof(entity_t));
290 Mem_Free(oldentities);
291 for (i = oldmaxentities;i < cl.max_entities;i++)
293 cl.entities[i].state_baseline = defaultstate;
294 cl.entities[i].state_previous = defaultstate;
295 cl.entities[i].state_current = defaultstate;
300 void CL_ExpandCSQCRenderEntities(int num)
303 int oldmaxcsqcrenderentities;
304 entity_render_t *oldcsqcrenderentities;
305 if (num >= cl.max_csqcrenderentities)
307 if (num >= MAX_EDICTS)
308 Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
309 oldmaxcsqcrenderentities = cl.max_csqcrenderentities;
310 oldcsqcrenderentities = cl.csqcrenderentities;
311 cl.max_csqcrenderentities = (num & ~255) + 256;
312 cl.csqcrenderentities = (entity_render_t *)Mem_Alloc(cls.levelmempool, cl.max_csqcrenderentities * sizeof(entity_render_t));
313 if (oldcsqcrenderentities)
315 memcpy(cl.csqcrenderentities, oldcsqcrenderentities, oldmaxcsqcrenderentities * sizeof(entity_render_t));
316 for (i = 0;i < r_refdef.scene.numentities;i++)
317 if(r_refdef.scene.entities[i] >= oldcsqcrenderentities && r_refdef.scene.entities[i] < (oldcsqcrenderentities + oldmaxcsqcrenderentities))
318 r_refdef.scene.entities[i] = cl.csqcrenderentities + (r_refdef.scene.entities[i] - oldcsqcrenderentities);
319 Mem_Free(oldcsqcrenderentities);
325 =====================
328 Sends a disconnect message to the server
329 This is also called on Host_Error, so it shouldn't cause any errors
330 =====================
332 void CL_Disconnect(void)
334 if (cls.state == ca_dedicated)
337 if (COM_CheckParm("-profilegameonly"))
338 Sys_AllowProfiling(false);
340 Curl_Clear_forthismap();
342 Con_DPrintf("CL_Disconnect\n");
344 Cvar_SetValueQuick(&csqc_progcrc, -1);
345 Cvar_SetValueQuick(&csqc_progsize, -1);
347 // stop sounds (especially looping!)
350 cl.parsingtextexpectingpingforscores = 0; // just in case no reply has come yet
352 // clear contents blends
353 cl.cshifts[0].percent = 0;
354 cl.cshifts[1].percent = 0;
355 cl.cshifts[2].percent = 0;
356 cl.cshifts[3].percent = 0;
358 cl.worldmodel = NULL;
360 CL_Parse_ErrorCleanUp();
362 if (cls.demoplayback)
367 unsigned char bufdata[8];
368 if (cls.demorecording)
369 CL_Stop_f(&cmd_client);
371 // send disconnect message 3 times to improve chances of server
372 // receiving it (but it still fails sometimes)
373 memset(&buf, 0, sizeof(buf));
375 buf.maxsize = sizeof(bufdata);
376 if (cls.protocol == PROTOCOL_QUAKEWORLD)
378 Con_DPrint("Sending drop command\n");
379 MSG_WriteByte(&buf, qw_clc_stringcmd);
380 MSG_WriteString(&buf, "drop");
384 Con_DPrint("Sending clc_disconnect\n");
385 MSG_WriteByte(&buf, clc_disconnect);
387 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, 0, false);
388 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, 0, false);
389 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, 0, false);
390 NetConn_Close(cls.netcon);
393 cls.state = ca_disconnected;
394 cl.islocalgame = false;
396 cls.demoplayback = cls.timedemo = false;
398 Con_Printf("Disconnected\n");
401 void CL_Disconnect_f(cmd_state_t *cmd)
405 Host_ShutdownServer ();
412 =====================
413 CL_EstablishConnection
415 Host should be either "local" or a net address
416 =====================
418 void CL_EstablishConnection(const char *host, int firstarg)
420 if (cls.state == ca_dedicated)
423 // don't connect to a server if we're benchmarking a demo
424 if (COM_CheckParm("-benchmark"))
427 // clear menu's connect error message
429 M_Update_Return_Reason("");
432 // Disconnect from the current server, or stop a running demo.
435 // make sure the client ports are open before attempting to connect
436 NetConn_UpdateSockets();
438 if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
440 cls.connect_trying = true;
441 cls.connect_remainingtries = 3;
442 cls.connect_nextsendtime = 0;
444 // only NOW, set connect_userinfo
448 *cls.connect_userinfo = 0;
449 for(i = firstarg; i+2 <= Cmd_Argc(&cmd_client); i += 2)
450 InfoString_SetValue(cls.connect_userinfo, sizeof(cls.connect_userinfo), Cmd_Argv(&cmd_client, i), Cmd_Argv(&cmd_client, i+1));
452 else if(firstarg < -1)
454 // -1: keep as is (reconnect)
456 *cls.connect_userinfo = 0;
460 M_Update_Return_Reason("Trying to connect...");
465 Con_Print("Unable to find a suitable network socket to connect to server.\n");
467 M_Update_Return_Reason("No network");
477 static void CL_PrintEntities_f(cmd_state_t *cmd)
482 for (i = 0, ent = cl.entities;i < cl.num_entities;i++, ent++)
484 const char* modelname;
486 if (!ent->state_current.active)
489 if (ent->render.model)
490 modelname = ent->render.model->name;
492 modelname = "--no model--";
493 Con_Printf("%3i: %-25s:%4i (%5i %5i %5i) [%3i %3i %3i] %4.2f %5.3f\n", i, modelname, ent->render.framegroupblend[0].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);
501 List information on all models in the client modelindex
504 static void CL_ModelIndexList_f(cmd_state_t *cmd)
510 Con_Printf("%3s: %-30s %-8s %-8s\n", "ID", "Name", "Type", "Triangles");
512 for (i = -MAX_MODELS;i < MAX_MODELS;i++)
514 model = CL_GetModelByIndex(i);
517 if(model->loaded || i == 1)
518 Con_Printf("%3i: %-30s %-8s %-10i\n", i, model->name, model->modeldatatypestring, model->surfmesh.num_triangles);
520 Con_Printf("%3i: %-30s %-30s\n", i, model->name, "--no local model found--");
529 List all sounds in the client soundindex
532 static void CL_SoundIndexList_f(cmd_state_t *cmd)
536 while(cl.sound_precache[i] && i != MAX_SOUNDS)
538 Con_Printf("%i : %s\n", i, cl.sound_precache[i]->name);
545 CL_UpdateRenderEntity
547 Updates inversematrix, animation interpolation factors, scale, and mins/maxs
550 void CL_UpdateRenderEntity(entity_render_t *ent)
554 dp_model_t *model = ent->model;
555 // update the inverse matrix for the renderer
556 Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
557 // update the animation blend state
558 VM_FrameBlendFromFrameGroupBlend(ent->frameblend, ent->framegroupblend, ent->model, cl.time);
559 // we need the matrix origin to center the box
560 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
561 // update entity->render.scale because the renderer needs it
562 ent->scale = scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
565 // NOTE: this directly extracts vector components from the matrix, which relies on the matrix orientation!
566 #ifdef MATRIX4x4_OPENGLORIENTATION
567 if (ent->matrix.m[0][2] != 0 || ent->matrix.m[1][2] != 0)
569 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
573 VectorMA(org, scale, model->rotatedmins, ent->mins);
574 VectorMA(org, scale, model->rotatedmaxs, ent->maxs);
576 #ifdef MATRIX4x4_OPENGLORIENTATION
577 else if (ent->matrix.m[1][0] != 0 || ent->matrix.m[0][1] != 0)
579 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
583 VectorMA(org, scale, model->yawmins, ent->mins);
584 VectorMA(org, scale, model->yawmaxs, ent->maxs);
588 VectorMA(org, scale, model->normalmins, ent->mins);
589 VectorMA(org, scale, model->normalmaxs, ent->maxs);
594 ent->mins[0] = org[0] - 16;
595 ent->mins[1] = org[1] - 16;
596 ent->mins[2] = org[2] - 16;
597 ent->maxs[0] = org[0] + 16;
598 ent->maxs[1] = org[1] + 16;
599 ent->maxs[2] = org[2] + 16;
607 Determines the fraction between the last two messages that the objects
611 static float CL_LerpPoint(void)
615 if (cl_nettimesyncboundmode.integer == 1)
616 cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
618 // LadyHavoc: lerp in listen games as the server is being capped below the client (usually)
619 if (cl.mtime[0] <= cl.mtime[1])
621 cl.time = cl.mtime[0];
625 f = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]);
626 return bound(0, f, 1 + cl_lerpexcess.value);
629 void CL_ClearTempEntities (void)
631 r_refdef.scene.numtempentities = 0;
632 // grow tempentities buffer on request
633 if (r_refdef.scene.expandtempentities)
635 Con_Printf("CL_NewTempEntity: grow maxtempentities from %i to %i\n", r_refdef.scene.maxtempentities, r_refdef.scene.maxtempentities * 2);
636 r_refdef.scene.maxtempentities *= 2;
637 r_refdef.scene.tempentities = (entity_render_t *)Mem_Realloc(cls.permanentmempool, r_refdef.scene.tempentities, sizeof(entity_render_t) * r_refdef.scene.maxtempentities);
638 r_refdef.scene.expandtempentities = false;
642 entity_render_t *CL_NewTempEntity(double shadertime)
644 entity_render_t *render;
646 if (r_refdef.scene.numentities >= r_refdef.scene.maxentities)
648 if (r_refdef.scene.numtempentities >= r_refdef.scene.maxtempentities)
650 r_refdef.scene.expandtempentities = true; // will be reallocated next frame since current frame may have pointers set already
653 render = &r_refdef.scene.tempentities[r_refdef.scene.numtempentities++];
654 memset (render, 0, sizeof(*render));
655 r_refdef.scene.entities[r_refdef.scene.numentities++] = render;
657 render->shadertime = shadertime;
659 VectorSet(render->colormod, 1, 1, 1);
660 VectorSet(render->glowmod, 1, 1, 1);
664 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
668 if (!modelindex) // sanity check
672 Con_Printf("CL_Effect: framerate %f is < 1\n", framerate);
677 Con_Printf("CL_Effect: framecount %i is < 1\n", framecount);
680 for (i = 0, e = cl.effects;i < cl.max_effects;i++, e++)
685 VectorCopy(org, e->origin);
686 e->modelindex = modelindex;
687 e->starttime = cl.time;
688 e->startframe = startframe;
689 e->endframe = startframe + framecount;
690 e->framerate = framerate;
693 e->frame1time = cl.time;
694 e->frame2time = cl.time;
695 cl.num_effects = max(cl.num_effects, i + 1);
700 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)
705 // then look for anything else
707 for (i = 0;i < cl.max_dlights;i++, dl++)
711 // unable to find one
712 if (i == cl.max_dlights)
715 //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
716 memset (dl, 0, sizeof(*dl));
717 cl.num_dlights = max(cl.num_dlights, i + 1);
718 Matrix4x4_Normalize(&dl->matrix, matrix);
720 Matrix4x4_OriginFromMatrix(&dl->matrix, dl->origin);
721 CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
722 Matrix4x4_SetOrigin(&dl->matrix, dl->origin[0], dl->origin[1], dl->origin[2]);
725 dl->color[1] = green;
727 dl->initialradius = radius;
728 dl->initialcolor[0] = red;
729 dl->initialcolor[1] = green;
730 dl->initialcolor[2] = blue;
731 dl->decay = decay / radius; // changed decay to be a percentage decrease
732 dl->intensity = 1; // this is what gets decayed
734 dl->die = cl.time + lifetime;
738 dpsnprintf(dl->cubemapname, sizeof(dl->cubemapname), "cubemaps/%i", cubemapnum);
740 dl->cubemapname[0] = 0;
742 dl->shadow = shadowenable;
745 dl->coronasizescale = coronasizescale;
746 dl->ambientscale = ambientscale;
747 dl->diffusescale = diffusescale;
748 dl->specularscale = specularscale;
751 static void CL_DecayLightFlashes(void)
757 time = bound(0, cl.time - cl.oldtime, 0.1);
758 oldmax = cl.num_dlights;
760 for (i = 0, dl = cl.dlights;i < oldmax;i++, dl++)
764 dl->intensity -= time * dl->decay;
765 if (cl.time < dl->die && dl->intensity > 0)
767 if (cl_dlights_decayradius.integer)
768 dl->radius = dl->initialradius * dl->intensity;
770 dl->radius = dl->initialradius;
771 if (cl_dlights_decaybrightness.integer)
772 VectorScale(dl->initialcolor, dl->intensity, dl->color);
774 VectorCopy(dl->initialcolor, dl->color);
775 cl.num_dlights = i + 1;
783 // called before entity relinking
784 void CL_RelinkLightFlashes(void)
789 matrix4x4_t tempmatrix;
791 if (r_dynamic.integer)
793 for (i = 0, dl = cl.dlights;i < cl.num_dlights && r_refdef.scene.numlights < MAX_DLIGHTS;i++, dl++)
797 tempmatrix = dl->matrix;
798 Matrix4x4_Scale(&tempmatrix, dl->radius, 1);
799 // we need the corona fading to be persistent
800 R_RTLight_Update(&dl->rtlight, false, &tempmatrix, dl->color, dl->style, dl->cubemapname, dl->shadow, dl->corona, dl->coronasizescale, dl->ambientscale, dl->diffusescale, dl->specularscale, dl->flags);
801 r_refdef.scene.lights[r_refdef.scene.numlights++] = &dl->rtlight;
808 for (j = 0;j < cl.max_lightstyle;j++)
810 r_refdef.scene.rtlightstylevalue[j] = 1;
811 r_refdef.scene.lightstylevalue[j] = 256;
817 // 'm' is normal light, 'a' is no light, 'z' is double bright
821 for (j = 0;j < cl.max_lightstyle;j++)
823 if (!cl.lightstyle[j].length)
825 r_refdef.scene.rtlightstylevalue[j] = 1;
826 r_refdef.scene.lightstylevalue[j] = 256;
829 // static lightstyle "=value"
830 if (cl.lightstyle[j].map[0] == '=')
832 r_refdef.scene.rtlightstylevalue[j] = atof(cl.lightstyle[j].map + 1);
833 if ( r_lerplightstyles.integer || ((int)f - f) < 0.01)
834 r_refdef.scene.lightstylevalue[j] = r_refdef.scene.rtlightstylevalue[j];
837 k = i % cl.lightstyle[j].length;
838 l = (i-1) % cl.lightstyle[j].length;
839 k = cl.lightstyle[j].map[k] - 'a';
840 l = cl.lightstyle[j].map[l] - 'a';
841 // rtlightstylevalue is always interpolated because it has no bad
842 // consequences for performance
843 // lightstylevalue is subject to a cvar for performance reasons;
844 // skipping lightmap updates on most rendered frames substantially
845 // improves framerates (but makes light fades look bad)
846 r_refdef.scene.rtlightstylevalue[j] = ((k*frac)+(l*(1-frac)))*(22/256.0f);
847 r_refdef.scene.lightstylevalue[j] = r_lerplightstyles.integer ? (unsigned short)(((k*frac)+(l*(1-frac)))*22) : k*22;
851 static void CL_AddQWCTFFlagModel(entity_t *player, int skin)
853 int frame = player->render.framegroupblend[0].frame;
855 entity_render_t *flagrender;
856 matrix4x4_t flagmatrix;
858 // this code taken from QuakeWorld
860 if (frame >= 29 && frame <= 40)
862 if (frame >= 29 && frame <= 34)
864 if (frame == 29) f = f + 2;
865 else if (frame == 30) f = f + 8;
866 else if (frame == 31) f = f + 12;
867 else if (frame == 32) f = f + 11;
868 else if (frame == 33) f = f + 10;
869 else if (frame == 34) f = f + 4;
871 else if (frame >= 35 && frame <= 40)
873 if (frame == 35) f = f + 2;
874 else if (frame == 36) f = f + 10;
875 else if (frame == 37) f = f + 10;
876 else if (frame == 38) f = f + 8;
877 else if (frame == 39) f = f + 4;
878 else if (frame == 40) f = f + 2;
881 else if (frame >= 103 && frame <= 118)
883 if (frame >= 103 && frame <= 104) f = f + 6; //nailattack
884 else if (frame >= 105 && frame <= 106) f = f + 6; //light
885 else if (frame >= 107 && frame <= 112) f = f + 7; //rocketattack
886 else if (frame >= 112 && frame <= 118) f = f + 7; //shotattack
888 // end of code taken from QuakeWorld
890 flagrender = CL_NewTempEntity(player->render.shadertime);
894 flagrender->model = CL_GetModelByIndex(cl.qw_modelindex_flag);
895 flagrender->skinnum = skin;
896 flagrender->alpha = 1;
897 VectorSet(flagrender->colormod, 1, 1, 1);
898 VectorSet(flagrender->glowmod, 1, 1, 1);
899 // attach the flag to the player matrix
900 Matrix4x4_CreateFromQuakeEntity(&flagmatrix, -f, -22, 0, 0, 0, -45, 1);
901 Matrix4x4_Concat(&flagrender->matrix, &player->render.matrix, &flagmatrix);
902 CL_UpdateRenderEntity(flagrender);
905 matrix4x4_t viewmodelmatrix_withbob;
906 matrix4x4_t viewmodelmatrix_nobob;
908 static const vec3_t muzzleflashorigin = {18, 0, 0};
910 void CL_SetEntityColormapColors(entity_render_t *ent, int colormap)
912 const unsigned char *cbcolor;
915 cbcolor = palette_rgb_pantscolormap[colormap & 0xF];
916 VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_pantscolor);
917 cbcolor = palette_rgb_shirtcolormap[(colormap & 0xF0) >> 4];
918 VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_shirtcolor);
922 VectorClear(ent->colormap_pantscolor);
923 VectorClear(ent->colormap_shirtcolor);
927 // note this is a recursive function, recursionlimit should be 32 or so on the initial call
928 static void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolate)
930 const matrix4x4_t *matrix;
931 matrix4x4_t blendmatrix, tempmatrix, matrix2;
933 vec_t origin[3], angles[3], lerp;
936 //entity_persistent_t *p = &e->persistent;
937 //entity_render_t *r = &e->render;
938 // skip inactive entities and world
939 if (!e->state_current.active || e == cl.entities)
941 if (recursionlimit < 1)
943 e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
944 e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
945 e->render.flags = e->state_current.flags;
946 e->render.effects = e->state_current.effects;
947 VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
948 VectorScale(e->state_current.glowmod, (1.0f / 32.0f), e->render.glowmod);
949 if(e >= cl.entities && e < cl.entities + cl.num_entities)
950 e->render.entitynumber = e - cl.entities;
952 e->render.entitynumber = 0;
953 if (e->state_current.flags & RENDER_COLORMAPPED)
954 CL_SetEntityColormapColors(&e->render, e->state_current.colormap);
955 else if (e->state_current.colormap > 0 && e->state_current.colormap <= cl.maxclients && cl.scores != NULL)
956 CL_SetEntityColormapColors(&e->render, cl.scores[e->state_current.colormap-1].colors);
958 CL_SetEntityColormapColors(&e->render, -1);
959 e->render.skinnum = e->state_current.skin;
960 if (e->state_current.tagentity)
962 // attached entity (gun held in player model's hand, etc)
963 // if the tag entity is currently impossible, skip it
964 if (e->state_current.tagentity >= cl.num_entities)
966 t = cl.entities + e->state_current.tagentity;
967 // if the tag entity is inactive, skip it
968 if (t->state_current.active)
970 // update the parent first
971 CL_UpdateNetworkEntity(t, recursionlimit - 1, interpolate);
976 // it may still be a CSQC entity... trying to use its
977 // info from last render frame (better than nothing)
978 if(!cl.csqc_server2csqcentitynumber[e->state_current.tagentity])
980 r = cl.csqcrenderentities + cl.csqc_server2csqcentitynumber[e->state_current.tagentity];
982 return; // neither CSQC nor legacy entity... can't attach
984 // make relative to the entity
986 // some properties of the tag entity carry over
987 e->render.flags |= r->flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
988 // if a valid tagindex is used, make it relative to that tag instead
989 if (e->state_current.tagentity && e->state_current.tagindex >= 1 && r->model)
991 if(!Mod_Alias_GetTagMatrix(r->model, r->frameblend, r->skeleton, e->state_current.tagindex - 1, &blendmatrix)) // i.e. no error
993 // concat the tag matrices onto the entity matrix
994 Matrix4x4_Concat(&tempmatrix, &r->matrix, &blendmatrix);
995 // use the constructed tag matrix
996 matrix = &tempmatrix;
1000 else if (e->render.flags & RENDER_VIEWMODEL)
1002 // view-relative entity (guns and such)
1003 if (e->render.effects & EF_NOGUNBOB)
1004 matrix = &viewmodelmatrix_nobob; // really attached to view
1006 matrix = &viewmodelmatrix_withbob; // attached to gun bob matrix
1010 // world-relative entity (the normal kind)
1011 matrix = &identitymatrix;
1015 // if it's the predicted player entity, update according to client movement
1016 // but don't lerp if going through a teleporter as it causes a bad lerp
1017 // also don't use the predicted location if fixangle was set on both of
1018 // the most recent server messages, as that cause means you are spectating
1019 // someone or watching a cutscene of some sort
1020 if (cl_nolerp.integer || cls.timedemo)
1021 interpolate = false;
1022 if (e == cl.entities + cl.playerentity && cl.movement_predicted && (!cl.fixangle[1] || !cl.fixangle[0]))
1024 VectorCopy(cl.movement_origin, origin);
1025 VectorSet(angles, 0, cl.viewangles[1], 0);
1027 else if (interpolate && e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1 + cl_lerpexcess.value)
1029 // interpolate the origin and angles
1030 lerp = max(0, lerp);
1031 VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
1033 // this fails at the singularity of euler angles
1034 VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
1035 if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
1036 if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
1037 if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
1038 VectorMA(e->persistent.oldangles, lerp, delta, angles);
1041 vec3_t f0, u0, f1, u1;
1042 AngleVectors(e->persistent.oldangles, f0, NULL, u0);
1043 AngleVectors(e->persistent.newangles, f1, NULL, u1);
1044 VectorMAM(1-lerp, f0, lerp, f1, f0);
1045 VectorMAM(1-lerp, u0, lerp, u1, u0);
1046 AnglesFromVectors(angles, f0, u0, false);
1053 VectorCopy(e->persistent.neworigin, origin);
1054 VectorCopy(e->persistent.newangles, angles);
1057 // model setup and some modelflags
1058 frame = e->state_current.frame;
1059 e->render.model = CL_GetModelByIndex(e->state_current.modelindex);
1060 if (e->render.model)
1062 if (e->render.skinnum >= e->render.model->numskins)
1063 e->render.skinnum = 0;
1064 if (frame >= e->render.model->numframes)
1066 // models can set flags such as EF_ROCKET
1067 // this 0xFF800000 mask is EF_NOMODELFLAGS plus all the higher EF_ flags such as EF_ROCKET
1068 if (!(e->render.effects & 0xFF800000))
1069 e->render.effects |= e->render.model->effects;
1070 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
1071 if (e->render.model->type == mod_alias)
1072 angles[0] = -angles[0];
1073 if ((e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
1075 VectorScale(e->render.colormod, 2, e->render.colormod);
1076 VectorScale(e->render.glowmod, 2, e->render.glowmod);
1079 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
1080 else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
1081 angles[0] = -angles[0];
1082 // NOTE: this must be synced to SV_GetPitchSign!
1084 if ((e->render.effects & EF_ROTATE) && !(e->render.flags & RENDER_VIEWMODEL))
1086 angles[1] = ANGLEMOD(100*cl.time);
1087 if (cl_itembobheight.value)
1088 origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
1092 e->render.skeleton = NULL;
1093 if (e->render.flags & RENDER_COMPLEXANIMATION)
1095 e->render.framegroupblend[0] = e->state_current.framegroupblend[0];
1096 e->render.framegroupblend[1] = e->state_current.framegroupblend[1];
1097 e->render.framegroupblend[2] = e->state_current.framegroupblend[2];
1098 e->render.framegroupblend[3] = e->state_current.framegroupblend[3];
1099 if (e->state_current.skeletonobject.model && e->state_current.skeletonobject.relativetransforms)
1100 e->render.skeleton = &e->state_current.skeletonobject;
1102 else if (e->render.framegroupblend[0].frame == frame)
1104 // update frame lerp fraction
1105 e->render.framegroupblend[0].lerp = 1;
1106 e->render.framegroupblend[1].lerp = 0;
1107 if (e->render.framegroupblend[0].start > e->render.framegroupblend[1].start)
1109 // make sure frame lerp won't last longer than 100ms
1110 // (this mainly helps with models that use framegroups and
1111 // switch between them infrequently)
1112 float maxdelta = cl_lerpanim_maxdelta_server.value;
1114 if(e->render.model->animscenes)
1115 if(e->render.model->animscenes[e->render.framegroupblend[0].frame].framecount > 1 || e->render.model->animscenes[e->render.framegroupblend[1].frame].framecount > 1)
1116 maxdelta = cl_lerpanim_maxdelta_framegroups.value;
1117 maxdelta = max(maxdelta, cl.mtime[0] - cl.mtime[1]);
1118 e->render.framegroupblend[0].lerp = (cl.time - e->render.framegroupblend[0].start) / min(e->render.framegroupblend[0].start - e->render.framegroupblend[1].start, maxdelta);
1119 e->render.framegroupblend[0].lerp = bound(0, e->render.framegroupblend[0].lerp, 1);
1120 e->render.framegroupblend[1].lerp = 1 - e->render.framegroupblend[0].lerp;
1125 // begin a new frame lerp
1126 e->render.framegroupblend[1] = e->render.framegroupblend[0];
1127 e->render.framegroupblend[1].lerp = 1;
1128 e->render.framegroupblend[0].frame = frame;
1129 e->render.framegroupblend[0].start = cl.time;
1130 e->render.framegroupblend[0].lerp = 0;
1133 // set up the render matrix
1136 // attached entity, this requires a matrix multiply (concat)
1137 // FIXME: e->render.scale should go away
1138 Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1139 // concat the matrices to make the entity relative to its tag
1140 Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
1141 // get the origin from the new matrix
1142 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1146 // unattached entities are faster to process
1147 Matrix4x4_CreateFromQuakeEntity(&e->render.matrix, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1150 // tenebrae's sprites are all additive mode (weird)
1151 if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
1152 e->render.flags |= RENDER_ADDITIVE;
1153 // player model is only shown with chase_active on
1154 if (e->state_current.number == cl.viewentity)
1155 e->render.flags |= RENDER_EXTERIORMODEL;
1156 // either fullbright or lit
1157 if(!r_fullbright.integer)
1159 if (!(e->render.effects & EF_FULLBRIGHT))
1160 e->render.flags |= RENDER_LIGHT;
1162 // hide player shadow during intermission or nehahra movie
1163 if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST))
1164 && (e->render.alpha >= 1)
1165 && !(e->render.flags & RENDER_VIEWMODEL)
1166 && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
1167 e->render.flags |= RENDER_SHADOW;
1168 if (e->render.flags & RENDER_VIEWMODEL)
1169 e->render.flags |= RENDER_NOSELFSHADOW;
1170 if (e->render.effects & EF_NOSELFSHADOW)
1171 e->render.flags |= RENDER_NOSELFSHADOW;
1172 if (e->render.effects & EF_NODEPTHTEST)
1173 e->render.flags |= RENDER_NODEPTHTEST;
1174 if (e->render.effects & EF_ADDITIVE)
1175 e->render.flags |= RENDER_ADDITIVE;
1176 if (e->render.effects & EF_DOUBLESIDED)
1177 e->render.flags |= RENDER_DOUBLESIDED;
1178 if (e->render.effects & EF_DYNAMICMODELLIGHT)
1179 e->render.flags |= RENDER_DYNAMICMODELLIGHT;
1181 // make the other useful stuff
1182 e->render.allowdecals = true;
1183 CL_UpdateRenderEntity(&e->render);
1186 // creates light and trails from an entity
1187 static void CL_UpdateNetworkEntityTrail(entity_t *e)
1189 effectnameindex_t trailtype;
1192 // bmodels are treated specially since their origin is usually '0 0 0' and
1193 // their actual geometry is far from '0 0 0'
1194 if (e->render.model && e->render.model->soundfromcenter)
1197 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1198 Matrix4x4_Transform(&e->render.matrix, o, origin);
1201 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1203 // handle particle trails and such effects now that we know where this
1204 // entity is in the world...
1205 trailtype = EFFECT_NONE;
1206 // LadyHavoc: if the entity has no effects, don't check each
1207 if (e->render.effects & (EF_BRIGHTFIELD | EF_FLAME | EF_STARDUST))
1209 if (e->render.effects & EF_BRIGHTFIELD)
1211 if (IS_NEXUIZ_DERIVED(gamemode))
1212 trailtype = EFFECT_TR_NEXUIZPLASMA;
1214 CL_EntityParticles(e);
1216 if (e->render.effects & EF_FLAME)
1217 CL_ParticleTrail(EFFECT_EF_FLAME, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true, NULL, NULL, 1);
1218 if (e->render.effects & EF_STARDUST)
1219 CL_ParticleTrail(EFFECT_EF_STARDUST, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true, NULL, NULL, 1);
1221 if (e->render.internaleffects & (INTEF_FLAG1QW | INTEF_FLAG2QW))
1223 // these are only set on player entities
1224 CL_AddQWCTFFlagModel(e, (e->render.internaleffects & INTEF_FLAG2QW) != 0);
1226 // muzzleflash fades over time
1227 if (e->persistent.muzzleflash > 0)
1228 e->persistent.muzzleflash -= bound(0, cl.time - cl.oldtime, 0.1) * 20;
1229 // LadyHavoc: if the entity has no effects, don't check each
1230 if (e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1232 if (e->render.effects & EF_GIB)
1233 trailtype = EFFECT_TR_BLOOD;
1234 else if (e->render.effects & EF_ZOMGIB)
1235 trailtype = EFFECT_TR_SLIGHTBLOOD;
1236 else if (e->render.effects & EF_TRACER)
1237 trailtype = EFFECT_TR_WIZSPIKE;
1238 else if (e->render.effects & EF_TRACER2)
1239 trailtype = EFFECT_TR_KNIGHTSPIKE;
1240 else if (e->render.effects & EF_ROCKET)
1241 trailtype = EFFECT_TR_ROCKET;
1242 else if (e->render.effects & EF_GRENADE)
1244 // LadyHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1245 trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1247 else if (e->render.effects & EF_TRACER3)
1248 trailtype = EFFECT_TR_VORESPIKE;
1251 if (e->render.flags & RENDER_GLOWTRAIL)
1252 trailtype = EFFECT_TR_GLOWTRAIL;
1253 if (e->state_current.traileffectnum)
1254 trailtype = (effectnameindex_t)e->state_current.traileffectnum;
1255 // check if a trail is allowed (it is not after a teleport for example)
1256 if (trailtype && e->persistent.trail_allowed)
1260 VectorSubtract(e->state_current.origin, e->state_previous.origin, vel);
1261 len = e->state_current.time - e->state_previous.time;
1264 VectorScale(vel, len, vel);
1265 // pass time as count so that trails that are time based (such as an emitter) will emit properly as long as they don't use trailspacing
1266 CL_ParticleTrail(trailtype, bound(0, cl.time - cl.oldtime, 0.1), e->persistent.trail_origin, origin, vel, vel, e, e->state_current.glowcolor, false, true, NULL, NULL, 1);
1268 // now that the entity has survived one trail update it is allowed to
1269 // leave a real trail on later frames
1270 e->persistent.trail_allowed = true;
1271 VectorCopy(origin, e->persistent.trail_origin);
1277 CL_UpdateViewEntities
1280 void CL_UpdateViewEntities(void)
1283 // update any RENDER_VIEWMODEL entities to use the new view matrix
1284 for (i = 1;i < cl.num_entities;i++)
1286 if (cl.entities_active[i])
1288 entity_t *ent = cl.entities + i;
1289 if ((ent->render.flags & RENDER_VIEWMODEL) || ent->state_current.tagentity)
1290 CL_UpdateNetworkEntity(ent, 32, true);
1293 // and of course the engine viewmodel needs updating as well
1294 CL_UpdateNetworkEntity(&cl.viewent, 32, true);
1299 CL_UpdateNetworkCollisionEntities
1302 static void CL_UpdateNetworkCollisionEntities(void)
1307 // start on the entity after the world
1308 cl.num_brushmodel_entities = 0;
1309 for (i = cl.maxclients + 1;i < cl.num_entities;i++)
1311 if (cl.entities_active[i])
1313 ent = cl.entities + i;
1314 if (ent->state_current.active && ent->render.model && ent->render.model->name[0] == '*' && ent->render.model->TraceBox)
1316 // do not interpolate the bmodels for this
1317 CL_UpdateNetworkEntity(ent, 32, false);
1318 cl.brushmodel_entities[cl.num_brushmodel_entities++] = i;
1326 CL_UpdateNetworkEntities
1329 static void CL_UpdateNetworkEntities(void)
1334 // start on the entity after the world
1335 for (i = 1;i < cl.num_entities;i++)
1337 if (cl.entities_active[i])
1339 ent = cl.entities + i;
1340 if (ent->state_current.active)
1342 CL_UpdateNetworkEntity(ent, 32, true);
1343 // view models should never create light/trails
1344 if (!(ent->render.flags & RENDER_VIEWMODEL))
1345 CL_UpdateNetworkEntityTrail(ent);
1349 R_DecalSystem_Reset(&ent->render.decalsystem);
1350 cl.entities_active[i] = false;
1356 static void CL_UpdateViewModel(void)
1360 ent->state_previous = ent->state_current;
1361 ent->state_current = defaultstate;
1362 ent->state_current.time = cl.time;
1363 ent->state_current.number = (unsigned short)-1;
1364 ent->state_current.active = true;
1365 ent->state_current.modelindex = cl.stats[STAT_WEAPON];
1366 ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
1367 ent->state_current.flags = RENDER_VIEWMODEL;
1368 if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
1369 ent->state_current.modelindex = 0;
1370 else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
1372 if (gamemode == GAME_TRANSFUSION)
1373 ent->state_current.alpha = 128;
1375 ent->state_current.modelindex = 0;
1377 ent->state_current.alpha = cl.entities[cl.viewentity].state_current.alpha;
1378 ent->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB));
1380 // reset animation interpolation on weaponmodel if model changed
1381 if (ent->state_previous.modelindex != ent->state_current.modelindex)
1383 ent->render.framegroupblend[0].frame = ent->render.framegroupblend[1].frame = ent->state_current.frame;
1384 ent->render.framegroupblend[0].start = ent->render.framegroupblend[1].start = cl.time;
1385 ent->render.framegroupblend[0].lerp = 1;ent->render.framegroupblend[1].lerp = 0;
1387 CL_UpdateNetworkEntity(ent, 32, true);
1390 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
1391 static void CL_LinkNetworkEntity(entity_t *e)
1393 effectnameindex_t trailtype;
1399 // skip inactive entities and world
1400 if (!e->state_current.active || e == cl.entities)
1402 if (e->state_current.tagentity)
1404 // if the tag entity is currently impossible, skip it
1405 if (e->state_current.tagentity >= cl.num_entities)
1407 // if the tag entity is inactive, skip it
1408 if (!cl.entities[e->state_current.tagentity].state_current.active)
1410 if(!cl.csqc_server2csqcentitynumber[e->state_current.tagentity])
1412 if(!cl.csqcrenderentities[cl.csqc_server2csqcentitynumber[e->state_current.tagentity]].entitynumber)
1414 // if we get here, it's properly csqc networked and attached
1418 // create entity dlights associated with this entity
1419 if (e->render.model && e->render.model->soundfromcenter)
1421 // bmodels are treated specially since their origin is usually '0 0 0'
1423 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1424 Matrix4x4_Transform(&e->render.matrix, o, origin);
1427 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1428 trailtype = EFFECT_NONE;
1433 // LadyHavoc: if the entity has no effects, don't check each
1434 if (e->render.effects & (EF_BRIGHTFIELD | EF_DIMLIGHT | EF_BRIGHTLIGHT | EF_RED | EF_BLUE | EF_FLAME | EF_STARDUST))
1436 if (e->render.effects & EF_BRIGHTFIELD)
1438 if (IS_NEXUIZ_DERIVED(gamemode))
1439 trailtype = EFFECT_TR_NEXUIZPLASMA;
1441 if (e->render.effects & EF_DIMLIGHT)
1443 dlightradius = max(dlightradius, 200);
1444 dlightcolor[0] += 1.50f;
1445 dlightcolor[1] += 1.50f;
1446 dlightcolor[2] += 1.50f;
1448 if (e->render.effects & EF_BRIGHTLIGHT)
1450 dlightradius = max(dlightradius, 400);
1451 dlightcolor[0] += 3.00f;
1452 dlightcolor[1] += 3.00f;
1453 dlightcolor[2] += 3.00f;
1455 // LadyHavoc: more effects
1456 if (e->render.effects & EF_RED) // red
1458 dlightradius = max(dlightradius, 200);
1459 dlightcolor[0] += 1.50f;
1460 dlightcolor[1] += 0.15f;
1461 dlightcolor[2] += 0.15f;
1463 if (e->render.effects & EF_BLUE) // blue
1465 dlightradius = max(dlightradius, 200);
1466 dlightcolor[0] += 0.15f;
1467 dlightcolor[1] += 0.15f;
1468 dlightcolor[2] += 1.50f;
1470 if (e->render.effects & EF_FLAME)
1471 CL_ParticleTrail(EFFECT_EF_FLAME, 1, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false, NULL, NULL, 1);
1472 if (e->render.effects & EF_STARDUST)
1473 CL_ParticleTrail(EFFECT_EF_STARDUST, 1, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false, NULL, NULL, 1);
1475 // muzzleflash fades over time, and is offset a bit
1476 if (e->persistent.muzzleflash > 0 && r_refdef.scene.numlights < MAX_DLIGHTS)
1481 matrix4x4_t tempmatrix;
1482 Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
1483 trace = CL_TraceLine(origin, v2, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, 0, collision_extendmovelength.value, true, false, NULL, false, false);
1484 Matrix4x4_Normalize(&tempmatrix, &e->render.matrix);
1485 Matrix4x4_SetOrigin(&tempmatrix, trace.endpos[0], trace.endpos[1], trace.endpos[2]);
1486 Matrix4x4_Scale(&tempmatrix, 150, 1);
1487 VectorSet(color, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f);
1488 R_RTLight_Update(&r_refdef.scene.templights[r_refdef.scene.numlights], false, &tempmatrix, color, -1, NULL, true, 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1489 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1491 // LadyHavoc: if the model has no flags, don't check each
1492 if (e->render.model && e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1494 if (e->render.effects & EF_GIB)
1495 trailtype = EFFECT_TR_BLOOD;
1496 else if (e->render.effects & EF_ZOMGIB)
1497 trailtype = EFFECT_TR_SLIGHTBLOOD;
1498 else if (e->render.effects & EF_TRACER)
1499 trailtype = EFFECT_TR_WIZSPIKE;
1500 else if (e->render.effects & EF_TRACER2)
1501 trailtype = EFFECT_TR_KNIGHTSPIKE;
1502 else if (e->render.effects & EF_ROCKET)
1503 trailtype = EFFECT_TR_ROCKET;
1504 else if (e->render.effects & EF_GRENADE)
1506 // LadyHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1507 trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1509 else if (e->render.effects & EF_TRACER3)
1510 trailtype = EFFECT_TR_VORESPIKE;
1512 // LadyHavoc: customizable glow
1513 if (e->state_current.glowsize)
1515 // * 4 for the expansion from 0-255 to 0-1023 range,
1516 // / 255 to scale down byte colors
1517 dlightradius = max(dlightradius, e->state_current.glowsize * 4);
1518 VectorMA(dlightcolor, (1.0f / 255.0f), palette_rgb[e->state_current.glowcolor], dlightcolor);
1521 if ((e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) && r_refdef.scene.numlights < MAX_DLIGHTS)
1523 matrix4x4_t dlightmatrix;
1525 VectorScale(e->state_current.light, (1.0f / 256.0f), light);
1526 light[3] = e->state_current.light[3];
1527 if (light[0] == 0 && light[1] == 0 && light[2] == 0)
1528 VectorSet(light, 1, 1, 1);
1531 // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
1532 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1533 Matrix4x4_Scale(&dlightmatrix, light[3], 1);
1534 R_RTLight_Update(&r_refdef.scene.templights[r_refdef.scene.numlights], false, &dlightmatrix, light, e->state_current.lightstyle, e->state_current.skin > 0 ? va(vabuf, sizeof(vabuf), "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);
1535 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1537 // make the glow dlight
1538 else if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL) && r_refdef.scene.numlights < MAX_DLIGHTS)
1540 matrix4x4_t dlightmatrix;
1541 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1542 // hack to make glowing player light shine on their gun
1543 //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
1544 // Matrix4x4_AdjustOrigin(&dlightmatrix, 0, 0, 30);
1545 Matrix4x4_Scale(&dlightmatrix, dlightradius, 1);
1546 R_RTLight_Update(&r_refdef.scene.templights[r_refdef.scene.numlights], false, &dlightmatrix, dlightcolor, -1, NULL, true, 1, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1547 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1550 if (e->render.flags & RENDER_GLOWTRAIL)
1551 trailtype = EFFECT_TR_GLOWTRAIL;
1552 if (e->state_current.traileffectnum)
1553 trailtype = (effectnameindex_t)e->state_current.traileffectnum;
1555 CL_ParticleTrail(trailtype, 1, origin, origin, vec3_origin, vec3_origin, NULL, e->state_current.glowcolor, true, false, NULL, NULL, 1);
1557 // don't show entities with no modelindex (note: this still shows
1558 // entities which have a modelindex that resolved to a NULL model)
1559 if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.scene.numentities < r_refdef.scene.maxentities)
1560 r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
1561 //if (cl.viewentity && e->state_current.number == cl.viewentity)
1562 // Matrix4x4_Print(&e->render.matrix);
1565 static void CL_RelinkWorld(void)
1567 entity_t *ent = &cl.entities[0];
1568 // FIXME: this should be done at load
1569 ent->render.matrix = identitymatrix;
1570 ent->render.flags = RENDER_SHADOW;
1571 if (!r_fullbright.integer)
1572 ent->render.flags |= RENDER_LIGHT;
1573 VectorSet(ent->render.colormod, 1, 1, 1);
1574 VectorSet(ent->render.glowmod, 1, 1, 1);
1575 ent->render.allowdecals = true;
1576 CL_UpdateRenderEntity(&ent->render);
1577 r_refdef.scene.worldentity = &ent->render;
1578 r_refdef.scene.worldmodel = cl.worldmodel;
1580 // if the world is q2bsp, animate the textures
1581 if (ent->render.model && ent->render.model->brush.isq2bsp)
1582 ent->render.framegroupblend[0].frame = (int)(cl.time * 2.0f);
1585 static void CL_RelinkStaticEntities(void)
1589 for (i = 0, e = cl.static_entities;i < cl.num_static_entities && r_refdef.scene.numentities < r_refdef.scene.maxentities;i++, e++)
1591 e->render.flags = 0;
1592 // if the model was not loaded when the static entity was created we
1593 // need to re-fetch the model pointer
1594 e->render.model = CL_GetModelByIndex(e->state_baseline.modelindex);
1595 // either fullbright or lit
1596 if(!r_fullbright.integer)
1598 if (!(e->render.effects & EF_FULLBRIGHT))
1599 e->render.flags |= RENDER_LIGHT;
1601 // hide player shadow during intermission or nehahra movie
1602 if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST)) && (e->render.alpha >= 1))
1603 e->render.flags |= RENDER_SHADOW;
1604 VectorSet(e->render.colormod, 1, 1, 1);
1605 VectorSet(e->render.glowmod, 1, 1, 1);
1606 VM_FrameBlendFromFrameGroupBlend(e->render.frameblend, e->render.framegroupblend, e->render.model, cl.time);
1607 e->render.allowdecals = true;
1608 CL_UpdateRenderEntity(&e->render);
1609 r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
1618 static void CL_RelinkNetworkEntities(void)
1623 // start on the entity after the world
1624 for (i = 1;i < cl.num_entities;i++)
1626 if (cl.entities_active[i])
1628 ent = cl.entities + i;
1629 if (ent->state_current.active)
1630 CL_LinkNetworkEntity(ent);
1632 cl.entities_active[i] = false;
1637 static void CL_RelinkEffects(void)
1641 entity_render_t *entrender;
1644 for (i = 0, e = cl.effects;i < cl.num_effects;i++, e++)
1648 frame = (cl.time - e->starttime) * e->framerate + e->startframe;
1649 intframe = (int)frame;
1650 if (intframe < 0 || intframe >= e->endframe)
1652 memset(e, 0, sizeof(*e));
1653 while (cl.num_effects > 0 && !cl.effects[cl.num_effects - 1].active)
1658 if (intframe != e->frame)
1660 e->frame = intframe;
1661 e->frame1time = e->frame2time;
1662 e->frame2time = cl.time;
1665 // if we're drawing effects, get a new temp entity
1666 // (NewTempEntity adds it to the render entities list for us)
1667 if (r_draweffects.integer && (entrender = CL_NewTempEntity(e->starttime)))
1669 // interpolation stuff
1670 entrender->framegroupblend[0].frame = intframe;
1671 entrender->framegroupblend[0].lerp = 1 - frame - intframe;
1672 entrender->framegroupblend[0].start = e->frame1time;
1673 if (intframe + 1 >= e->endframe)
1675 entrender->framegroupblend[1].frame = 0; // disappear
1676 entrender->framegroupblend[1].lerp = 0;
1677 entrender->framegroupblend[1].start = 0;
1681 entrender->framegroupblend[1].frame = intframe + 1;
1682 entrender->framegroupblend[1].lerp = frame - intframe;
1683 entrender->framegroupblend[1].start = e->frame2time;
1687 entrender->model = CL_GetModelByIndex(e->modelindex);
1688 entrender->alpha = 1;
1689 VectorSet(entrender->colormod, 1, 1, 1);
1690 VectorSet(entrender->glowmod, 1, 1, 1);
1692 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
1693 CL_UpdateRenderEntity(entrender);
1699 void CL_Beam_CalculatePositions(const beam_t *b, vec3_t start, vec3_t end)
1701 VectorCopy(b->start, start);
1702 VectorCopy(b->end, end);
1704 // if coming from the player, update the start position
1705 if (b->entity == cl.viewentity)
1707 if (cl_beams_quakepositionhack.integer && !chase_active.integer)
1709 // LadyHavoc: this is a stupid hack from Quake that makes your
1710 // lightning appear to come from your waist and cover less of your
1712 // in Quake this hack was applied to all players (causing the
1713 // infamous crotch-lightning), but in darkplaces and QuakeWorld it
1714 // only applies to your own lightning, and only in first person
1715 Matrix4x4_OriginFromMatrix(&cl.entities[cl.viewentity].render.matrix, start);
1717 if (cl_beams_instantaimhack.integer)
1719 vec3_t dir, localend;
1721 // LadyHavoc: this updates the beam direction to match your
1723 VectorSubtract(end, start, dir);
1724 len = VectorLength(dir);
1725 VectorNormalize(dir);
1726 VectorSet(localend, len, 0, 0);
1727 Matrix4x4_Transform(&r_refdef.view.matrix, localend, end);
1732 void CL_RelinkBeams(void)
1736 vec3_t dist, org, start, end;
1738 entity_render_t *entrender;
1741 matrix4x4_t tempmatrix;
1743 for (i = 0, b = cl.beams;i < cl.num_beams;i++, b++)
1747 if (b->endtime < cl.time)
1753 CL_Beam_CalculatePositions(b, start, end);
1757 if (cl_beams_lightatend.integer && r_refdef.scene.numlights < MAX_DLIGHTS)
1759 // FIXME: create a matrix from the beam start/end orientation
1761 VectorSet(dlightcolor, 0.3, 0.7, 1);
1762 Matrix4x4_CreateFromQuakeEntity(&tempmatrix, end[0], end[1], end[2], 0, 0, 0, 200);
1763 R_RTLight_Update(&r_refdef.scene.templights[r_refdef.scene.numlights], false, &tempmatrix, dlightcolor, -1, NULL, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1764 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1766 if (cl_beams_polygons.integer)
1768 CL_Beam_AddPolygons(b);
1773 // calculate pitch and yaw
1774 // (this is similar to the QuakeC builtin function vectoangles)
1775 VectorSubtract(end, start, dist);
1776 if (dist[1] == 0 && dist[0] == 0)
1786 yaw = atan2(dist[1], dist[0]) * 180 / M_PI;
1790 forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1791 pitch = atan2(dist[2], forward) * 180 / M_PI;
1796 // add new entities for the lightning
1797 VectorCopy (start, org);
1798 d = VectorNormalizeLength(dist);
1801 entrender = CL_NewTempEntity (0);
1804 entrender->model = b->model;
1805 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1806 CL_UpdateRenderEntity(entrender);
1807 VectorMA(org, 30, dist, org);
1812 while (cl.num_beams > 0 && !cl.beams[cl.num_beams - 1].model)
1816 static void CL_RelinkQWNails(void)
1820 entity_render_t *entrender;
1822 for (i = 0;i < cl.qw_num_nails;i++)
1826 // if we're drawing effects, get a new temp entity
1827 // (NewTempEntity adds it to the render entities list for us)
1828 if (!(entrender = CL_NewTempEntity(0)))
1832 entrender->model = CL_GetModelByIndex(cl.qw_modelindex_spike);
1833 entrender->alpha = 1;
1834 VectorSet(entrender->colormod, 1, 1, 1);
1835 VectorSet(entrender->glowmod, 1, 1, 1);
1837 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1);
1838 CL_UpdateRenderEntity(entrender);
1842 static void CL_LerpPlayer(float frac)
1846 cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
1847 for (i = 0;i < 3;i++)
1849 cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
1850 cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
1851 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
1854 // interpolate the angles if playing a demo or spectating someone
1855 if (cls.demoplayback || cl.fixangle[0])
1857 for (i = 0;i < 3;i++)
1859 float d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
1864 cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
1869 void CSQC_RelinkAllEntities (int drawmask)
1873 CL_RelinkStaticEntities();
1876 CL_RelinkLightFlashes();
1879 if (drawmask & ENTMASK_ENGINE)
1881 CL_RelinkNetworkEntities();
1882 if (drawmask & ENTMASK_ENGINEVIEWMODELS)
1883 CL_LinkNetworkEntity(&cl.viewent); // link gun model
1887 // update view blend
1890 CL_MeshEntities_AddToScene();
1897 Update client game world for a new frame
1900 void CL_UpdateWorld(void)
1902 r_refdef.scene.extraupdate = !r_speeds.integer;
1903 r_refdef.scene.numentities = 0;
1904 r_refdef.scene.numlights = 0;
1905 r_refdef.view.matrix = identitymatrix;
1906 r_refdef.view.quality = 1;
1908 cl.num_brushmodel_entities = 0;
1910 if (cls.state == ca_connected && cls.signon == SIGNONS)
1912 // prepare for a new frame
1913 CL_LerpPlayer(CL_LerpPoint());
1914 CL_DecayLightFlashes();
1915 CL_ClearTempEntities();
1919 // if prediction is enabled we have to update all the collidable
1920 // network entities before the prediction code can be run
1921 CL_UpdateNetworkCollisionEntities();
1923 // now update the player prediction
1924 CL_ClientMovement_Replay();
1926 // update the player entity (which may be predicted)
1927 CL_UpdateNetworkEntity(cl.entities + cl.viewentity, 32, true);
1929 // now update the view (which depends on that player entity)
1932 // now update all the network entities and create particle trails
1933 // (some entities may depend on the view)
1934 CL_UpdateNetworkEntities();
1936 // update the engine-based viewmodel
1937 CL_UpdateViewModel();
1939 // when csqc is loaded, it will call this in CSQC_UpdateView
1940 if (!cl.csqc_loaded)
1941 CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS);
1943 // decals, particles, and explosions will be updated during rneder
1946 r_refdef.scene.time = cl.time;
1949 // LadyHavoc: pausedemo command
1950 static void CL_PauseDemo_f(cmd_state_t *cmd)
1952 cls.demopaused = !cls.demopaused;
1954 Con_Print("Demo paused\n");
1956 Con_Print("Demo unpaused\n");
1960 ======================
1962 ======================
1964 static void CL_Fog_f(cmd_state_t *cmd)
1966 if (Cmd_Argc (cmd) == 1)
1968 Con_Printf("\"fog\" is \"%f %f %f %f %f %f %f %f %f\"\n", r_refdef.fog_density, r_refdef.fog_red, r_refdef.fog_green, r_refdef.fog_blue, r_refdef.fog_alpha, r_refdef.fog_start, r_refdef.fog_end, r_refdef.fog_height, r_refdef.fog_fadedepth);
1971 FOG_clear(); // so missing values get good defaults
1972 if(Cmd_Argc(cmd) > 1)
1973 r_refdef.fog_density = atof(Cmd_Argv(cmd, 1));
1974 if(Cmd_Argc(cmd) > 2)
1975 r_refdef.fog_red = atof(Cmd_Argv(cmd, 2));
1976 if(Cmd_Argc(cmd) > 3)
1977 r_refdef.fog_green = atof(Cmd_Argv(cmd, 3));
1978 if(Cmd_Argc(cmd) > 4)
1979 r_refdef.fog_blue = atof(Cmd_Argv(cmd, 4));
1980 if(Cmd_Argc(cmd) > 5)
1981 r_refdef.fog_alpha = atof(Cmd_Argv(cmd, 5));
1982 if(Cmd_Argc(cmd) > 6)
1983 r_refdef.fog_start = atof(Cmd_Argv(cmd, 6));
1984 if(Cmd_Argc(cmd) > 7)
1985 r_refdef.fog_end = atof(Cmd_Argv(cmd, 7));
1986 if(Cmd_Argc(cmd) > 8)
1987 r_refdef.fog_height = atof(Cmd_Argv(cmd, 8));
1988 if(Cmd_Argc(cmd) > 9)
1989 r_refdef.fog_fadedepth = atof(Cmd_Argv(cmd, 9));
1993 ======================
1994 CL_FogHeightTexture_f
1995 ======================
1997 static void CL_Fog_HeightTexture_f(cmd_state_t *cmd)
1999 if (Cmd_Argc (cmd) < 11)
2001 Con_Printf("\"fog_heighttexture\" is \"%f %f %f %f %f %f %f %f %f %s\"\n", r_refdef.fog_density, r_refdef.fog_red, r_refdef.fog_green, r_refdef.fog_blue, r_refdef.fog_alpha, r_refdef.fog_start, r_refdef.fog_end, r_refdef.fog_height, r_refdef.fog_fadedepth, r_refdef.fog_height_texturename);
2004 FOG_clear(); // so missing values get good defaults
2005 r_refdef.fog_density = atof(Cmd_Argv(cmd, 1));
2006 r_refdef.fog_red = atof(Cmd_Argv(cmd, 2));
2007 r_refdef.fog_green = atof(Cmd_Argv(cmd, 3));
2008 r_refdef.fog_blue = atof(Cmd_Argv(cmd, 4));
2009 r_refdef.fog_alpha = atof(Cmd_Argv(cmd, 5));
2010 r_refdef.fog_start = atof(Cmd_Argv(cmd, 6));
2011 r_refdef.fog_end = atof(Cmd_Argv(cmd, 7));
2012 r_refdef.fog_height = atof(Cmd_Argv(cmd, 8));
2013 r_refdef.fog_fadedepth = atof(Cmd_Argv(cmd, 9));
2014 strlcpy(r_refdef.fog_height_texturename, Cmd_Argv(cmd, 10), sizeof(r_refdef.fog_height_texturename));
2019 ====================
2022 For program optimization
2023 ====================
2025 static void CL_TimeRefresh_f(cmd_state_t *cmd)
2028 double timestart, timedelta;
2030 r_refdef.scene.extraupdate = false;
2032 timestart = Sys_DirtyTime();
2033 for (i = 0;i < 128;i++)
2035 Matrix4x4_CreateFromQuakeEntity(&r_refdef.view.matrix, r_refdef.view.origin[0], r_refdef.view.origin[1], r_refdef.view.origin[2], 0, i / 128.0 * 360.0, 0, 1);
2036 r_refdef.view.quality = 1;
2039 timedelta = Sys_DirtyTime() - timestart;
2041 Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
2044 static void CL_AreaStats_f(cmd_state_t *cmd)
2046 World_PrintAreaStats(&cl.world, "client");
2049 cl_locnode_t *CL_Locs_FindNearest(const vec3_t point)
2054 vec3_t nearestpoint;
2055 vec_t dist, bestdist;
2058 for (loc = cl.locnodes;loc;loc = loc->next)
2060 for (i = 0;i < 3;i++)
2061 nearestpoint[i] = bound(loc->mins[i], point[i], loc->maxs[i]);
2062 dist = VectorDistance2(nearestpoint, point);
2063 if (bestdist > dist || !best)
2074 void CL_Locs_FindLocationName(char *buffer, size_t buffersize, vec3_t point)
2077 loc = CL_Locs_FindNearest(point);
2079 strlcpy(buffer, loc->name, buffersize);
2081 dpsnprintf(buffer, buffersize, "LOC=%.0f:%.0f:%.0f", point[0], point[1], point[2]);
2084 static void CL_Locs_FreeNode(cl_locnode_t *node)
2086 cl_locnode_t **pointer, **next;
2087 for (pointer = &cl.locnodes;*pointer;pointer = next)
2089 next = &(*pointer)->next;
2090 if (*pointer == node)
2092 *pointer = node->next;
2097 Con_Printf("CL_Locs_FreeNode: no such node! (%p)\n", (void *)node);
2100 static void CL_Locs_AddNode(vec3_t mins, vec3_t maxs, const char *name)
2102 cl_locnode_t *node, **pointer;
2106 namelen = (int)strlen(name);
2107 node = (cl_locnode_t *) Mem_Alloc(cls.levelmempool, sizeof(cl_locnode_t) + namelen + 1);
2108 VectorSet(node->mins, min(mins[0], maxs[0]), min(mins[1], maxs[1]), min(mins[2], maxs[2]));
2109 VectorSet(node->maxs, max(mins[0], maxs[0]), max(mins[1], maxs[1]), max(mins[2], maxs[2]));
2110 node->name = (char *)(node + 1);
2111 memcpy(node->name, name, namelen);
2112 node->name[namelen] = 0;
2113 // link it into the tail of the list to preserve the order
2114 for (pointer = &cl.locnodes;*pointer;pointer = &(*pointer)->next)
2119 static void CL_Locs_Add_f(cmd_state_t *cmd)
2122 if (Cmd_Argc(cmd) != 5 && Cmd_Argc(cmd) != 8)
2124 Con_Printf("usage: %s x y z[ x y z] name\n", Cmd_Argv(cmd, 0));
2127 mins[0] = atof(Cmd_Argv(cmd, 1));
2128 mins[1] = atof(Cmd_Argv(cmd, 2));
2129 mins[2] = atof(Cmd_Argv(cmd, 3));
2130 if (Cmd_Argc(cmd) == 8)
2132 maxs[0] = atof(Cmd_Argv(cmd, 4));
2133 maxs[1] = atof(Cmd_Argv(cmd, 5));
2134 maxs[2] = atof(Cmd_Argv(cmd, 6));
2135 CL_Locs_AddNode(mins, maxs, Cmd_Argv(cmd, 7));
2138 CL_Locs_AddNode(mins, mins, Cmd_Argv(cmd, 4));
2141 static void CL_Locs_RemoveNearest_f(cmd_state_t *cmd)
2144 loc = CL_Locs_FindNearest(r_refdef.view.origin);
2146 CL_Locs_FreeNode(loc);
2148 Con_Printf("no loc point or box found for your location\n");
2151 static void CL_Locs_Clear_f(cmd_state_t *cmd)
2154 CL_Locs_FreeNode(cl.locnodes);
2157 static void CL_Locs_Save_f(cmd_state_t *cmd)
2161 char locfilename[MAX_QPATH];
2164 Con_Printf("No loc points/boxes exist!\n");
2167 if (cls.state != ca_connected || !cl.worldmodel)
2169 Con_Printf("No level loaded!\n");
2172 dpsnprintf(locfilename, sizeof(locfilename), "%s.loc", cl.worldnamenoextension);
2174 outfile = FS_OpenRealFile(locfilename, "w", false);
2177 // if any boxes are used then this is a proquake-format loc file, which
2178 // allows comments, so add some relevant information at the start
2179 for (loc = cl.locnodes;loc;loc = loc->next)
2180 if (!VectorCompare(loc->mins, loc->maxs))
2184 FS_Printf(outfile, "// %s %s saved by %s\n// x,y,z,x,y,z,\"name\"\n\n", locfilename, Sys_TimeString("%Y-%m-%d"), engineversion);
2185 for (loc = cl.locnodes;loc;loc = loc->next)
2186 if (VectorCompare(loc->mins, loc->maxs))
2189 Con_Printf("Warning: writing loc file containing a mixture of qizmo-style points and proquake-style boxes may not work in qizmo or proquake!\n");
2191 for (loc = cl.locnodes;loc;loc = loc->next)
2193 if (VectorCompare(loc->mins, loc->maxs))
2197 const char *in = loc->name;
2198 char name[MAX_INPUTLINE];
2199 for (len = 0;len < (int)sizeof(name) - 1 && *in;)
2201 if (*in == ' ') {s = "$loc_name_separator";in++;}
2202 else if (!strncmp(in, "SSG", 3)) {s = "$loc_name_ssg";in += 3;}
2203 else if (!strncmp(in, "NG", 2)) {s = "$loc_name_ng";in += 2;}
2204 else if (!strncmp(in, "SNG", 3)) {s = "$loc_name_sng";in += 3;}
2205 else if (!strncmp(in, "GL", 2)) {s = "$loc_name_gl";in += 2;}
2206 else if (!strncmp(in, "RL", 2)) {s = "$loc_name_rl";in += 2;}
2207 else if (!strncmp(in, "LG", 2)) {s = "$loc_name_lg";in += 2;}
2208 else if (!strncmp(in, "GA", 2)) {s = "$loc_name_ga";in += 2;}
2209 else if (!strncmp(in, "YA", 2)) {s = "$loc_name_ya";in += 2;}
2210 else if (!strncmp(in, "RA", 2)) {s = "$loc_name_ra";in += 2;}
2211 else if (!strncmp(in, "MEGA", 4)) {s = "$loc_name_mh";in += 4;}
2215 while (len < (int)sizeof(name) - 1 && *s)
2219 name[len++] = *in++;
2222 FS_Printf(outfile, "%.0f %.0f %.0f %s\n", loc->mins[0]*8, loc->mins[1]*8, loc->mins[2]*8, name);
2225 FS_Printf(outfile, "%.1f,%.1f,%.1f,%.1f,%.1f,%.1f,\"%s\"\n", loc->mins[0], loc->mins[1], loc->mins[2], loc->maxs[0], loc->maxs[1], loc->maxs[2], loc->name);
2230 void CL_Locs_Reload_f(cmd_state_t *cmd)
2232 int i, linenumber, limit, len;
2234 char *filedata, *text, *textend, *linestart, *linetext, *lineend;
2235 fs_offset_t filesize;
2237 char locfilename[MAX_QPATH];
2238 char name[MAX_INPUTLINE];
2240 if (cls.state != ca_connected || !cl.worldmodel)
2242 Con_Printf("No level loaded!\n");
2246 CL_Locs_Clear_f(cmd);
2248 // try maps/something.loc first (LadyHavoc: where I think they should be)
2249 dpsnprintf(locfilename, sizeof(locfilename), "%s.loc", cl.worldnamenoextension);
2250 filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2253 // try proquake name as well (LadyHavoc: I hate path mangling)
2254 dpsnprintf(locfilename, sizeof(locfilename), "locs/%s.loc", cl.worldbasename);
2255 filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2260 textend = filedata + filesize;
2261 for (linenumber = 1;text < textend;linenumber++)
2264 for (;text < textend && *text != '\r' && *text != '\n';text++)
2267 if (text + 1 < textend && *text == '\r' && text[1] == '\n')
2271 // trim trailing whitespace
2272 while (lineend > linestart && ISWHITESPACE(lineend[-1]))
2274 // trim leading whitespace
2275 while (linestart < lineend && ISWHITESPACE(*linestart))
2277 // check if this is a comment
2278 if (linestart + 2 <= lineend && !strncmp(linestart, "//", 2))
2280 linetext = linestart;
2282 for (i = 0;i < limit;i++)
2284 if (linetext >= lineend)
2286 // note: a missing number is interpreted as 0
2288 mins[i] = atof(linetext);
2290 maxs[i - 3] = atof(linetext);
2291 // now advance past the number
2292 while (linetext < lineend && !ISWHITESPACE(*linetext) && *linetext != ',')
2294 // advance through whitespace
2295 if (linetext < lineend)
2297 if (*linetext == ',')
2301 // note: comma can be followed by whitespace
2303 if (ISWHITESPACE(*linetext))
2306 while (linetext < lineend && ISWHITESPACE(*linetext))
2311 // if this is a quoted name, remove the quotes
2314 if (linetext >= lineend || *linetext != '"')
2315 continue; // proquake location names are always quoted
2318 len = min(lineend - linetext, (int)sizeof(name) - 1);
2319 memcpy(name, linetext, len);
2321 // add the box to the list
2322 CL_Locs_AddNode(mins, maxs, name);
2324 // if a point was parsed, it needs to be scaled down by 8 (since
2325 // point-based loc files were invented by a proxy which dealt
2326 // directly with quake protocol coordinates, which are *8), turn
2330 // interpret silly fuhquake macros
2331 for (len = 0;len < (int)sizeof(name) - 1 && linetext < lineend;)
2333 if (*linetext == '$')
2335 if (linetext + 18 <= lineend && !strncmp(linetext, "$loc_name_separator", 19)) {s = " ";linetext += 19;}
2336 else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_ssg", 13)) {s = "SSG";linetext += 13;}
2337 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ng", 12)) {s = "NG";linetext += 12;}
2338 else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_sng", 13)) {s = "SNG";linetext += 13;}
2339 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_gl", 12)) {s = "GL";linetext += 12;}
2340 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_rl", 12)) {s = "RL";linetext += 12;}
2341 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_lg", 12)) {s = "LG";linetext += 12;}
2342 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ga", 12)) {s = "GA";linetext += 12;}
2343 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ya", 12)) {s = "YA";linetext += 12;}
2344 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ra", 12)) {s = "RA";linetext += 12;}
2345 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_mh", 12)) {s = "MEGA";linetext += 12;}
2349 while (len < (int)sizeof(name) - 1 && *s)
2354 name[len++] = *linetext++;
2357 // add the point to the list
2358 VectorScale(mins, (1.0 / 8.0), mins);
2359 CL_Locs_AddNode(mins, mins, name);
2366 entity_t cl_meshentities[NUM_MESHENTITIES];
2367 dp_model_t cl_meshentitymodels[NUM_MESHENTITIES];
2368 const char *cl_meshentitynames[NUM_MESHENTITIES] =
2371 "MESH_CSQC_POLYGONS",
2376 static void CL_MeshEntities_Restart(void)
2380 for (i = 0; i < NUM_MESHENTITIES; i++)
2382 ent = cl_meshentities + i;
2383 Mod_Mesh_Create(ent->render.model, cl_meshentitynames[i]);
2387 static void CL_MeshEntities_Init(void)
2391 for (i = 0; i < NUM_MESHENTITIES; i++)
2393 ent = cl_meshentities + i;
2394 ent->state_current.active = true;
2395 ent->render.model = cl_meshentitymodels + i;
2396 Mod_Mesh_Create(ent->render.model, cl_meshentitynames[i]);
2397 ent->render.alpha = 0.999999f; // not quite 1 so that MATERIALFLAG_ALPHA is always set.
2398 ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
2399 ent->render.framegroupblend[0].lerp = 1;
2400 ent->render.frameblend[0].lerp = 1;
2401 VectorSet(ent->render.colormod, 1, 1, 1);
2402 VectorSet(ent->render.glowmod, 1, 1, 1);
2403 VectorSet(ent->render.custommodellight_ambient, 1, 1, 1);
2404 VectorSet(ent->render.custommodellight_diffuse, 0, 0, 0);
2405 VectorSet(ent->render.custommodellight_lightdir, 0, 0, 1);
2406 VectorSet(ent->render.render_fullbright, 1, 1, 1);
2407 VectorSet(ent->render.render_glowmod, 0, 0, 0);
2408 VectorSet(ent->render.render_modellight_ambient, 1, 1, 1);
2409 VectorSet(ent->render.render_modellight_diffuse, 0, 0, 0);
2410 VectorSet(ent->render.render_modellight_specular, 0, 0, 0);
2411 VectorSet(ent->render.render_modellight_lightdir, 0, 0, 1);
2412 VectorSet(ent->render.render_lightmap_ambient, 0, 0, 0);
2413 VectorSet(ent->render.render_lightmap_diffuse, 1, 1, 1);
2414 VectorSet(ent->render.render_lightmap_specular, 1, 1, 1);
2415 VectorSet(ent->render.render_rtlight_diffuse, 1, 1, 1);
2416 VectorSet(ent->render.render_rtlight_specular, 1, 1, 1);
2418 Matrix4x4_CreateIdentity(&ent->render.matrix);
2419 CL_UpdateRenderEntity(&ent->render);
2421 cl_meshentities[MESH_UI].render.flags = RENDER_NOSELFSHADOW;
2422 R_RegisterModule("cl_meshentities", CL_MeshEntities_Restart, CL_MeshEntities_Restart, CL_MeshEntities_Restart, CL_MeshEntities_Restart, CL_MeshEntities_Restart);
2425 void CL_MeshEntities_AddToScene(void)
2429 for (i = 0; i < NUM_MESHENTITIES && r_refdef.scene.numentities < r_refdef.scene.maxentities; i++)
2431 ent = cl_meshentities + i;
2432 if (ent->render.model->num_surfaces == 0)
2434 Mod_Mesh_Finalize(ent->render.model);
2435 VectorCopy(ent->render.model->normalmins, ent->render.mins);
2436 VectorCopy(ent->render.model->normalmaxs, ent->render.maxs);
2437 r_refdef.scene.entities[r_refdef.scene.numentities++] = &ent->render;
2441 void CL_MeshEntities_Reset(void)
2445 for (i = 0; i < NUM_MESHENTITIES && r_refdef.scene.numentities < r_refdef.scene.maxentities; i++)
2447 ent = cl_meshentities + i;
2448 Mod_Mesh_Reset(ent->render.model);
2452 static void CL_MeshEntities_Shutdown(void)
2456 extern cvar_t r_overheadsprites_pushback;
2457 extern cvar_t r_fullbright_directed_pitch_relative;
2458 extern cvar_t r_fullbright_directed_pitch;
2459 extern cvar_t r_fullbright_directed_ambient;
2460 extern cvar_t r_fullbright_directed_diffuse;
2461 extern cvar_t r_fullbright_directed;
2462 extern cvar_t r_hdr_glowintensity;
2464 static void CL_UpdateEntityShading_GetDirectedFullbright(vec3_t ambient, vec3_t diffuse, vec3_t worldspacenormal)
2468 VectorSet(ambient, r_fullbright_directed_ambient.value, r_fullbright_directed_ambient.value, r_fullbright_directed_ambient.value);
2469 VectorSet(diffuse, r_fullbright_directed_diffuse.value, r_fullbright_directed_diffuse.value, r_fullbright_directed_diffuse.value);
2471 // Use cl.viewangles and not r_refdef.view.forward here so it is the
2472 // same for all stereo views, and to better handle pitches outside
2473 // [-90, 90] (in_pitch_* cvars allow that).
2474 VectorCopy(cl.viewangles, angles);
2475 if (r_fullbright_directed_pitch_relative.integer) {
2476 angles[PITCH] += r_fullbright_directed_pitch.value;
2479 angles[PITCH] = r_fullbright_directed_pitch.value;
2481 AngleVectors(angles, worldspacenormal, NULL, NULL);
2482 VectorNegate(worldspacenormal, worldspacenormal);
2485 static void CL_UpdateEntityShading_Entity(entity_render_t *ent)
2487 float shadingorigin[3], a[3], c[3], dir[3];
2490 for (q = 0; q < 3; q++)
2491 a[q] = c[q] = dir[q] = 0;
2493 ent->render_modellight_forced = false;
2494 ent->render_rtlight_disabled = false;
2496 // pick an appropriate value for render_modellight_origin - if this is an
2497 // attachment we want to use the parent's render_modellight_origin so that
2498 // shading is the same (also important for r_shadows to cast shadows in the
2500 if (VectorLength2(ent->custommodellight_origin))
2502 // CSQC entities always provide this (via CL_GetTagMatrix)
2503 for (q = 0; q < 3; q++)
2504 shadingorigin[q] = ent->custommodellight_origin[q];
2506 else if (ent->entitynumber > 0 && ent->entitynumber < cl.num_entities)
2508 // network entity - follow attachment chain back to a root entity,
2509 int entnum = ent->entitynumber, recursion;
2510 for (recursion = 32; recursion > 0; --recursion)
2512 int parentnum = cl.entities[entnum].state_current.tagentity;
2513 if (parentnum < 1 || parentnum >= cl.num_entities || !cl.entities_active[parentnum])
2517 // grab the root entity's origin
2518 Matrix4x4_OriginFromMatrix(&cl.entities[entnum].render.matrix, shadingorigin);
2522 // not a CSQC entity (which sets custommodellight_origin), not a network
2523 // entity - so it's probably not attached to anything
2524 Matrix4x4_OriginFromMatrix(&ent->matrix, shadingorigin);
2527 if (!(ent->flags & RENDER_LIGHT) || r_fullbright.integer)
2529 // intentionally EF_FULLBRIGHT entity
2530 // the only type that is not scaled by r_refdef.scene.lightmapintensity
2531 // CSQC can still provide its own customized modellight values
2532 ent->render_rtlight_disabled = true;
2533 ent->render_modellight_forced = true;
2534 if (ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
2536 // custom colors provided by CSQC
2537 for (q = 0; q < 3; q++)
2539 a[q] = ent->custommodellight_ambient[q];
2540 c[q] = ent->custommodellight_diffuse[q];
2541 dir[q] = ent->custommodellight_lightdir[q];
2544 else if (r_fullbright_directed.integer)
2545 CL_UpdateEntityShading_GetDirectedFullbright(a, c, dir);
2547 for (q = 0; q < 3; q++)
2552 // fetch the lighting from the worldmodel data
2554 // CSQC can provide its own customized modellight values
2555 if (ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
2557 ent->render_modellight_forced = true;
2558 for (q = 0; q < 3; q++)
2560 a[q] = ent->custommodellight_ambient[q];
2561 c[q] = ent->custommodellight_diffuse[q];
2562 dir[q] = ent->custommodellight_lightdir[q];
2565 else if (ent->model->type == mod_sprite && !(ent->model->data_textures[0].basematerialflags & MATERIALFLAG_FULLBRIGHT))
2567 if (ent->model->sprite.sprnum_type == SPR_OVERHEAD) // apply offset for overhead sprites
2568 shadingorigin[2] = shadingorigin[2] + r_overheadsprites_pushback.value;
2569 R_CompleteLightPoint(a, c, dir, shadingorigin, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
2570 ent->render_modellight_forced = true;
2571 ent->render_rtlight_disabled = true;
2573 else if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint)
2574 R_CompleteLightPoint(a, c, dir, shadingorigin, LP_LIGHTMAP, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
2575 else if (r_fullbright_directed.integer)
2576 CL_UpdateEntityShading_GetDirectedFullbright(a, c, dir);
2578 R_CompleteLightPoint(a, c, dir, shadingorigin, LP_LIGHTMAP, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
2581 for (q = 0; q < 3; q++)
2583 ent->render_fullbright[q] = ent->colormod[q];
2584 ent->render_glowmod[q] = ent->glowmod[q] * r_hdr_glowintensity.value;
2585 ent->render_modellight_ambient[q] = a[q] * ent->colormod[q];
2586 ent->render_modellight_diffuse[q] = c[q] * ent->colormod[q];
2587 ent->render_modellight_specular[q] = c[q];
2588 ent->render_modellight_lightdir[q] = dir[q];
2589 ent->render_lightmap_ambient[q] = ent->colormod[q] * r_refdef.scene.ambientintensity;
2590 ent->render_lightmap_diffuse[q] = ent->colormod[q] * r_refdef.scene.lightmapintensity;
2591 ent->render_lightmap_specular[q] = r_refdef.scene.lightmapintensity;
2592 ent->render_rtlight_diffuse[q] = ent->colormod[q];
2593 ent->render_rtlight_specular[q] = 1;
2596 // these flags disable code paths, make sure it's obvious if they're ignored by storing 0 1 2
2597 if (ent->render_modellight_forced)
2598 for (q = 0; q < 3; q++)
2599 ent->render_lightmap_ambient[q] = ent->render_lightmap_diffuse[q] = ent->render_lightmap_specular[q] = q;
2600 if (ent->render_rtlight_disabled)
2601 for (q = 0; q < 3; q++)
2602 ent->render_rtlight_diffuse[q] = ent->render_rtlight_specular[q] = q;
2604 if (VectorLength2(ent->render_modellight_lightdir) == 0)
2605 VectorSet(ent->render_modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
2606 VectorNormalize(ent->render_modellight_lightdir);
2610 void CL_UpdateEntityShading(void)
2613 CL_UpdateEntityShading_Entity(r_refdef.scene.worldentity);
2614 for (i = 0; i < r_refdef.scene.numentities; i++)
2615 CL_UpdateEntityShading_Entity(r_refdef.scene.entities[i]);
2623 void CL_Shutdown (void)
2625 CL_Screen_Shutdown();
2626 CL_Particles_Shutdown();
2627 CL_Parse_Shutdown();
2628 CL_MeshEntities_Shutdown();
2630 Mem_FreePool (&cls.permanentmempool);
2631 Mem_FreePool (&cls.levelmempool);
2642 cls.levelmempool = Mem_AllocPool("client (per-level memory)", 0, NULL);
2643 cls.permanentmempool = Mem_AllocPool("client (long term memory)", 0, NULL);
2645 memset(&r_refdef, 0, sizeof(r_refdef));
2646 // max entities sent to renderer per frame
2647 r_refdef.scene.maxentities = MAX_EDICTS + 256 + 512;
2648 r_refdef.scene.entities = (entity_render_t **)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t *) * r_refdef.scene.maxentities);
2650 // max temp entities
2651 r_refdef.scene.maxtempentities = MAX_TEMPENTITIES;
2652 r_refdef.scene.tempentities = (entity_render_t *)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t) * r_refdef.scene.maxtempentities);
2657 // register our commands
2659 Cvar_RegisterVariable (&cl_upspeed);
2660 Cvar_RegisterVariable (&cl_forwardspeed);
2661 Cvar_RegisterVariable (&cl_backspeed);
2662 Cvar_RegisterVariable (&cl_sidespeed);
2663 Cvar_RegisterVariable (&cl_movespeedkey);
2664 Cvar_RegisterVariable (&cl_yawspeed);
2665 Cvar_RegisterVariable (&cl_pitchspeed);
2666 Cvar_RegisterVariable (&cl_anglespeedkey);
2667 Cvar_RegisterVariable (&cl_shownet);
2668 Cvar_RegisterVariable (&cl_nolerp);
2669 Cvar_RegisterVariable (&cl_lerpexcess);
2670 Cvar_RegisterVariable (&cl_lerpanim_maxdelta_server);
2671 Cvar_RegisterVariable (&cl_lerpanim_maxdelta_framegroups);
2672 Cvar_RegisterVariable (&cl_deathfade);
2673 Cvar_RegisterVariable (&lookspring);
2674 Cvar_RegisterVariable (&lookstrafe);
2675 Cvar_RegisterVariable (&sensitivity);
2676 Cvar_RegisterVariable (&freelook);
2678 Cvar_RegisterVariable (&m_pitch);
2679 Cvar_RegisterVariable (&m_yaw);
2680 Cvar_RegisterVariable (&m_forward);
2681 Cvar_RegisterVariable (&m_side);
2683 Cvar_RegisterVariable (&cl_itembobspeed);
2684 Cvar_RegisterVariable (&cl_itembobheight);
2686 Cmd_AddCommand(&cmd_client, "entities", CL_PrintEntities_f, "print information on network entities known to client");
2687 Cmd_AddCommand(&cmd_client, "disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
2688 Cmd_AddCommand(&cmd_client, "record", CL_Record_f, "record a demo");
2689 Cmd_AddCommand(&cmd_client, "stop", CL_Stop_f, "stop recording or playing a demo");
2690 Cmd_AddCommand(&cmd_client, "playdemo", CL_PlayDemo_f, "watch a demo file");
2691 Cmd_AddCommand(&cmd_client, "timedemo", CL_TimeDemo_f, "play back a demo as fast as possible and save statistics to benchmark.log");
2693 // Support Client-side Model Index List
2694 Cmd_AddCommand(&cmd_client, "cl_modelindexlist", CL_ModelIndexList_f, "list information on all models in the client modelindex");
2695 // Support Client-side Sound Index List
2696 Cmd_AddCommand(&cmd_client, "cl_soundindexlist", CL_SoundIndexList_f, "list all sounds in the client soundindex");
2698 Cvar_RegisterVariable (&cl_autodemo);
2699 Cvar_RegisterVariable (&cl_autodemo_nameformat);
2700 Cvar_RegisterVariable (&cl_autodemo_delete);
2702 Cmd_AddCommand(&cmd_client, "fog", CL_Fog_f, "set global fog parameters (density red green blue [alpha [mindist [maxdist [top [fadedepth]]]]])");
2703 Cmd_AddCommand(&cmd_client, "fog_heighttexture", CL_Fog_HeightTexture_f, "set global fog parameters (density red green blue alpha mindist maxdist top depth textures/mapname/fogheight.tga)");
2705 // LadyHavoc: added pausedemo
2706 Cmd_AddCommand(&cmd_client, "pausedemo", CL_PauseDemo_f, "pause demo playback (can also safely pause demo recording if using QUAKE, QUAKEDP or NEHAHRAMOVIE protocol, useful for making movies)");
2708 Cmd_AddCommand(&cmd_client, "cl_areastats", CL_AreaStats_f, "prints statistics on entity culling during collision traces");
2710 Cvar_RegisterVariable(&r_draweffects);
2711 Cvar_RegisterVariable(&cl_explosions_alpha_start);
2712 Cvar_RegisterVariable(&cl_explosions_alpha_end);
2713 Cvar_RegisterVariable(&cl_explosions_size_start);
2714 Cvar_RegisterVariable(&cl_explosions_size_end);
2715 Cvar_RegisterVariable(&cl_explosions_lifetime);
2716 Cvar_RegisterVariable(&cl_stainmaps);
2717 Cvar_RegisterVariable(&cl_stainmaps_clearonload);
2718 Cvar_RegisterVariable(&cl_beams_polygons);
2719 Cvar_RegisterVariable(&cl_beams_quakepositionhack);
2720 Cvar_RegisterVariable(&cl_beams_instantaimhack);
2721 Cvar_RegisterVariable(&cl_beams_lightatend);
2722 Cvar_RegisterVariable(&cl_noplayershadow);
2723 Cvar_RegisterVariable(&cl_dlights_decayradius);
2724 Cvar_RegisterVariable(&cl_dlights_decaybrightness);
2726 Cvar_RegisterVariable(&cl_prydoncursor);
2727 Cvar_RegisterVariable(&cl_prydoncursor_notrace);
2729 Cvar_RegisterVariable(&cl_deathnoviewmodel);
2731 // for QW connections
2732 Cvar_RegisterVariable(&qport);
2733 Cvar_SetValueQuick(&qport, (rand() * RAND_MAX + rand()) & 0xffff);
2735 Cmd_AddCommand(&cmd_client, "timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs");
2737 Cvar_RegisterVariable(&cl_locs_enable);
2738 Cvar_RegisterVariable(&cl_locs_show);
2739 Cmd_AddCommand(&cmd_client, "locs_add", CL_Locs_Add_f, "add a point or box location (usage: x y z[ x y z] \"name\", if two sets of xyz are supplied it is a box, otherwise point)");
2740 Cmd_AddCommand(&cmd_client, "locs_removenearest", CL_Locs_RemoveNearest_f, "remove the nearest point or box (note: you need to be very near a box to remove it)");
2741 Cmd_AddCommand(&cmd_client, "locs_clear", CL_Locs_Clear_f, "remove all loc points/boxes");
2742 Cmd_AddCommand(&cmd_client, "locs_reload", CL_Locs_Reload_f, "reload .loc file for this map");
2743 Cmd_AddCommand(&cmd_client, "locs_save", CL_Locs_Save_f, "save .loc file for this map containing currently defined points and boxes");
2746 CL_Particles_Init();
2748 CL_MeshEntities_Init();