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"
32 // we need to declare some mouse variables here, because the menu system
33 // references them even when on a unix system.
35 cvar_t csqc_progname = {CVAR_CLIENT | CVAR_SERVER, "csqc_progname","csprogs.dat","name of csprogs.dat file to load"};
36 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"};
37 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"};
38 cvar_t csqc_usedemoprogs = {CVAR_CLIENT, "csqc_usedemoprogs","1","use csprogs stored in demos"};
39 cvar_t csqc_polygons_defaultmaterial_nocullface = {CVAR_CLIENT, "csqc_polygons_defaultmaterial_nocullface", "0", "use 'cull none' behavior in the default shader for rendering R_PolygonBegin - warning: enabling this is not consistent with FTEQW behavior on this feature"};
41 cvar_t cl_shownet = {CVAR_CLIENT, "cl_shownet","0","1 = print packet size, 2 = print packet message list"};
42 cvar_t cl_nolerp = {CVAR_CLIENT, "cl_nolerp", "0","network update smoothing"};
43 cvar_t cl_lerpexcess = {CVAR_CLIENT, "cl_lerpexcess", "0","maximum allowed lerp excess (hides, not fixes, some packet loss)"};
44 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)"};
45 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)"};
47 cvar_t cl_itembobheight = {CVAR_CLIENT, "cl_itembobheight", "0","how much items bob up and down (try 8)"};
48 cvar_t cl_itembobspeed = {CVAR_CLIENT, "cl_itembobspeed", "0.5","how frequently items bob up and down"};
50 cvar_t lookspring = {CVAR_CLIENT | CVAR_SAVE, "lookspring","0","returns pitch to level with the floor when no longer holding a pitch key"};
51 cvar_t lookstrafe = {CVAR_CLIENT | CVAR_SAVE, "lookstrafe","0","move instead of turning"};
52 cvar_t sensitivity = {CVAR_CLIENT | CVAR_SAVE, "sensitivity","3","mouse speed multiplier"};
54 cvar_t m_pitch = {CVAR_CLIENT | CVAR_SAVE, "m_pitch","0.022","mouse pitch speed multiplier"};
55 cvar_t m_yaw = {CVAR_CLIENT | CVAR_SAVE, "m_yaw","0.022","mouse yaw speed multiplier"};
56 cvar_t m_forward = {CVAR_CLIENT | CVAR_SAVE, "m_forward","1","mouse forward speed multiplier"};
57 cvar_t m_side = {CVAR_CLIENT | CVAR_SAVE, "m_side","0.8","mouse side speed multiplier"};
59 cvar_t freelook = {CVAR_CLIENT | CVAR_SAVE, "freelook", "1","mouse controls pitch instead of forward/back"};
61 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" };
62 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)" };
63 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" };
65 cvar_t r_draweffects = {CVAR_CLIENT, "r_draweffects", "1","renders temporary sprite effects"};
67 cvar_t cl_explosions_alpha_start = {CVAR_CLIENT | CVAR_SAVE, "cl_explosions_alpha_start", "1.5","starting alpha of an explosion shell"};
68 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)"};
69 cvar_t cl_explosions_size_start = {CVAR_CLIENT | CVAR_SAVE, "cl_explosions_size_start", "16","starting size of an explosion shell"};
70 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)"};
71 cvar_t cl_explosions_lifetime = {CVAR_CLIENT | CVAR_SAVE, "cl_explosions_lifetime", "0.5","how long an explosion shell lasts"};
73 cvar_t cl_stainmaps = {CVAR_CLIENT | CVAR_SAVE, "cl_stainmaps", "0","stains lightmaps, much faster than decals but blurred"};
74 cvar_t cl_stainmaps_clearonload = {CVAR_CLIENT | CVAR_SAVE, "cl_stainmaps_clearonload", "1","clear stainmaps on map restart"};
76 cvar_t cl_beams_polygons = {CVAR_CLIENT | CVAR_SAVE, "cl_beams_polygons", "1","use beam polygons instead of models"};
77 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)"};
78 cvar_t cl_beams_instantaimhack = {CVAR_CLIENT | CVAR_SAVE, "cl_beams_instantaimhack", "0", "makes your lightning gun aiming update instantly"};
79 cvar_t cl_beams_lightatend = {CVAR_CLIENT | CVAR_SAVE, "cl_beams_lightatend", "0", "make a light at the end of the beam"};
81 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)"};
83 cvar_t cl_noplayershadow = {CVAR_CLIENT | CVAR_SAVE, "cl_noplayershadow", "0","hide player shadow"};
85 cvar_t cl_dlights_decayradius = {CVAR_CLIENT | CVAR_SAVE, "cl_dlights_decayradius", "1", "reduces size of light flashes over time"};
86 cvar_t cl_dlights_decaybrightness = {CVAR_CLIENT | CVAR_SAVE, "cl_dlights_decaybrightness", "1", "reduces brightness of light flashes over time"};
88 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)"};
90 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"};
91 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"};
93 cvar_t cl_deathnoviewmodel = {CVAR_CLIENT, "cl_deathnoviewmodel", "1", "hides gun model when dead"};
95 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)"};
96 cvar_t cl_locs_show = {CVAR_CLIENT, "locs_show", "0", "shows defined locations for editing purposes"};
102 =====================
105 =====================
107 void CL_ClearState(void)
114 // wipe the entire cl structure
115 Mem_EmptyPool(cls.levelmempool);
116 memset (&cl, 0, sizeof(cl));
120 // reset the view zoom interpolation
121 cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
122 cl.sensitivityscale = 1.0f;
124 // enable rendering of the world and such
125 cl.csqc_vidvars.drawworld = r_drawworld.integer != 0;
126 cl.csqc_vidvars.drawenginesbar = true;
127 cl.csqc_vidvars.drawcrosshair = true;
129 // set up the float version of the stats array for easier access to float stats
130 cl.statsf = (float *)cl.stats;
133 cl.num_static_entities = 0;
134 cl.num_brushmodel_entities = 0;
136 // tweak these if the game runs out
137 cl.max_csqcrenderentities = 0;
138 cl.max_entities = MAX_ENITIES_INITIAL;
139 cl.max_static_entities = MAX_STATICENTITIES;
140 cl.max_effects = MAX_EFFECTS;
141 cl.max_beams = MAX_BEAMS;
142 cl.max_dlights = MAX_DLIGHTS;
143 cl.max_lightstyle = MAX_LIGHTSTYLES;
144 cl.max_brushmodel_entities = MAX_EDICTS;
145 cl.max_particles = MAX_PARTICLES_INITIAL; // grows dynamically
152 cl.csqcrenderentities = NULL;
153 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
154 cl.entities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char));
155 cl.static_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_static_entities * sizeof(entity_t));
156 cl.effects = (cl_effect_t *)Mem_Alloc(cls.levelmempool, cl.max_effects * sizeof(cl_effect_t));
157 cl.beams = (beam_t *)Mem_Alloc(cls.levelmempool, cl.max_beams * sizeof(beam_t));
158 cl.dlights = (dlight_t *)Mem_Alloc(cls.levelmempool, cl.max_dlights * sizeof(dlight_t));
159 cl.lightstyle = (lightstyle_t *)Mem_Alloc(cls.levelmempool, cl.max_lightstyle * sizeof(lightstyle_t));
160 cl.brushmodel_entities = (int *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(int));
161 cl.particles = (particle_t *) Mem_Alloc(cls.levelmempool, cl.max_particles * sizeof(particle_t));
164 // LadyHavoc: have to set up the baseline info for alpha and other stuff
165 for (i = 0;i < cl.max_entities;i++)
167 cl.entities[i].state_baseline = defaultstate;
168 cl.entities[i].state_previous = defaultstate;
169 cl.entities[i].state_current = defaultstate;
172 if (IS_NEXUIZ_DERIVED(gamemode))
174 VectorSet(cl.playerstandmins, -16, -16, -24);
175 VectorSet(cl.playerstandmaxs, 16, 16, 45);
176 VectorSet(cl.playercrouchmins, -16, -16, -24);
177 VectorSet(cl.playercrouchmaxs, 16, 16, 25);
181 VectorSet(cl.playerstandmins, -16, -16, -24);
182 VectorSet(cl.playerstandmaxs, 16, 16, 24);
183 VectorSet(cl.playercrouchmins, -16, -16, -24);
184 VectorSet(cl.playercrouchmaxs, 16, 16, 24);
187 // disable until we get textures for it
190 ent = &cl.entities[0];
191 // entire entity array was cleared, so just fill in a few fields
192 ent->state_current.active = true;
193 ent->render.model = cl.worldmodel = NULL; // no world model yet
194 ent->render.alpha = 1;
195 ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
196 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, 0, 0, 0, 0, 0, 0, 1);
197 ent->render.allowdecals = true;
198 CL_UpdateRenderEntity(&ent->render);
200 // noclip is turned off at start
201 noclip_anglehack = false;
203 // mark all frames invalid for delta
204 memset(cl.qw_deltasequence, -1, sizeof(cl.qw_deltasequence));
206 // set bestweapon data back to Quake data
207 IN_BestWeapon_ResetData();
212 void CL_SetInfo(const char *key, const char *value, qboolean send, qboolean allowstarkey, qboolean allowmodel, qboolean quiet)
215 qboolean fail = false;
217 if (!allowstarkey && key[0] == '*')
219 if (!allowmodel && (!strcasecmp(key, "pmodel") || !strcasecmp(key, "emodel")))
221 for (i = 0;key[i];i++)
222 if (ISWHITESPACE(key[i]) || key[i] == '\"')
224 for (i = 0;value[i];i++)
225 if (value[i] == '\r' || value[i] == '\n' || value[i] == '\"')
230 Con_Printf("Can't setinfo \"%s\" \"%s\"\n", key, value);
233 InfoString_SetValue(cls.userinfo, sizeof(cls.userinfo), key, value);
234 if (cls.state == ca_connected && cls.netcon)
236 if (cls.protocol == PROTOCOL_QUAKEWORLD)
238 MSG_WriteByte(&cls.netcon->message, qw_clc_stringcmd);
239 MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "setinfo \"%s\" \"%s\"", key, value));
241 else if (!strcasecmp(key, "name"))
243 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
244 MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "name \"%s\"", value));
246 else if (!strcasecmp(key, "playermodel"))
248 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
249 MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "playermodel \"%s\"", value));
251 else if (!strcasecmp(key, "playerskin"))
253 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
254 MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "playerskin \"%s\"", value));
256 else if (!strcasecmp(key, "topcolor"))
258 // don't send anything, the combined color code will be updated manually
260 else if (!strcasecmp(key, "bottomcolor"))
262 // don't send anything, the combined color code will be updated manually
264 else if (!strcasecmp(key, "rate"))
266 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
267 MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "rate \"%s\"", value));
269 else if (!strcasecmp(key, "rate_burstsize"))
271 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
272 MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "rate_burstsize \"%s\"", value));
277 void CL_ExpandEntities(int num)
279 int i, oldmaxentities;
280 entity_t *oldentities;
281 if (num >= cl.max_entities)
284 Sys_Error("CL_ExpandEntities: cl.entities not initialized");
285 if (num >= MAX_EDICTS)
286 Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
287 oldmaxentities = cl.max_entities;
288 oldentities = cl.entities;
289 cl.max_entities = (num & ~255) + 256;
290 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
291 memcpy(cl.entities, oldentities, oldmaxentities * sizeof(entity_t));
292 Mem_Free(oldentities);
293 for (i = oldmaxentities;i < cl.max_entities;i++)
295 cl.entities[i].state_baseline = defaultstate;
296 cl.entities[i].state_previous = defaultstate;
297 cl.entities[i].state_current = defaultstate;
302 void CL_ExpandCSQCRenderEntities(int num)
305 int oldmaxcsqcrenderentities;
306 entity_render_t *oldcsqcrenderentities;
307 if (num >= cl.max_csqcrenderentities)
309 if (num >= MAX_EDICTS)
310 Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
311 oldmaxcsqcrenderentities = cl.max_csqcrenderentities;
312 oldcsqcrenderentities = cl.csqcrenderentities;
313 cl.max_csqcrenderentities = (num & ~255) + 256;
314 cl.csqcrenderentities = (entity_render_t *)Mem_Alloc(cls.levelmempool, cl.max_csqcrenderentities * sizeof(entity_render_t));
315 if (oldcsqcrenderentities)
317 memcpy(cl.csqcrenderentities, oldcsqcrenderentities, oldmaxcsqcrenderentities * sizeof(entity_render_t));
318 for (i = 0;i < r_refdef.scene.numentities;i++)
319 if(r_refdef.scene.entities[i] >= oldcsqcrenderentities && r_refdef.scene.entities[i] < (oldcsqcrenderentities + oldmaxcsqcrenderentities))
320 r_refdef.scene.entities[i] = cl.csqcrenderentities + (r_refdef.scene.entities[i] - oldcsqcrenderentities);
321 Mem_Free(oldcsqcrenderentities);
327 =====================
330 Sends a disconnect message to the server
331 This is also called on Host_Error, so it shouldn't cause any errors
332 =====================
334 void CL_Disconnect(void)
336 if (cls.state == ca_dedicated)
339 if (COM_CheckParm("-profilegameonly"))
340 Sys_AllowProfiling(false);
342 Curl_Clear_forthismap();
344 Con_DPrintf("CL_Disconnect\n");
346 Cvar_SetValueQuick(&csqc_progcrc, -1);
347 Cvar_SetValueQuick(&csqc_progsize, -1);
349 // stop sounds (especially looping!)
352 cl.parsingtextexpectingpingforscores = 0; // just in case no reply has come yet
354 // clear contents blends
355 cl.cshifts[0].percent = 0;
356 cl.cshifts[1].percent = 0;
357 cl.cshifts[2].percent = 0;
358 cl.cshifts[3].percent = 0;
360 cl.worldmodel = NULL;
362 CL_Parse_ErrorCleanUp();
364 if (cls.demoplayback)
369 unsigned char bufdata[8];
370 if (cls.demorecording)
371 CL_Stop_f(&cmd_client);
373 // send disconnect message 3 times to improve chances of server
374 // receiving it (but it still fails sometimes)
375 memset(&buf, 0, sizeof(buf));
377 buf.maxsize = sizeof(bufdata);
378 if (cls.protocol == PROTOCOL_QUAKEWORLD)
380 Con_DPrint("Sending drop command\n");
381 MSG_WriteByte(&buf, qw_clc_stringcmd);
382 MSG_WriteString(&buf, "drop");
386 Con_DPrint("Sending clc_disconnect\n");
387 MSG_WriteByte(&buf, clc_disconnect);
389 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, 0, false);
390 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, 0, false);
391 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, 0, false);
392 NetConn_Close(cls.netcon);
394 Con_Printf("Disconnected\n");
396 cls.state = ca_disconnected;
397 cl.islocalgame = false;
399 cls.demoplayback = cls.timedemo = false;
402 // If we're dropped mid-connection attempt, it won't clear otherwise.
403 SCR_ClearLoadingScreen(false);
406 void CL_Disconnect_f(cmd_state_t *cmd)
410 Host_ShutdownServer ();
417 =====================
418 CL_EstablishConnection
420 Host should be either "local" or a net address
421 =====================
423 void CL_EstablishConnection(const char *host, int firstarg)
425 if (cls.state == ca_dedicated)
428 // don't connect to a server if we're benchmarking a demo
429 if (COM_CheckParm("-benchmark"))
432 // clear menu's connect error message
434 M_Update_Return_Reason("");
437 // Disconnect from the current server, or stop a running demo.
440 // make sure the client ports are open before attempting to connect
441 NetConn_UpdateSockets();
443 if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
445 cls.connect_trying = true;
446 cls.connect_remainingtries = 3;
447 cls.connect_nextsendtime = 0;
449 // only NOW, set connect_userinfo
453 *cls.connect_userinfo = 0;
454 for(i = firstarg; i+2 <= Cmd_Argc(&cmd_client); i += 2)
455 InfoString_SetValue(cls.connect_userinfo, sizeof(cls.connect_userinfo), Cmd_Argv(&cmd_client, i), Cmd_Argv(&cmd_client, i+1));
457 else if(firstarg < -1)
459 // -1: keep as is (reconnect)
461 *cls.connect_userinfo = 0;
465 M_Update_Return_Reason("Trying to connect...");
470 Con_Print("Unable to find a suitable network socket to connect to server.\n");
472 M_Update_Return_Reason("No network");
482 static void CL_PrintEntities_f(cmd_state_t *cmd)
487 for (i = 0, ent = cl.entities;i < cl.num_entities;i++, ent++)
489 const char* modelname;
491 if (!ent->state_current.active)
494 if (ent->render.model)
495 modelname = ent->render.model->name;
497 modelname = "--no model--";
498 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);
506 List information on all models in the client modelindex
509 static void CL_ModelIndexList_f(cmd_state_t *cmd)
515 Con_Printf("%3s: %-30s %-8s %-8s\n", "ID", "Name", "Type", "Triangles");
517 for (i = -MAX_MODELS;i < MAX_MODELS;i++)
519 model = CL_GetModelByIndex(i);
522 if(model->loaded || i == 1)
523 Con_Printf("%3i: %-30s %-8s %-10i\n", i, model->name, model->modeldatatypestring, model->surfmesh.num_triangles);
525 Con_Printf("%3i: %-30s %-30s\n", i, model->name, "--no local model found--");
534 List all sounds in the client soundindex
537 static void CL_SoundIndexList_f(cmd_state_t *cmd)
541 while(cl.sound_precache[i] && i != MAX_SOUNDS)
543 Con_Printf("%i : %s\n", i, cl.sound_precache[i]->name);
550 CL_UpdateRenderEntity
552 Updates inversematrix, animation interpolation factors, scale, and mins/maxs
555 void CL_UpdateRenderEntity(entity_render_t *ent)
559 dp_model_t *model = ent->model;
560 // update the inverse matrix for the renderer
561 Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
562 // update the animation blend state
563 VM_FrameBlendFromFrameGroupBlend(ent->frameblend, ent->framegroupblend, ent->model, cl.time);
564 // we need the matrix origin to center the box
565 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
566 // update entity->render.scale because the renderer needs it
567 ent->scale = scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
570 // NOTE: this directly extracts vector components from the matrix, which relies on the matrix orientation!
571 #ifdef MATRIX4x4_OPENGLORIENTATION
572 if (ent->matrix.m[0][2] != 0 || ent->matrix.m[1][2] != 0)
574 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
578 VectorMA(org, scale, model->rotatedmins, ent->mins);
579 VectorMA(org, scale, model->rotatedmaxs, ent->maxs);
581 #ifdef MATRIX4x4_OPENGLORIENTATION
582 else if (ent->matrix.m[1][0] != 0 || ent->matrix.m[0][1] != 0)
584 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
588 VectorMA(org, scale, model->yawmins, ent->mins);
589 VectorMA(org, scale, model->yawmaxs, ent->maxs);
593 VectorMA(org, scale, model->normalmins, ent->mins);
594 VectorMA(org, scale, model->normalmaxs, ent->maxs);
599 ent->mins[0] = org[0] - 16;
600 ent->mins[1] = org[1] - 16;
601 ent->mins[2] = org[2] - 16;
602 ent->maxs[0] = org[0] + 16;
603 ent->maxs[1] = org[1] + 16;
604 ent->maxs[2] = org[2] + 16;
612 Determines the fraction between the last two messages that the objects
616 static float CL_LerpPoint(void)
620 if (cl_nettimesyncboundmode.integer == 1)
621 cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
623 // LadyHavoc: lerp in listen games as the server is being capped below the client (usually)
624 if (cl.mtime[0] <= cl.mtime[1])
626 cl.time = cl.mtime[0];
630 f = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]);
631 return bound(0, f, 1 + cl_lerpexcess.value);
634 void CL_ClearTempEntities (void)
636 r_refdef.scene.numtempentities = 0;
637 // grow tempentities buffer on request
638 if (r_refdef.scene.expandtempentities)
640 Con_Printf("CL_NewTempEntity: grow maxtempentities from %i to %i\n", r_refdef.scene.maxtempentities, r_refdef.scene.maxtempentities * 2);
641 r_refdef.scene.maxtempentities *= 2;
642 r_refdef.scene.tempentities = (entity_render_t *)Mem_Realloc(cls.permanentmempool, r_refdef.scene.tempentities, sizeof(entity_render_t) * r_refdef.scene.maxtempentities);
643 r_refdef.scene.expandtempentities = false;
647 entity_render_t *CL_NewTempEntity(double shadertime)
649 entity_render_t *render;
651 if (r_refdef.scene.numentities >= r_refdef.scene.maxentities)
653 if (r_refdef.scene.numtempentities >= r_refdef.scene.maxtempentities)
655 r_refdef.scene.expandtempentities = true; // will be reallocated next frame since current frame may have pointers set already
658 render = &r_refdef.scene.tempentities[r_refdef.scene.numtempentities++];
659 memset (render, 0, sizeof(*render));
660 r_refdef.scene.entities[r_refdef.scene.numentities++] = render;
662 render->shadertime = shadertime;
664 VectorSet(render->colormod, 1, 1, 1);
665 VectorSet(render->glowmod, 1, 1, 1);
669 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
673 if (!modelindex) // sanity check
677 Con_Printf("CL_Effect: framerate %f is < 1\n", framerate);
682 Con_Printf("CL_Effect: framecount %i is < 1\n", framecount);
685 for (i = 0, e = cl.effects;i < cl.max_effects;i++, e++)
690 VectorCopy(org, e->origin);
691 e->modelindex = modelindex;
692 e->starttime = cl.time;
693 e->startframe = startframe;
694 e->endframe = startframe + framecount;
695 e->framerate = framerate;
698 e->frame1time = cl.time;
699 e->frame2time = cl.time;
700 cl.num_effects = max(cl.num_effects, i + 1);
705 void CL_AllocLightFlash(entity_render_t *ent, matrix4x4_t *matrix, float radius, float red, float green, float blue, float decay, float lifetime, char *cubemapname, int style, int shadowenable, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
710 // then look for anything else
712 for (i = 0;i < cl.max_dlights;i++, dl++)
716 // unable to find one
717 if (i == cl.max_dlights)
720 //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
721 memset (dl, 0, sizeof(*dl));
722 cl.num_dlights = max(cl.num_dlights, i + 1);
723 Matrix4x4_Normalize(&dl->matrix, matrix);
725 Matrix4x4_OriginFromMatrix(&dl->matrix, dl->origin);
726 CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
727 Matrix4x4_SetOrigin(&dl->matrix, dl->origin[0], dl->origin[1], dl->origin[2]);
730 dl->color[1] = green;
732 dl->initialradius = radius;
733 dl->initialcolor[0] = red;
734 dl->initialcolor[1] = green;
735 dl->initialcolor[2] = blue;
736 dl->decay = decay / radius; // changed decay to be a percentage decrease
737 dl->intensity = 1; // this is what gets decayed
739 dl->die = cl.time + lifetime;
742 dl->cubemapname[0] = 0;
743 if (cubemapname && cubemapname[0])
744 strlcpy(dl->cubemapname, cubemapname, sizeof(dl->cubemapname));
746 dl->shadow = shadowenable;
749 dl->coronasizescale = coronasizescale;
750 dl->ambientscale = ambientscale;
751 dl->diffusescale = diffusescale;
752 dl->specularscale = specularscale;
755 static void CL_DecayLightFlashes(void)
761 time = bound(0, cl.time - cl.oldtime, 0.1);
762 oldmax = cl.num_dlights;
764 for (i = 0, dl = cl.dlights;i < oldmax;i++, dl++)
768 dl->intensity -= time * dl->decay;
769 if (cl.time < dl->die && dl->intensity > 0)
771 if (cl_dlights_decayradius.integer)
772 dl->radius = dl->initialradius * dl->intensity;
774 dl->radius = dl->initialradius;
775 if (cl_dlights_decaybrightness.integer)
776 VectorScale(dl->initialcolor, dl->intensity, dl->color);
778 VectorCopy(dl->initialcolor, dl->color);
779 cl.num_dlights = i + 1;
787 // called before entity relinking
788 void CL_RelinkLightFlashes(void)
793 matrix4x4_t tempmatrix;
795 if (r_dynamic.integer)
797 for (i = 0, dl = cl.dlights;i < cl.num_dlights && r_refdef.scene.numlights < MAX_DLIGHTS;i++, dl++)
801 tempmatrix = dl->matrix;
802 Matrix4x4_Scale(&tempmatrix, dl->radius, 1);
803 // we need the corona fading to be persistent
804 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);
805 r_refdef.scene.lights[r_refdef.scene.numlights++] = &dl->rtlight;
812 for (j = 0;j < cl.max_lightstyle;j++)
814 r_refdef.scene.rtlightstylevalue[j] = 1;
815 r_refdef.scene.lightstylevalue[j] = 256;
821 // 'm' is normal light, 'a' is no light, 'z' is double bright
825 for (j = 0;j < cl.max_lightstyle;j++)
827 if (!cl.lightstyle[j].length)
829 r_refdef.scene.rtlightstylevalue[j] = 1;
830 r_refdef.scene.lightstylevalue[j] = 256;
833 // static lightstyle "=value"
834 if (cl.lightstyle[j].map[0] == '=')
836 r_refdef.scene.rtlightstylevalue[j] = atof(cl.lightstyle[j].map + 1);
837 if ( r_lerplightstyles.integer || ((int)f - f) < 0.01)
838 r_refdef.scene.lightstylevalue[j] = r_refdef.scene.rtlightstylevalue[j];
841 k = i % cl.lightstyle[j].length;
842 l = (i-1) % cl.lightstyle[j].length;
843 k = cl.lightstyle[j].map[k] - 'a';
844 l = cl.lightstyle[j].map[l] - 'a';
845 // rtlightstylevalue is always interpolated because it has no bad
846 // consequences for performance
847 // lightstylevalue is subject to a cvar for performance reasons;
848 // skipping lightmap updates on most rendered frames substantially
849 // improves framerates (but makes light fades look bad)
850 r_refdef.scene.rtlightstylevalue[j] = ((k*frac)+(l*(1-frac)))*(22/256.0f);
851 r_refdef.scene.lightstylevalue[j] = r_lerplightstyles.integer ? (unsigned short)(((k*frac)+(l*(1-frac)))*22) : k*22;
855 static void CL_AddQWCTFFlagModel(entity_t *player, int skin)
857 int frame = player->render.framegroupblend[0].frame;
859 entity_render_t *flagrender;
860 matrix4x4_t flagmatrix;
862 // this code taken from QuakeWorld
864 if (frame >= 29 && frame <= 40)
866 if (frame >= 29 && frame <= 34)
868 if (frame == 29) f = f + 2;
869 else if (frame == 30) f = f + 8;
870 else if (frame == 31) f = f + 12;
871 else if (frame == 32) f = f + 11;
872 else if (frame == 33) f = f + 10;
873 else if (frame == 34) f = f + 4;
875 else if (frame >= 35 && frame <= 40)
877 if (frame == 35) f = f + 2;
878 else if (frame == 36) f = f + 10;
879 else if (frame == 37) f = f + 10;
880 else if (frame == 38) f = f + 8;
881 else if (frame == 39) f = f + 4;
882 else if (frame == 40) f = f + 2;
885 else if (frame >= 103 && frame <= 118)
887 if (frame >= 103 && frame <= 104) f = f + 6; //nailattack
888 else if (frame >= 105 && frame <= 106) f = f + 6; //light
889 else if (frame >= 107 && frame <= 112) f = f + 7; //rocketattack
890 else if (frame >= 112 && frame <= 118) f = f + 7; //shotattack
892 // end of code taken from QuakeWorld
894 flagrender = CL_NewTempEntity(player->render.shadertime);
898 flagrender->model = CL_GetModelByIndex(cl.qw_modelindex_flag);
899 flagrender->skinnum = skin;
900 flagrender->alpha = 1;
901 VectorSet(flagrender->colormod, 1, 1, 1);
902 VectorSet(flagrender->glowmod, 1, 1, 1);
903 // attach the flag to the player matrix
904 Matrix4x4_CreateFromQuakeEntity(&flagmatrix, -f, -22, 0, 0, 0, -45, 1);
905 Matrix4x4_Concat(&flagrender->matrix, &player->render.matrix, &flagmatrix);
906 CL_UpdateRenderEntity(flagrender);
909 matrix4x4_t viewmodelmatrix_withbob;
910 matrix4x4_t viewmodelmatrix_nobob;
912 static const vec3_t muzzleflashorigin = {18, 0, 0};
914 void CL_SetEntityColormapColors(entity_render_t *ent, int colormap)
916 const unsigned char *cbcolor;
919 cbcolor = palette_rgb_pantscolormap[colormap & 0xF];
920 VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_pantscolor);
921 cbcolor = palette_rgb_shirtcolormap[(colormap & 0xF0) >> 4];
922 VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_shirtcolor);
926 VectorClear(ent->colormap_pantscolor);
927 VectorClear(ent->colormap_shirtcolor);
931 // note this is a recursive function, recursionlimit should be 32 or so on the initial call
932 static void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolate)
934 const matrix4x4_t *matrix;
935 matrix4x4_t blendmatrix, tempmatrix, matrix2;
937 vec_t origin[3], angles[3], lerp;
940 //entity_persistent_t *p = &e->persistent;
941 //entity_render_t *r = &e->render;
942 // skip inactive entities and world
943 if (!e->state_current.active || e == cl.entities)
945 if (recursionlimit < 1)
947 e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
948 e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
949 e->render.flags = e->state_current.flags;
950 e->render.effects = e->state_current.effects;
951 VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
952 VectorScale(e->state_current.glowmod, (1.0f / 32.0f), e->render.glowmod);
953 if(e >= cl.entities && e < cl.entities + cl.num_entities)
954 e->render.entitynumber = e - cl.entities;
956 e->render.entitynumber = 0;
957 if (e->state_current.flags & RENDER_COLORMAPPED)
958 CL_SetEntityColormapColors(&e->render, e->state_current.colormap);
959 else if (e->state_current.colormap > 0 && e->state_current.colormap <= cl.maxclients && cl.scores != NULL)
960 CL_SetEntityColormapColors(&e->render, cl.scores[e->state_current.colormap-1].colors);
962 CL_SetEntityColormapColors(&e->render, -1);
963 e->render.skinnum = e->state_current.skin;
964 if (e->state_current.tagentity)
966 // attached entity (gun held in player model's hand, etc)
967 // if the tag entity is currently impossible, skip it
968 if (e->state_current.tagentity >= cl.num_entities)
970 t = cl.entities + e->state_current.tagentity;
971 // if the tag entity is inactive, skip it
972 if (t->state_current.active)
974 // update the parent first
975 CL_UpdateNetworkEntity(t, recursionlimit - 1, interpolate);
980 // it may still be a CSQC entity... trying to use its
981 // info from last render frame (better than nothing)
982 if(!cl.csqc_server2csqcentitynumber[e->state_current.tagentity])
984 r = cl.csqcrenderentities + cl.csqc_server2csqcentitynumber[e->state_current.tagentity];
986 return; // neither CSQC nor legacy entity... can't attach
988 // make relative to the entity
990 // some properties of the tag entity carry over
991 e->render.flags |= r->flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
992 // if a valid tagindex is used, make it relative to that tag instead
993 if (e->state_current.tagentity && e->state_current.tagindex >= 1 && r->model)
995 if(!Mod_Alias_GetTagMatrix(r->model, r->frameblend, r->skeleton, e->state_current.tagindex - 1, &blendmatrix)) // i.e. no error
997 // concat the tag matrices onto the entity matrix
998 Matrix4x4_Concat(&tempmatrix, &r->matrix, &blendmatrix);
999 // use the constructed tag matrix
1000 matrix = &tempmatrix;
1004 else if (e->render.flags & RENDER_VIEWMODEL)
1006 // view-relative entity (guns and such)
1007 if (e->render.effects & EF_NOGUNBOB)
1008 matrix = &viewmodelmatrix_nobob; // really attached to view
1010 matrix = &viewmodelmatrix_withbob; // attached to gun bob matrix
1014 // world-relative entity (the normal kind)
1015 matrix = &identitymatrix;
1019 // if it's the predicted player entity, update according to client movement
1020 // but don't lerp if going through a teleporter as it causes a bad lerp
1021 // also don't use the predicted location if fixangle was set on both of
1022 // the most recent server messages, as that cause means you are spectating
1023 // someone or watching a cutscene of some sort
1024 if (cl_nolerp.integer || cls.timedemo)
1025 interpolate = false;
1026 if (e == cl.entities + cl.playerentity && cl.movement_predicted && (!cl.fixangle[1] || !cl.fixangle[0]))
1028 VectorCopy(cl.movement_origin, origin);
1029 VectorSet(angles, 0, cl.viewangles[1], 0);
1031 else if (interpolate && e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1 + cl_lerpexcess.value)
1033 // interpolate the origin and angles
1034 lerp = max(0, lerp);
1035 VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
1037 // this fails at the singularity of euler angles
1038 VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
1039 if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
1040 if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
1041 if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
1042 VectorMA(e->persistent.oldangles, lerp, delta, angles);
1045 vec3_t f0, u0, f1, u1;
1046 AngleVectors(e->persistent.oldangles, f0, NULL, u0);
1047 AngleVectors(e->persistent.newangles, f1, NULL, u1);
1048 VectorMAM(1-lerp, f0, lerp, f1, f0);
1049 VectorMAM(1-lerp, u0, lerp, u1, u0);
1050 AnglesFromVectors(angles, f0, u0, false);
1057 VectorCopy(e->persistent.neworigin, origin);
1058 VectorCopy(e->persistent.newangles, angles);
1061 // model setup and some modelflags
1062 frame = e->state_current.frame;
1063 e->render.model = CL_GetModelByIndex(e->state_current.modelindex);
1064 if (e->render.model)
1066 if (e->render.skinnum >= e->render.model->numskins)
1067 e->render.skinnum = 0;
1068 if (frame >= e->render.model->numframes)
1070 // models can set flags such as EF_ROCKET
1071 // this 0xFF800000 mask is EF_NOMODELFLAGS plus all the higher EF_ flags such as EF_ROCKET
1072 if (!(e->render.effects & 0xFF800000))
1073 e->render.effects |= e->render.model->effects;
1074 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
1075 if (e->render.model->type == mod_alias)
1076 angles[0] = -angles[0];
1077 if ((e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
1079 VectorScale(e->render.colormod, 2, e->render.colormod);
1080 VectorScale(e->render.glowmod, 2, e->render.glowmod);
1083 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
1084 else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
1085 angles[0] = -angles[0];
1086 // NOTE: this must be synced to SV_GetPitchSign!
1088 if ((e->render.effects & EF_ROTATE) && !(e->render.flags & RENDER_VIEWMODEL))
1090 angles[1] = ANGLEMOD(100*cl.time);
1091 if (cl_itembobheight.value)
1092 origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
1096 e->render.skeleton = NULL;
1097 if (e->render.flags & RENDER_COMPLEXANIMATION)
1099 e->render.framegroupblend[0] = e->state_current.framegroupblend[0];
1100 e->render.framegroupblend[1] = e->state_current.framegroupblend[1];
1101 e->render.framegroupblend[2] = e->state_current.framegroupblend[2];
1102 e->render.framegroupblend[3] = e->state_current.framegroupblend[3];
1103 if (e->state_current.skeletonobject.model && e->state_current.skeletonobject.relativetransforms)
1104 e->render.skeleton = &e->state_current.skeletonobject;
1106 else if (e->render.framegroupblend[0].frame == frame)
1108 // update frame lerp fraction
1109 e->render.framegroupblend[0].lerp = 1;
1110 e->render.framegroupblend[1].lerp = 0;
1111 if (e->render.framegroupblend[0].start > e->render.framegroupblend[1].start)
1113 // make sure frame lerp won't last longer than 100ms
1114 // (this mainly helps with models that use framegroups and
1115 // switch between them infrequently)
1116 float maxdelta = cl_lerpanim_maxdelta_server.value;
1118 if(e->render.model->animscenes)
1119 if(e->render.model->animscenes[e->render.framegroupblend[0].frame].framecount > 1 || e->render.model->animscenes[e->render.framegroupblend[1].frame].framecount > 1)
1120 maxdelta = cl_lerpanim_maxdelta_framegroups.value;
1121 maxdelta = max(maxdelta, cl.mtime[0] - cl.mtime[1]);
1122 e->render.framegroupblend[0].lerp = (cl.time - e->render.framegroupblend[0].start) / min(e->render.framegroupblend[0].start - e->render.framegroupblend[1].start, maxdelta);
1123 e->render.framegroupblend[0].lerp = bound(0, e->render.framegroupblend[0].lerp, 1);
1124 e->render.framegroupblend[1].lerp = 1 - e->render.framegroupblend[0].lerp;
1129 // begin a new frame lerp
1130 e->render.framegroupblend[1] = e->render.framegroupblend[0];
1131 e->render.framegroupblend[1].lerp = 1;
1132 e->render.framegroupblend[0].frame = frame;
1133 e->render.framegroupblend[0].start = cl.time;
1134 e->render.framegroupblend[0].lerp = 0;
1137 // set up the render matrix
1140 // attached entity, this requires a matrix multiply (concat)
1141 // FIXME: e->render.scale should go away
1142 Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1143 // concat the matrices to make the entity relative to its tag
1144 Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
1145 // get the origin from the new matrix
1146 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1150 // unattached entities are faster to process
1151 Matrix4x4_CreateFromQuakeEntity(&e->render.matrix, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1154 // tenebrae's sprites are all additive mode (weird)
1155 if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
1156 e->render.flags |= RENDER_ADDITIVE;
1157 // player model is only shown with chase_active on
1158 if (e->state_current.number == cl.viewentity)
1159 e->render.flags |= RENDER_EXTERIORMODEL;
1160 // either fullbright or lit
1161 if(!r_fullbright.integer)
1163 if (!(e->render.effects & EF_FULLBRIGHT))
1164 e->render.flags |= RENDER_LIGHT;
1166 // hide player shadow during intermission or nehahra movie
1167 if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST))
1168 && (e->render.alpha >= 1)
1169 && !(e->render.flags & RENDER_VIEWMODEL)
1170 && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
1171 e->render.flags |= RENDER_SHADOW;
1172 if (e->render.flags & RENDER_VIEWMODEL)
1173 e->render.flags |= RENDER_NOSELFSHADOW;
1174 if (e->render.effects & EF_NOSELFSHADOW)
1175 e->render.flags |= RENDER_NOSELFSHADOW;
1176 if (e->render.effects & EF_NODEPTHTEST)
1177 e->render.flags |= RENDER_NODEPTHTEST;
1178 if (e->render.effects & EF_ADDITIVE)
1179 e->render.flags |= RENDER_ADDITIVE;
1180 if (e->render.effects & EF_DOUBLESIDED)
1181 e->render.flags |= RENDER_DOUBLESIDED;
1182 if (e->render.effects & EF_DYNAMICMODELLIGHT)
1183 e->render.flags |= RENDER_DYNAMICMODELLIGHT;
1185 // make the other useful stuff
1186 e->render.allowdecals = true;
1187 CL_UpdateRenderEntity(&e->render);
1190 // creates light and trails from an entity
1191 static void CL_UpdateNetworkEntityTrail(entity_t *e)
1193 effectnameindex_t trailtype;
1196 // bmodels are treated specially since their origin is usually '0 0 0' and
1197 // their actual geometry is far from '0 0 0'
1198 if (e->render.model && e->render.model->soundfromcenter)
1201 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1202 Matrix4x4_Transform(&e->render.matrix, o, origin);
1205 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1207 // handle particle trails and such effects now that we know where this
1208 // entity is in the world...
1209 trailtype = EFFECT_NONE;
1210 // LadyHavoc: if the entity has no effects, don't check each
1211 if (e->render.effects & (EF_BRIGHTFIELD | EF_FLAME | EF_STARDUST))
1213 if (e->render.effects & EF_BRIGHTFIELD)
1215 if (IS_NEXUIZ_DERIVED(gamemode))
1216 trailtype = EFFECT_TR_NEXUIZPLASMA;
1218 CL_EntityParticles(e);
1220 if (e->render.effects & EF_FLAME)
1221 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);
1222 if (e->render.effects & EF_STARDUST)
1223 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);
1225 if (e->render.internaleffects & (INTEF_FLAG1QW | INTEF_FLAG2QW))
1227 // these are only set on player entities
1228 CL_AddQWCTFFlagModel(e, (e->render.internaleffects & INTEF_FLAG2QW) != 0);
1230 // muzzleflash fades over time
1231 if (e->persistent.muzzleflash > 0)
1232 e->persistent.muzzleflash -= bound(0, cl.time - cl.oldtime, 0.1) * 20;
1233 // LadyHavoc: if the entity has no effects, don't check each
1234 if (e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1236 if (e->render.effects & EF_GIB)
1237 trailtype = EFFECT_TR_BLOOD;
1238 else if (e->render.effects & EF_ZOMGIB)
1239 trailtype = EFFECT_TR_SLIGHTBLOOD;
1240 else if (e->render.effects & EF_TRACER)
1241 trailtype = EFFECT_TR_WIZSPIKE;
1242 else if (e->render.effects & EF_TRACER2)
1243 trailtype = EFFECT_TR_KNIGHTSPIKE;
1244 else if (e->render.effects & EF_ROCKET)
1245 trailtype = EFFECT_TR_ROCKET;
1246 else if (e->render.effects & EF_GRENADE)
1248 // LadyHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1249 trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1251 else if (e->render.effects & EF_TRACER3)
1252 trailtype = EFFECT_TR_VORESPIKE;
1255 if (e->render.flags & RENDER_GLOWTRAIL)
1256 trailtype = EFFECT_TR_GLOWTRAIL;
1257 if (e->state_current.traileffectnum)
1258 trailtype = (effectnameindex_t)e->state_current.traileffectnum;
1259 // check if a trail is allowed (it is not after a teleport for example)
1260 if (trailtype && e->persistent.trail_allowed)
1264 VectorSubtract(e->state_current.origin, e->state_previous.origin, vel);
1265 len = e->state_current.time - e->state_previous.time;
1268 VectorScale(vel, len, vel);
1269 // 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
1270 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);
1272 // now that the entity has survived one trail update it is allowed to
1273 // leave a real trail on later frames
1274 e->persistent.trail_allowed = true;
1275 VectorCopy(origin, e->persistent.trail_origin);
1281 CL_UpdateViewEntities
1284 void CL_UpdateViewEntities(void)
1287 // update any RENDER_VIEWMODEL entities to use the new view matrix
1288 for (i = 1;i < cl.num_entities;i++)
1290 if (cl.entities_active[i])
1292 entity_t *ent = cl.entities + i;
1293 if ((ent->render.flags & RENDER_VIEWMODEL) || ent->state_current.tagentity)
1294 CL_UpdateNetworkEntity(ent, 32, true);
1297 // and of course the engine viewmodel needs updating as well
1298 CL_UpdateNetworkEntity(&cl.viewent, 32, true);
1303 CL_UpdateNetworkCollisionEntities
1306 static void CL_UpdateNetworkCollisionEntities(void)
1311 // start on the entity after the world
1312 cl.num_brushmodel_entities = 0;
1313 for (i = cl.maxclients + 1;i < cl.num_entities;i++)
1315 if (cl.entities_active[i])
1317 ent = cl.entities + i;
1318 if (ent->state_current.active && ent->render.model && ent->render.model->name[0] == '*' && ent->render.model->TraceBox)
1320 // do not interpolate the bmodels for this
1321 CL_UpdateNetworkEntity(ent, 32, false);
1322 cl.brushmodel_entities[cl.num_brushmodel_entities++] = i;
1330 CL_UpdateNetworkEntities
1333 static void CL_UpdateNetworkEntities(void)
1338 // start on the entity after the world
1339 for (i = 1;i < cl.num_entities;i++)
1341 if (cl.entities_active[i])
1343 ent = cl.entities + i;
1344 if (ent->state_current.active)
1346 CL_UpdateNetworkEntity(ent, 32, true);
1347 // view models should never create light/trails
1348 if (!(ent->render.flags & RENDER_VIEWMODEL))
1349 CL_UpdateNetworkEntityTrail(ent);
1353 R_DecalSystem_Reset(&ent->render.decalsystem);
1354 cl.entities_active[i] = false;
1360 static void CL_UpdateViewModel(void)
1364 ent->state_previous = ent->state_current;
1365 ent->state_current = defaultstate;
1366 ent->state_current.time = cl.time;
1367 ent->state_current.number = (unsigned short)-1;
1368 ent->state_current.active = true;
1369 ent->state_current.modelindex = cl.stats[STAT_WEAPON];
1370 ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
1371 ent->state_current.flags = RENDER_VIEWMODEL;
1372 if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
1373 ent->state_current.modelindex = 0;
1374 else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
1376 if (gamemode == GAME_TRANSFUSION)
1377 ent->state_current.alpha = 128;
1379 ent->state_current.modelindex = 0;
1381 ent->state_current.alpha = cl.entities[cl.viewentity].state_current.alpha;
1382 ent->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB));
1384 // reset animation interpolation on weaponmodel if model changed
1385 if (ent->state_previous.modelindex != ent->state_current.modelindex)
1387 ent->render.framegroupblend[0].frame = ent->render.framegroupblend[1].frame = ent->state_current.frame;
1388 ent->render.framegroupblend[0].start = ent->render.framegroupblend[1].start = cl.time;
1389 ent->render.framegroupblend[0].lerp = 1;ent->render.framegroupblend[1].lerp = 0;
1391 CL_UpdateNetworkEntity(ent, 32, true);
1394 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
1395 static void CL_LinkNetworkEntity(entity_t *e)
1397 effectnameindex_t trailtype;
1403 // skip inactive entities and world
1404 if (!e->state_current.active || e == cl.entities)
1406 if (e->state_current.tagentity)
1408 // if the tag entity is currently impossible, skip it
1409 if (e->state_current.tagentity >= cl.num_entities)
1411 // if the tag entity is inactive, skip it
1412 if (!cl.entities[e->state_current.tagentity].state_current.active)
1414 if(!cl.csqc_server2csqcentitynumber[e->state_current.tagentity])
1416 if(!cl.csqcrenderentities[cl.csqc_server2csqcentitynumber[e->state_current.tagentity]].entitynumber)
1418 // if we get here, it's properly csqc networked and attached
1422 // create entity dlights associated with this entity
1423 if (e->render.model && e->render.model->soundfromcenter)
1425 // bmodels are treated specially since their origin is usually '0 0 0'
1427 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1428 Matrix4x4_Transform(&e->render.matrix, o, origin);
1431 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1432 trailtype = EFFECT_NONE;
1437 // LadyHavoc: if the entity has no effects, don't check each
1438 if (e->render.effects & (EF_BRIGHTFIELD | EF_DIMLIGHT | EF_BRIGHTLIGHT | EF_RED | EF_BLUE | EF_FLAME | EF_STARDUST))
1440 if (e->render.effects & EF_BRIGHTFIELD)
1442 if (IS_NEXUIZ_DERIVED(gamemode))
1443 trailtype = EFFECT_TR_NEXUIZPLASMA;
1445 if (e->render.effects & EF_DIMLIGHT)
1447 dlightradius = max(dlightradius, 200);
1448 dlightcolor[0] += 1.50f;
1449 dlightcolor[1] += 1.50f;
1450 dlightcolor[2] += 1.50f;
1452 if (e->render.effects & EF_BRIGHTLIGHT)
1454 dlightradius = max(dlightradius, 400);
1455 dlightcolor[0] += 3.00f;
1456 dlightcolor[1] += 3.00f;
1457 dlightcolor[2] += 3.00f;
1459 // LadyHavoc: more effects
1460 if (e->render.effects & EF_RED) // red
1462 dlightradius = max(dlightradius, 200);
1463 dlightcolor[0] += 1.50f;
1464 dlightcolor[1] += 0.15f;
1465 dlightcolor[2] += 0.15f;
1467 if (e->render.effects & EF_BLUE) // blue
1469 dlightradius = max(dlightradius, 200);
1470 dlightcolor[0] += 0.15f;
1471 dlightcolor[1] += 0.15f;
1472 dlightcolor[2] += 1.50f;
1474 if (e->render.effects & EF_FLAME)
1475 CL_ParticleTrail(EFFECT_EF_FLAME, 1, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false, NULL, NULL, 1);
1476 if (e->render.effects & EF_STARDUST)
1477 CL_ParticleTrail(EFFECT_EF_STARDUST, 1, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false, NULL, NULL, 1);
1479 // muzzleflash fades over time, and is offset a bit
1480 if (e->persistent.muzzleflash > 0 && r_refdef.scene.numlights < MAX_DLIGHTS)
1485 matrix4x4_t tempmatrix;
1486 Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
1487 trace = CL_TraceLine(origin, v2, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, 0, collision_extendmovelength.value, true, false, NULL, false, false);
1488 Matrix4x4_Normalize(&tempmatrix, &e->render.matrix);
1489 Matrix4x4_SetOrigin(&tempmatrix, trace.endpos[0], trace.endpos[1], trace.endpos[2]);
1490 Matrix4x4_Scale(&tempmatrix, 150, 1);
1491 VectorSet(color, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f);
1492 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);
1493 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1495 // LadyHavoc: if the model has no flags, don't check each
1496 if (e->render.model && e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1498 if (e->render.effects & EF_GIB)
1499 trailtype = EFFECT_TR_BLOOD;
1500 else if (e->render.effects & EF_ZOMGIB)
1501 trailtype = EFFECT_TR_SLIGHTBLOOD;
1502 else if (e->render.effects & EF_TRACER)
1503 trailtype = EFFECT_TR_WIZSPIKE;
1504 else if (e->render.effects & EF_TRACER2)
1505 trailtype = EFFECT_TR_KNIGHTSPIKE;
1506 else if (e->render.effects & EF_ROCKET)
1507 trailtype = EFFECT_TR_ROCKET;
1508 else if (e->render.effects & EF_GRENADE)
1510 // LadyHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1511 trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1513 else if (e->render.effects & EF_TRACER3)
1514 trailtype = EFFECT_TR_VORESPIKE;
1516 // LadyHavoc: customizable glow
1517 if (e->state_current.glowsize)
1519 // * 4 for the expansion from 0-255 to 0-1023 range,
1520 // / 255 to scale down byte colors
1521 dlightradius = max(dlightradius, e->state_current.glowsize * 4);
1522 VectorMA(dlightcolor, (1.0f / 255.0f), palette_rgb[e->state_current.glowcolor], dlightcolor);
1525 if ((e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) && r_refdef.scene.numlights < MAX_DLIGHTS)
1527 matrix4x4_t dlightmatrix;
1529 VectorScale(e->state_current.light, (1.0f / 256.0f), light);
1530 light[3] = e->state_current.light[3];
1531 if (light[0] == 0 && light[1] == 0 && light[2] == 0)
1532 VectorSet(light, 1, 1, 1);
1535 // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
1536 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1537 Matrix4x4_Scale(&dlightmatrix, light[3], 1);
1538 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);
1539 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1541 // make the glow dlight
1542 else if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL) && r_refdef.scene.numlights < MAX_DLIGHTS)
1544 matrix4x4_t dlightmatrix;
1545 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1546 // hack to make glowing player light shine on their gun
1547 //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
1548 // Matrix4x4_AdjustOrigin(&dlightmatrix, 0, 0, 30);
1549 Matrix4x4_Scale(&dlightmatrix, dlightradius, 1);
1550 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);
1551 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1554 if (e->render.flags & RENDER_GLOWTRAIL)
1555 trailtype = EFFECT_TR_GLOWTRAIL;
1556 if (e->state_current.traileffectnum)
1557 trailtype = (effectnameindex_t)e->state_current.traileffectnum;
1559 CL_ParticleTrail(trailtype, 1, origin, origin, vec3_origin, vec3_origin, NULL, e->state_current.glowcolor, true, false, NULL, NULL, 1);
1561 // don't show entities with no modelindex (note: this still shows
1562 // entities which have a modelindex that resolved to a NULL model)
1563 if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.scene.numentities < r_refdef.scene.maxentities)
1564 r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
1565 //if (cl.viewentity && e->state_current.number == cl.viewentity)
1566 // Matrix4x4_Print(&e->render.matrix);
1569 static void CL_RelinkWorld(void)
1571 entity_t *ent = &cl.entities[0];
1572 // FIXME: this should be done at load
1573 ent->render.matrix = identitymatrix;
1574 ent->render.flags = RENDER_SHADOW;
1575 if (!r_fullbright.integer)
1576 ent->render.flags |= RENDER_LIGHT;
1577 VectorSet(ent->render.colormod, 1, 1, 1);
1578 VectorSet(ent->render.glowmod, 1, 1, 1);
1579 ent->render.allowdecals = true;
1580 CL_UpdateRenderEntity(&ent->render);
1581 r_refdef.scene.worldentity = &ent->render;
1582 r_refdef.scene.worldmodel = cl.worldmodel;
1584 // if the world is q2bsp, animate the textures
1585 if (ent->render.model && ent->render.model->brush.isq2bsp)
1586 ent->render.framegroupblend[0].frame = (int)(cl.time * 2.0f);
1589 static void CL_RelinkStaticEntities(void)
1593 for (i = 0, e = cl.static_entities;i < cl.num_static_entities && r_refdef.scene.numentities < r_refdef.scene.maxentities;i++, e++)
1595 e->render.flags = 0;
1596 // if the model was not loaded when the static entity was created we
1597 // need to re-fetch the model pointer
1598 e->render.model = CL_GetModelByIndex(e->state_baseline.modelindex);
1599 // either fullbright or lit
1600 if(!r_fullbright.integer)
1602 if (!(e->render.effects & EF_FULLBRIGHT))
1603 e->render.flags |= RENDER_LIGHT;
1605 // hide player shadow during intermission or nehahra movie
1606 if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST)) && (e->render.alpha >= 1))
1607 e->render.flags |= RENDER_SHADOW;
1608 VectorSet(e->render.colormod, 1, 1, 1);
1609 VectorSet(e->render.glowmod, 1, 1, 1);
1610 VM_FrameBlendFromFrameGroupBlend(e->render.frameblend, e->render.framegroupblend, e->render.model, cl.time);
1611 e->render.allowdecals = true;
1612 CL_UpdateRenderEntity(&e->render);
1613 r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
1622 static void CL_RelinkNetworkEntities(void)
1627 // start on the entity after the world
1628 for (i = 1;i < cl.num_entities;i++)
1630 if (cl.entities_active[i])
1632 ent = cl.entities + i;
1633 if (ent->state_current.active)
1634 CL_LinkNetworkEntity(ent);
1636 cl.entities_active[i] = false;
1641 static void CL_RelinkEffects(void)
1645 entity_render_t *entrender;
1648 for (i = 0, e = cl.effects;i < cl.num_effects;i++, e++)
1652 frame = (cl.time - e->starttime) * e->framerate + e->startframe;
1653 intframe = (int)frame;
1654 if (intframe < 0 || intframe >= e->endframe)
1656 memset(e, 0, sizeof(*e));
1657 while (cl.num_effects > 0 && !cl.effects[cl.num_effects - 1].active)
1662 if (intframe != e->frame)
1664 e->frame = intframe;
1665 e->frame1time = e->frame2time;
1666 e->frame2time = cl.time;
1669 // if we're drawing effects, get a new temp entity
1670 // (NewTempEntity adds it to the render entities list for us)
1671 if (r_draweffects.integer && (entrender = CL_NewTempEntity(e->starttime)))
1673 // interpolation stuff
1674 entrender->framegroupblend[0].frame = intframe;
1675 entrender->framegroupblend[0].lerp = 1 - frame - intframe;
1676 entrender->framegroupblend[0].start = e->frame1time;
1677 if (intframe + 1 >= e->endframe)
1679 entrender->framegroupblend[1].frame = 0; // disappear
1680 entrender->framegroupblend[1].lerp = 0;
1681 entrender->framegroupblend[1].start = 0;
1685 entrender->framegroupblend[1].frame = intframe + 1;
1686 entrender->framegroupblend[1].lerp = frame - intframe;
1687 entrender->framegroupblend[1].start = e->frame2time;
1691 entrender->model = CL_GetModelByIndex(e->modelindex);
1692 entrender->alpha = 1;
1693 VectorSet(entrender->colormod, 1, 1, 1);
1694 VectorSet(entrender->glowmod, 1, 1, 1);
1696 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
1697 CL_UpdateRenderEntity(entrender);
1703 void CL_Beam_CalculatePositions(const beam_t *b, vec3_t start, vec3_t end)
1705 VectorCopy(b->start, start);
1706 VectorCopy(b->end, end);
1708 // if coming from the player, update the start position
1709 if (b->entity == cl.viewentity)
1711 if (cl_beams_quakepositionhack.integer && !chase_active.integer)
1713 // LadyHavoc: this is a stupid hack from Quake that makes your
1714 // lightning appear to come from your waist and cover less of your
1716 // in Quake this hack was applied to all players (causing the
1717 // infamous crotch-lightning), but in darkplaces and QuakeWorld it
1718 // only applies to your own lightning, and only in first person
1719 Matrix4x4_OriginFromMatrix(&cl.entities[cl.viewentity].render.matrix, start);
1721 if (cl_beams_instantaimhack.integer)
1723 vec3_t dir, localend;
1725 // LadyHavoc: this updates the beam direction to match your
1727 VectorSubtract(end, start, dir);
1728 len = VectorLength(dir);
1729 VectorNormalize(dir);
1730 VectorSet(localend, len, 0, 0);
1731 Matrix4x4_Transform(&r_refdef.view.matrix, localend, end);
1736 void CL_RelinkBeams(void)
1740 vec3_t dist, org, start, end;
1742 entity_render_t *entrender;
1745 matrix4x4_t tempmatrix;
1747 for (i = 0, b = cl.beams;i < cl.num_beams;i++, b++)
1751 if (b->endtime < cl.time)
1757 CL_Beam_CalculatePositions(b, start, end);
1761 if (cl_beams_lightatend.integer && r_refdef.scene.numlights < MAX_DLIGHTS)
1763 // FIXME: create a matrix from the beam start/end orientation
1765 VectorSet(dlightcolor, 0.3, 0.7, 1);
1766 Matrix4x4_CreateFromQuakeEntity(&tempmatrix, end[0], end[1], end[2], 0, 0, 0, 200);
1767 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);
1768 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1770 if (cl_beams_polygons.integer)
1772 CL_Beam_AddPolygons(b);
1777 // calculate pitch and yaw
1778 // (this is similar to the QuakeC builtin function vectoangles)
1779 VectorSubtract(end, start, dist);
1780 if (dist[1] == 0 && dist[0] == 0)
1790 yaw = atan2(dist[1], dist[0]) * 180 / M_PI;
1794 forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1795 pitch = atan2(dist[2], forward) * 180 / M_PI;
1800 // add new entities for the lightning
1801 VectorCopy (start, org);
1802 d = VectorNormalizeLength(dist);
1805 entrender = CL_NewTempEntity (0);
1808 entrender->model = b->model;
1809 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1810 CL_UpdateRenderEntity(entrender);
1811 VectorMA(org, 30, dist, org);
1816 while (cl.num_beams > 0 && !cl.beams[cl.num_beams - 1].model)
1820 static void CL_RelinkQWNails(void)
1824 entity_render_t *entrender;
1826 for (i = 0;i < cl.qw_num_nails;i++)
1830 // if we're drawing effects, get a new temp entity
1831 // (NewTempEntity adds it to the render entities list for us)
1832 if (!(entrender = CL_NewTempEntity(0)))
1836 entrender->model = CL_GetModelByIndex(cl.qw_modelindex_spike);
1837 entrender->alpha = 1;
1838 VectorSet(entrender->colormod, 1, 1, 1);
1839 VectorSet(entrender->glowmod, 1, 1, 1);
1841 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1);
1842 CL_UpdateRenderEntity(entrender);
1846 static void CL_LerpPlayer(float frac)
1850 cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
1851 for (i = 0;i < 3;i++)
1853 cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
1854 cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
1855 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
1858 // interpolate the angles if playing a demo or spectating someone
1859 if (cls.demoplayback || cl.fixangle[0])
1861 for (i = 0;i < 3;i++)
1863 float d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
1868 cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
1873 void CSQC_RelinkAllEntities (int drawmask)
1877 // the scene mesh is added first for easier debugging (consistent spot in render entities list)
1878 CL_MeshEntities_Scene_AddRenderEntity();
1879 CL_RelinkStaticEntities();
1882 CL_RelinkLightFlashes();
1885 if (drawmask & ENTMASK_ENGINE)
1887 CL_RelinkNetworkEntities();
1888 if (drawmask & ENTMASK_ENGINEVIEWMODELS)
1889 CL_LinkNetworkEntity(&cl.viewent); // link gun model
1893 // update view blend
1901 Update client game world for a new frame
1904 void CL_UpdateWorld(void)
1906 r_refdef.scene.extraupdate = !r_speeds.integer;
1907 r_refdef.scene.numentities = 0;
1908 r_refdef.scene.numlights = 0;
1909 r_refdef.view.matrix = identitymatrix;
1910 r_refdef.view.quality = 1;
1912 cl.num_brushmodel_entities = 0;
1914 if (cls.state == ca_connected && cls.signon == SIGNONS)
1916 // prepare for a new frame
1917 CL_LerpPlayer(CL_LerpPoint());
1918 CL_DecayLightFlashes();
1919 CL_ClearTempEntities();
1923 // if prediction is enabled we have to update all the collidable
1924 // network entities before the prediction code can be run
1925 CL_UpdateNetworkCollisionEntities();
1927 // now update the player prediction
1928 CL_ClientMovement_Replay();
1930 // update the player entity (which may be predicted)
1931 CL_UpdateNetworkEntity(cl.entities + cl.viewentity, 32, true);
1933 // now update the view (which depends on that player entity)
1936 // now update all the network entities and create particle trails
1937 // (some entities may depend on the view)
1938 CL_UpdateNetworkEntities();
1940 // update the engine-based viewmodel
1941 CL_UpdateViewModel();
1943 // when csqc is loaded, it will call this in CSQC_UpdateView
1944 if (!cl.csqc_loaded)
1946 // clear the CL_Mesh_Scene() used for some engine effects
1947 CL_MeshEntities_Scene_Clear();
1948 // add engine entities and effects
1949 CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS);
1952 // decals, particles, and explosions will be updated during rneder
1955 r_refdef.scene.time = cl.time;
1958 // LadyHavoc: pausedemo command
1959 static void CL_PauseDemo_f(cmd_state_t *cmd)
1961 cls.demopaused = !cls.demopaused;
1963 Con_Print("Demo paused\n");
1965 Con_Print("Demo unpaused\n");
1969 ======================
1971 ======================
1973 static void CL_Fog_f(cmd_state_t *cmd)
1975 if (Cmd_Argc (cmd) == 1)
1977 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);
1980 FOG_clear(); // so missing values get good defaults
1981 if(Cmd_Argc(cmd) > 1)
1982 r_refdef.fog_density = atof(Cmd_Argv(cmd, 1));
1983 if(Cmd_Argc(cmd) > 2)
1984 r_refdef.fog_red = atof(Cmd_Argv(cmd, 2));
1985 if(Cmd_Argc(cmd) > 3)
1986 r_refdef.fog_green = atof(Cmd_Argv(cmd, 3));
1987 if(Cmd_Argc(cmd) > 4)
1988 r_refdef.fog_blue = atof(Cmd_Argv(cmd, 4));
1989 if(Cmd_Argc(cmd) > 5)
1990 r_refdef.fog_alpha = atof(Cmd_Argv(cmd, 5));
1991 if(Cmd_Argc(cmd) > 6)
1992 r_refdef.fog_start = atof(Cmd_Argv(cmd, 6));
1993 if(Cmd_Argc(cmd) > 7)
1994 r_refdef.fog_end = atof(Cmd_Argv(cmd, 7));
1995 if(Cmd_Argc(cmd) > 8)
1996 r_refdef.fog_height = atof(Cmd_Argv(cmd, 8));
1997 if(Cmd_Argc(cmd) > 9)
1998 r_refdef.fog_fadedepth = atof(Cmd_Argv(cmd, 9));
2002 ======================
2003 CL_FogHeightTexture_f
2004 ======================
2006 static void CL_Fog_HeightTexture_f(cmd_state_t *cmd)
2008 if (Cmd_Argc (cmd) < 11)
2010 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);
2013 FOG_clear(); // so missing values get good defaults
2014 r_refdef.fog_density = atof(Cmd_Argv(cmd, 1));
2015 r_refdef.fog_red = atof(Cmd_Argv(cmd, 2));
2016 r_refdef.fog_green = atof(Cmd_Argv(cmd, 3));
2017 r_refdef.fog_blue = atof(Cmd_Argv(cmd, 4));
2018 r_refdef.fog_alpha = atof(Cmd_Argv(cmd, 5));
2019 r_refdef.fog_start = atof(Cmd_Argv(cmd, 6));
2020 r_refdef.fog_end = atof(Cmd_Argv(cmd, 7));
2021 r_refdef.fog_height = atof(Cmd_Argv(cmd, 8));
2022 r_refdef.fog_fadedepth = atof(Cmd_Argv(cmd, 9));
2023 strlcpy(r_refdef.fog_height_texturename, Cmd_Argv(cmd, 10), sizeof(r_refdef.fog_height_texturename));
2028 ====================
2031 For program optimization
2032 ====================
2034 static void CL_TimeRefresh_f(cmd_state_t *cmd)
2037 double timestart, timedelta;
2039 r_refdef.scene.extraupdate = false;
2041 timestart = Sys_DirtyTime();
2042 for (i = 0;i < 128;i++)
2044 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);
2045 r_refdef.view.quality = 1;
2048 timedelta = Sys_DirtyTime() - timestart;
2050 Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
2053 static void CL_AreaStats_f(cmd_state_t *cmd)
2055 World_PrintAreaStats(&cl.world, "client");
2058 cl_locnode_t *CL_Locs_FindNearest(const vec3_t point)
2063 vec3_t nearestpoint;
2064 vec_t dist, bestdist;
2067 for (loc = cl.locnodes;loc;loc = loc->next)
2069 for (i = 0;i < 3;i++)
2070 nearestpoint[i] = bound(loc->mins[i], point[i], loc->maxs[i]);
2071 dist = VectorDistance2(nearestpoint, point);
2072 if (bestdist > dist || !best)
2083 void CL_Locs_FindLocationName(char *buffer, size_t buffersize, vec3_t point)
2086 loc = CL_Locs_FindNearest(point);
2088 strlcpy(buffer, loc->name, buffersize);
2090 dpsnprintf(buffer, buffersize, "LOC=%.0f:%.0f:%.0f", point[0], point[1], point[2]);
2093 static void CL_Locs_FreeNode(cl_locnode_t *node)
2095 cl_locnode_t **pointer, **next;
2096 for (pointer = &cl.locnodes;*pointer;pointer = next)
2098 next = &(*pointer)->next;
2099 if (*pointer == node)
2101 *pointer = node->next;
2106 Con_Printf("CL_Locs_FreeNode: no such node! (%p)\n", (void *)node);
2109 static void CL_Locs_AddNode(vec3_t mins, vec3_t maxs, const char *name)
2111 cl_locnode_t *node, **pointer;
2115 namelen = (int)strlen(name);
2116 node = (cl_locnode_t *) Mem_Alloc(cls.levelmempool, sizeof(cl_locnode_t) + namelen + 1);
2117 VectorSet(node->mins, min(mins[0], maxs[0]), min(mins[1], maxs[1]), min(mins[2], maxs[2]));
2118 VectorSet(node->maxs, max(mins[0], maxs[0]), max(mins[1], maxs[1]), max(mins[2], maxs[2]));
2119 node->name = (char *)(node + 1);
2120 memcpy(node->name, name, namelen);
2121 node->name[namelen] = 0;
2122 // link it into the tail of the list to preserve the order
2123 for (pointer = &cl.locnodes;*pointer;pointer = &(*pointer)->next)
2128 static void CL_Locs_Add_f(cmd_state_t *cmd)
2131 if (Cmd_Argc(cmd) != 5 && Cmd_Argc(cmd) != 8)
2133 Con_Printf("usage: %s x y z[ x y z] name\n", Cmd_Argv(cmd, 0));
2136 mins[0] = atof(Cmd_Argv(cmd, 1));
2137 mins[1] = atof(Cmd_Argv(cmd, 2));
2138 mins[2] = atof(Cmd_Argv(cmd, 3));
2139 if (Cmd_Argc(cmd) == 8)
2141 maxs[0] = atof(Cmd_Argv(cmd, 4));
2142 maxs[1] = atof(Cmd_Argv(cmd, 5));
2143 maxs[2] = atof(Cmd_Argv(cmd, 6));
2144 CL_Locs_AddNode(mins, maxs, Cmd_Argv(cmd, 7));
2147 CL_Locs_AddNode(mins, mins, Cmd_Argv(cmd, 4));
2150 static void CL_Locs_RemoveNearest_f(cmd_state_t *cmd)
2153 loc = CL_Locs_FindNearest(r_refdef.view.origin);
2155 CL_Locs_FreeNode(loc);
2157 Con_Printf("no loc point or box found for your location\n");
2160 static void CL_Locs_Clear_f(cmd_state_t *cmd)
2163 CL_Locs_FreeNode(cl.locnodes);
2166 static void CL_Locs_Save_f(cmd_state_t *cmd)
2170 char locfilename[MAX_QPATH];
2173 Con_Printf("No loc points/boxes exist!\n");
2176 if (cls.state != ca_connected || !cl.worldmodel)
2178 Con_Printf("No level loaded!\n");
2181 dpsnprintf(locfilename, sizeof(locfilename), "%s.loc", cl.worldnamenoextension);
2183 outfile = FS_OpenRealFile(locfilename, "w", false);
2186 // if any boxes are used then this is a proquake-format loc file, which
2187 // allows comments, so add some relevant information at the start
2188 for (loc = cl.locnodes;loc;loc = loc->next)
2189 if (!VectorCompare(loc->mins, loc->maxs))
2193 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);
2194 for (loc = cl.locnodes;loc;loc = loc->next)
2195 if (VectorCompare(loc->mins, loc->maxs))
2198 Con_Warnf("Warning: writing loc file containing a mixture of qizmo-style points and proquake-style boxes may not work in qizmo or proquake!\n");
2200 for (loc = cl.locnodes;loc;loc = loc->next)
2202 if (VectorCompare(loc->mins, loc->maxs))
2206 const char *in = loc->name;
2207 char name[MAX_INPUTLINE];
2208 for (len = 0;len < (int)sizeof(name) - 1 && *in;)
2210 if (*in == ' ') {s = "$loc_name_separator";in++;}
2211 else if (!strncmp(in, "SSG", 3)) {s = "$loc_name_ssg";in += 3;}
2212 else if (!strncmp(in, "NG", 2)) {s = "$loc_name_ng";in += 2;}
2213 else if (!strncmp(in, "SNG", 3)) {s = "$loc_name_sng";in += 3;}
2214 else if (!strncmp(in, "GL", 2)) {s = "$loc_name_gl";in += 2;}
2215 else if (!strncmp(in, "RL", 2)) {s = "$loc_name_rl";in += 2;}
2216 else if (!strncmp(in, "LG", 2)) {s = "$loc_name_lg";in += 2;}
2217 else if (!strncmp(in, "GA", 2)) {s = "$loc_name_ga";in += 2;}
2218 else if (!strncmp(in, "YA", 2)) {s = "$loc_name_ya";in += 2;}
2219 else if (!strncmp(in, "RA", 2)) {s = "$loc_name_ra";in += 2;}
2220 else if (!strncmp(in, "MEGA", 4)) {s = "$loc_name_mh";in += 4;}
2224 while (len < (int)sizeof(name) - 1 && *s)
2228 name[len++] = *in++;
2231 FS_Printf(outfile, "%.0f %.0f %.0f %s\n", loc->mins[0]*8, loc->mins[1]*8, loc->mins[2]*8, name);
2234 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);
2239 void CL_Locs_Reload_f(cmd_state_t *cmd)
2241 int i, linenumber, limit, len;
2243 char *filedata, *text, *textend, *linestart, *linetext, *lineend;
2244 fs_offset_t filesize;
2246 char locfilename[MAX_QPATH];
2247 char name[MAX_INPUTLINE];
2249 if (cls.state != ca_connected || !cl.worldmodel)
2251 Con_Printf("No level loaded!\n");
2255 CL_Locs_Clear_f(cmd);
2257 // try maps/something.loc first (LadyHavoc: where I think they should be)
2258 dpsnprintf(locfilename, sizeof(locfilename), "%s.loc", cl.worldnamenoextension);
2259 filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2262 // try proquake name as well (LadyHavoc: I hate path mangling)
2263 dpsnprintf(locfilename, sizeof(locfilename), "locs/%s.loc", cl.worldbasename);
2264 filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2269 textend = filedata + filesize;
2270 for (linenumber = 1;text < textend;linenumber++)
2273 for (;text < textend && *text != '\r' && *text != '\n';text++)
2276 if (text + 1 < textend && *text == '\r' && text[1] == '\n')
2280 // trim trailing whitespace
2281 while (lineend > linestart && ISWHITESPACE(lineend[-1]))
2283 // trim leading whitespace
2284 while (linestart < lineend && ISWHITESPACE(*linestart))
2286 // check if this is a comment
2287 if (linestart + 2 <= lineend && !strncmp(linestart, "//", 2))
2289 linetext = linestart;
2291 for (i = 0;i < limit;i++)
2293 if (linetext >= lineend)
2295 // note: a missing number is interpreted as 0
2297 mins[i] = atof(linetext);
2299 maxs[i - 3] = atof(linetext);
2300 // now advance past the number
2301 while (linetext < lineend && !ISWHITESPACE(*linetext) && *linetext != ',')
2303 // advance through whitespace
2304 if (linetext < lineend)
2306 if (*linetext == ',')
2310 // note: comma can be followed by whitespace
2312 if (ISWHITESPACE(*linetext))
2315 while (linetext < lineend && ISWHITESPACE(*linetext))
2320 // if this is a quoted name, remove the quotes
2323 if (linetext >= lineend || *linetext != '"')
2324 continue; // proquake location names are always quoted
2327 len = min(lineend - linetext, (int)sizeof(name) - 1);
2328 memcpy(name, linetext, len);
2330 // add the box to the list
2331 CL_Locs_AddNode(mins, maxs, name);
2333 // if a point was parsed, it needs to be scaled down by 8 (since
2334 // point-based loc files were invented by a proxy which dealt
2335 // directly with quake protocol coordinates, which are *8), turn
2339 // interpret silly fuhquake macros
2340 for (len = 0;len < (int)sizeof(name) - 1 && linetext < lineend;)
2342 if (*linetext == '$')
2344 if (linetext + 18 <= lineend && !strncmp(linetext, "$loc_name_separator", 19)) {s = " ";linetext += 19;}
2345 else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_ssg", 13)) {s = "SSG";linetext += 13;}
2346 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ng", 12)) {s = "NG";linetext += 12;}
2347 else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_sng", 13)) {s = "SNG";linetext += 13;}
2348 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_gl", 12)) {s = "GL";linetext += 12;}
2349 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_rl", 12)) {s = "RL";linetext += 12;}
2350 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_lg", 12)) {s = "LG";linetext += 12;}
2351 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ga", 12)) {s = "GA";linetext += 12;}
2352 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ya", 12)) {s = "YA";linetext += 12;}
2353 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ra", 12)) {s = "RA";linetext += 12;}
2354 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_mh", 12)) {s = "MEGA";linetext += 12;}
2358 while (len < (int)sizeof(name) - 1 && *s)
2363 name[len++] = *linetext++;
2366 // add the point to the list
2367 VectorScale(mins, (1.0 / 8.0), mins);
2368 CL_Locs_AddNode(mins, mins, name);
2375 entity_t cl_meshentities[NUM_MESHENTITIES];
2376 dp_model_t cl_meshentitymodels[NUM_MESHENTITIES];
2377 const char *cl_meshentitynames[NUM_MESHENTITIES] =
2383 static void CL_MeshEntities_Restart(void)
2387 for (i = 0; i < NUM_MESHENTITIES; i++)
2389 ent = cl_meshentities + i;
2390 Mod_Mesh_Create(ent->render.model, cl_meshentitynames[i]);
2394 static void CL_MeshEntities_Init(void)
2398 for (i = 0; i < NUM_MESHENTITIES; i++)
2400 ent = cl_meshentities + i;
2401 ent->state_current.active = true;
2402 ent->render.model = cl_meshentitymodels + i;
2403 Mod_Mesh_Create(ent->render.model, cl_meshentitynames[i]);
2404 ent->render.alpha = 1;
2405 ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
2406 ent->render.framegroupblend[0].lerp = 1;
2407 ent->render.frameblend[0].lerp = 1;
2408 VectorSet(ent->render.colormod, 1, 1, 1);
2409 VectorSet(ent->render.glowmod, 1, 1, 1);
2410 VectorSet(ent->render.custommodellight_ambient, 1, 1, 1);
2411 VectorSet(ent->render.custommodellight_diffuse, 0, 0, 0);
2412 VectorSet(ent->render.custommodellight_lightdir, 0, 0, 1);
2413 VectorSet(ent->render.render_fullbright, 1, 1, 1);
2414 VectorSet(ent->render.render_glowmod, 0, 0, 0);
2415 VectorSet(ent->render.render_modellight_ambient, 1, 1, 1);
2416 VectorSet(ent->render.render_modellight_diffuse, 0, 0, 0);
2417 VectorSet(ent->render.render_modellight_specular, 0, 0, 0);
2418 VectorSet(ent->render.render_modellight_lightdir, 0, 0, 1);
2419 VectorSet(ent->render.render_lightmap_ambient, 0, 0, 0);
2420 VectorSet(ent->render.render_lightmap_diffuse, 1, 1, 1);
2421 VectorSet(ent->render.render_lightmap_specular, 1, 1, 1);
2422 VectorSet(ent->render.render_rtlight_diffuse, 1, 1, 1);
2423 VectorSet(ent->render.render_rtlight_specular, 1, 1, 1);
2425 Matrix4x4_CreateIdentity(&ent->render.matrix);
2426 CL_UpdateRenderEntity(&ent->render);
2428 cl_meshentities[MESH_UI].render.flags = RENDER_NOSELFSHADOW;
2429 R_RegisterModule("cl_meshentities", CL_MeshEntities_Restart, CL_MeshEntities_Restart, CL_MeshEntities_Restart, CL_MeshEntities_Restart, CL_MeshEntities_Restart);
2432 void CL_MeshEntities_Scene_Clear(void)
2434 Mod_Mesh_Reset(CL_Mesh_Scene());
2437 void CL_MeshEntities_Scene_AddRenderEntity(void)
2439 entity_t* ent = &cl_meshentities[MESH_SCENE];
2440 r_refdef.scene.entities[r_refdef.scene.numentities++] = &ent->render;
2443 void CL_MeshEntities_Scene_FinalizeRenderEntity(void)
2445 entity_t *ent = &cl_meshentities[MESH_SCENE];
2446 Mod_Mesh_Finalize(ent->render.model);
2447 VectorCopy(ent->render.model->normalmins, ent->render.mins);
2448 VectorCopy(ent->render.model->normalmaxs, ent->render.maxs);
2451 static void CL_MeshEntities_Shutdown(void)
2455 extern cvar_t r_overheadsprites_pushback;
2456 extern cvar_t r_fullbright_directed_pitch_relative;
2457 extern cvar_t r_fullbright_directed_pitch;
2458 extern cvar_t r_fullbright_directed_ambient;
2459 extern cvar_t r_fullbright_directed_diffuse;
2460 extern cvar_t r_fullbright_directed;
2461 extern cvar_t r_hdr_glowintensity;
2463 static void CL_UpdateEntityShading_GetDirectedFullbright(vec3_t ambient, vec3_t diffuse, vec3_t worldspacenormal)
2467 VectorSet(ambient, r_fullbright_directed_ambient.value, r_fullbright_directed_ambient.value, r_fullbright_directed_ambient.value);
2468 VectorSet(diffuse, r_fullbright_directed_diffuse.value, r_fullbright_directed_diffuse.value, r_fullbright_directed_diffuse.value);
2470 // Use cl.viewangles and not r_refdef.view.forward here so it is the
2471 // same for all stereo views, and to better handle pitches outside
2472 // [-90, 90] (in_pitch_* cvars allow that).
2473 VectorCopy(cl.viewangles, angles);
2474 if (r_fullbright_directed_pitch_relative.integer) {
2475 angles[PITCH] += r_fullbright_directed_pitch.value;
2478 angles[PITCH] = r_fullbright_directed_pitch.value;
2480 AngleVectors(angles, worldspacenormal, NULL, NULL);
2481 VectorNegate(worldspacenormal, worldspacenormal);
2484 static void CL_UpdateEntityShading_Entity(entity_render_t *ent)
2486 float shadingorigin[3], a[3], c[3], dir[3];
2489 for (q = 0; q < 3; q++)
2490 a[q] = c[q] = dir[q] = 0;
2492 ent->render_lightgrid = false;
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 (((ent->model && !ent->model->lit) || (ent->model == r_refdef.scene.worldmodel ? mod_q3bsp_lightgrid_world_surfaces.integer : mod_q3bsp_lightgrid_bsp_surfaces.integer))
2574 && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brushq3.lightgridtexture && mod_q3bsp_lightgrid_texture.integer)
2576 ent->render_lightgrid = true;
2577 // no need to call R_CompleteLightPoint as we base it on render_lightmap_*
2579 else if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint)
2580 R_CompleteLightPoint(a, c, dir, shadingorigin, LP_LIGHTMAP, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
2581 else if (r_fullbright_directed.integer)
2582 CL_UpdateEntityShading_GetDirectedFullbright(a, c, dir);
2584 R_CompleteLightPoint(a, c, dir, shadingorigin, LP_LIGHTMAP, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
2587 for (q = 0; q < 3; q++)
2589 ent->render_fullbright[q] = ent->colormod[q];
2590 ent->render_glowmod[q] = ent->glowmod[q] * r_hdr_glowintensity.value;
2591 ent->render_modellight_ambient[q] = a[q] * ent->colormod[q];
2592 ent->render_modellight_diffuse[q] = c[q] * ent->colormod[q];
2593 ent->render_modellight_specular[q] = c[q];
2594 ent->render_modellight_lightdir[q] = dir[q];
2595 ent->render_lightmap_ambient[q] = ent->colormod[q] * r_refdef.scene.ambientintensity;
2596 ent->render_lightmap_diffuse[q] = ent->colormod[q] * r_refdef.scene.lightmapintensity;
2597 ent->render_lightmap_specular[q] = r_refdef.scene.lightmapintensity;
2598 ent->render_rtlight_diffuse[q] = ent->colormod[q];
2599 ent->render_rtlight_specular[q] = 1;
2602 // these flags disable code paths, make sure it's obvious if they're ignored by storing 0 1 2
2603 if (ent->render_modellight_forced)
2604 for (q = 0; q < 3; q++)
2605 ent->render_lightmap_ambient[q] = ent->render_lightmap_diffuse[q] = ent->render_lightmap_specular[q] = q;
2606 if (ent->render_rtlight_disabled)
2607 for (q = 0; q < 3; q++)
2608 ent->render_rtlight_diffuse[q] = ent->render_rtlight_specular[q] = q;
2610 if (VectorLength2(ent->render_modellight_lightdir) == 0)
2611 VectorSet(ent->render_modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
2612 VectorNormalize(ent->render_modellight_lightdir);
2616 void CL_UpdateEntityShading(void)
2619 CL_UpdateEntityShading_Entity(r_refdef.scene.worldentity);
2620 for (i = 0; i < r_refdef.scene.numentities; i++)
2621 CL_UpdateEntityShading_Entity(r_refdef.scene.entities[i]);
2629 void CL_Shutdown (void)
2631 CL_Screen_Shutdown();
2632 CL_Particles_Shutdown();
2633 CL_Parse_Shutdown();
2634 CL_MeshEntities_Shutdown();
2636 Mem_FreePool (&cls.permanentmempool);
2637 Mem_FreePool (&cls.levelmempool);
2647 if (cls.state == ca_dedicated)
2649 Cmd_AddCommand(CMD_SERVER, "disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
2653 Con_DPrintf("Initializing client\n");
2668 cls.levelmempool = Mem_AllocPool("client (per-level memory)", 0, NULL);
2669 cls.permanentmempool = Mem_AllocPool("client (long term memory)", 0, NULL);
2671 memset(&r_refdef, 0, sizeof(r_refdef));
2672 // max entities sent to renderer per frame
2673 r_refdef.scene.maxentities = MAX_EDICTS + 256 + 512;
2674 r_refdef.scene.entities = (entity_render_t **)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t *) * r_refdef.scene.maxentities);
2676 // max temp entities
2677 r_refdef.scene.maxtempentities = MAX_TEMPENTITIES;
2678 r_refdef.scene.tempentities = (entity_render_t *)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t) * r_refdef.scene.maxtempentities);
2683 // register our commands
2685 Cvar_RegisterVariable (&cl_upspeed);
2686 Cvar_RegisterVariable (&cl_forwardspeed);
2687 Cvar_RegisterVariable (&cl_backspeed);
2688 Cvar_RegisterVariable (&cl_sidespeed);
2689 Cvar_RegisterVariable (&cl_movespeedkey);
2690 Cvar_RegisterVariable (&cl_yawspeed);
2691 Cvar_RegisterVariable (&cl_pitchspeed);
2692 Cvar_RegisterVariable (&cl_anglespeedkey);
2693 Cvar_RegisterVariable (&cl_shownet);
2694 Cvar_RegisterVariable (&cl_nolerp);
2695 Cvar_RegisterVariable (&cl_lerpexcess);
2696 Cvar_RegisterVariable (&cl_lerpanim_maxdelta_server);
2697 Cvar_RegisterVariable (&cl_lerpanim_maxdelta_framegroups);
2698 Cvar_RegisterVariable (&cl_deathfade);
2699 Cvar_RegisterVariable (&lookspring);
2700 Cvar_RegisterVariable (&lookstrafe);
2701 Cvar_RegisterVariable (&sensitivity);
2702 Cvar_RegisterVariable (&freelook);
2704 Cvar_RegisterVariable (&m_pitch);
2705 Cvar_RegisterVariable (&m_yaw);
2706 Cvar_RegisterVariable (&m_forward);
2707 Cvar_RegisterVariable (&m_side);
2709 Cvar_RegisterVariable (&cl_itembobspeed);
2710 Cvar_RegisterVariable (&cl_itembobheight);
2712 Cmd_AddCommand(CMD_CLIENT, "entities", CL_PrintEntities_f, "print information on network entities known to client");
2713 Cmd_AddCommand(CMD_CLIENT, "disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
2714 Cmd_AddCommand(CMD_CLIENT, "record", CL_Record_f, "record a demo");
2715 Cmd_AddCommand(CMD_CLIENT, "stop", CL_Stop_f, "stop recording or playing a demo");
2716 Cmd_AddCommand(CMD_CLIENT, "playdemo", CL_PlayDemo_f, "watch a demo file");
2717 Cmd_AddCommand(CMD_CLIENT, "timedemo", CL_TimeDemo_f, "play back a demo as fast as possible and save statistics to benchmark.log");
2719 // Support Client-side Model Index List
2720 Cmd_AddCommand(CMD_CLIENT, "cl_modelindexlist", CL_ModelIndexList_f, "list information on all models in the client modelindex");
2721 // Support Client-side Sound Index List
2722 Cmd_AddCommand(CMD_CLIENT, "cl_soundindexlist", CL_SoundIndexList_f, "list all sounds in the client soundindex");
2724 Cvar_RegisterVariable (&cl_autodemo);
2725 Cvar_RegisterVariable (&cl_autodemo_nameformat);
2726 Cvar_RegisterVariable (&cl_autodemo_delete);
2728 Cmd_AddCommand(CMD_CLIENT, "fog", CL_Fog_f, "set global fog parameters (density red green blue [alpha [mindist [maxdist [top [fadedepth]]]]])");
2729 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)");
2731 // LadyHavoc: added pausedemo
2732 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)");
2734 Cmd_AddCommand(CMD_CLIENT, "cl_areastats", CL_AreaStats_f, "prints statistics on entity culling during collision traces");
2736 Cvar_RegisterVariable(&r_draweffects);
2737 Cvar_RegisterVariable(&cl_explosions_alpha_start);
2738 Cvar_RegisterVariable(&cl_explosions_alpha_end);
2739 Cvar_RegisterVariable(&cl_explosions_size_start);
2740 Cvar_RegisterVariable(&cl_explosions_size_end);
2741 Cvar_RegisterVariable(&cl_explosions_lifetime);
2742 Cvar_RegisterVariable(&cl_stainmaps);
2743 Cvar_RegisterVariable(&cl_stainmaps_clearonload);
2744 Cvar_RegisterVariable(&cl_beams_polygons);
2745 Cvar_RegisterVariable(&cl_beams_quakepositionhack);
2746 Cvar_RegisterVariable(&cl_beams_instantaimhack);
2747 Cvar_RegisterVariable(&cl_beams_lightatend);
2748 Cvar_RegisterVariable(&cl_noplayershadow);
2749 Cvar_RegisterVariable(&cl_dlights_decayradius);
2750 Cvar_RegisterVariable(&cl_dlights_decaybrightness);
2752 Cvar_RegisterVariable(&cl_prydoncursor);
2753 Cvar_RegisterVariable(&cl_prydoncursor_notrace);
2755 Cvar_RegisterVariable(&cl_deathnoviewmodel);
2757 // for QW connections
2758 Cvar_RegisterVariable(&qport);
2759 Cvar_SetValueQuick(&qport, (rand() * RAND_MAX + rand()) & 0xffff);
2761 Cmd_AddCommand(CMD_CLIENT, "timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs");
2763 Cvar_RegisterVariable(&cl_locs_enable);
2764 Cvar_RegisterVariable(&cl_locs_show);
2765 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)");
2766 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)");
2767 Cmd_AddCommand(CMD_CLIENT, "locs_clear", CL_Locs_Clear_f, "remove all loc points/boxes");
2768 Cmd_AddCommand(CMD_CLIENT, "locs_reload", CL_Locs_Reload_f, "reload .loc file for this map");
2769 Cmd_AddCommand(CMD_CLIENT, "locs_save", CL_Locs_Save_f, "save .loc file for this map containing currently defined points and boxes");
2771 Cvar_RegisterVariable(&csqc_polygons_defaultmaterial_nocullface);
2774 CL_Particles_Init();
2776 CL_MeshEntities_Init();