2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
20 // cl_main.c -- client main loop
23 #include "cl_collision.h"
31 // we need to declare some mouse variables here, because the menu system
32 // references them even when on a unix system.
34 cvar_t csqc_progname = {CVAR_CLIENT | CVAR_SERVER, "csqc_progname","csprogs.dat","name of csprogs.dat file to load"};
35 cvar_t csqc_progcrc = {CVAR_CLIENT | CVAR_READONLY, "csqc_progcrc","-1","CRC of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1"};
36 cvar_t csqc_progsize = {CVAR_CLIENT | CVAR_READONLY, "csqc_progsize","-1","file size of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1"};
37 cvar_t csqc_usedemoprogs = {CVAR_CLIENT, "csqc_usedemoprogs","1","use csprogs stored in demos"};
39 cvar_t cl_shownet = {CVAR_CLIENT, "cl_shownet","0","1 = print packet size, 2 = print packet message list"};
40 cvar_t cl_nolerp = {CVAR_CLIENT, "cl_nolerp", "0","network update smoothing"};
41 cvar_t cl_lerpexcess = {CVAR_CLIENT, "cl_lerpexcess", "0","maximum allowed lerp excess (hides, not fixes, some packet loss)"};
42 cvar_t cl_lerpanim_maxdelta_server = {CVAR_CLIENT, "cl_lerpanim_maxdelta_server", "0.1","maximum frame delta for smoothing between server-controlled animation frames (when 0, one network frame)"};
43 cvar_t cl_lerpanim_maxdelta_framegroups = {CVAR_CLIENT, "cl_lerpanim_maxdelta_framegroups", "0.1","maximum frame delta for smoothing between framegroups (when 0, one network frame)"};
45 cvar_t cl_itembobheight = {CVAR_CLIENT, "cl_itembobheight", "0","how much items bob up and down (try 8)"};
46 cvar_t cl_itembobspeed = {CVAR_CLIENT, "cl_itembobspeed", "0.5","how frequently items bob up and down"};
48 cvar_t lookspring = {CVAR_CLIENT | CVAR_SAVE, "lookspring","0","returns pitch to level with the floor when no longer holding a pitch key"};
49 cvar_t lookstrafe = {CVAR_CLIENT | CVAR_SAVE, "lookstrafe","0","move instead of turning"};
50 cvar_t sensitivity = {CVAR_CLIENT | CVAR_SAVE, "sensitivity","3","mouse speed multiplier"};
52 cvar_t m_pitch = {CVAR_CLIENT | CVAR_SAVE, "m_pitch","0.022","mouse pitch speed multiplier"};
53 cvar_t m_yaw = {CVAR_CLIENT | CVAR_SAVE, "m_yaw","0.022","mouse yaw speed multiplier"};
54 cvar_t m_forward = {CVAR_CLIENT | CVAR_SAVE, "m_forward","1","mouse forward speed multiplier"};
55 cvar_t m_side = {CVAR_CLIENT | CVAR_SAVE, "m_side","0.8","mouse side speed multiplier"};
57 cvar_t freelook = {CVAR_CLIENT | CVAR_SAVE, "freelook", "1","mouse controls pitch instead of forward/back"};
59 cvar_t cl_autodemo = {CVAR_CLIENT | CVAR_SAVE, "cl_autodemo", "0", "records every game played, using the date/time and map name to name the demo file" };
60 cvar_t cl_autodemo_nameformat = {CVAR_CLIENT | CVAR_SAVE, "cl_autodemo_nameformat", "autodemos/%Y-%m-%d_%H-%M", "The format of the cl_autodemo filename, followed by the map name (the date is encoded using strftime escapes)" };
61 cvar_t cl_autodemo_delete = {CVAR_CLIENT, "cl_autodemo_delete", "0", "Delete demos after recording. This is a bitmask, bit 1 gives the default, bit 0 the value for the current demo. Thus, the values are: 0 = disabled; 1 = delete current demo only; 2 = delete all demos except the current demo; 3 = delete all demos from now on" };
63 cvar_t r_draweffects = {CVAR_CLIENT, "r_draweffects", "1","renders temporary sprite effects"};
65 cvar_t cl_explosions_alpha_start = {CVAR_CLIENT | CVAR_SAVE, "cl_explosions_alpha_start", "1.5","starting alpha of an explosion shell"};
66 cvar_t cl_explosions_alpha_end = {CVAR_CLIENT | CVAR_SAVE, "cl_explosions_alpha_end", "0","end alpha of an explosion shell (just before it disappears)"};
67 cvar_t cl_explosions_size_start = {CVAR_CLIENT | CVAR_SAVE, "cl_explosions_size_start", "16","starting size of an explosion shell"};
68 cvar_t cl_explosions_size_end = {CVAR_CLIENT | CVAR_SAVE, "cl_explosions_size_end", "128","ending alpha of an explosion shell (just before it disappears)"};
69 cvar_t cl_explosions_lifetime = {CVAR_CLIENT | CVAR_SAVE, "cl_explosions_lifetime", "0.5","how long an explosion shell lasts"};
71 cvar_t cl_stainmaps = {CVAR_CLIENT | CVAR_SAVE, "cl_stainmaps", "0","stains lightmaps, much faster than decals but blurred"};
72 cvar_t cl_stainmaps_clearonload = {CVAR_CLIENT | CVAR_SAVE, "cl_stainmaps_clearonload", "1","clear stainmaps on map restart"};
74 cvar_t cl_beams_polygons = {CVAR_CLIENT | CVAR_SAVE, "cl_beams_polygons", "1","use beam polygons instead of models"};
75 cvar_t cl_beams_quakepositionhack = {CVAR_CLIENT | CVAR_SAVE, "cl_beams_quakepositionhack", "1", "makes your lightning gun appear to fire from your waist (as in Quake and QuakeWorld)"};
76 cvar_t cl_beams_instantaimhack = {CVAR_CLIENT | CVAR_SAVE, "cl_beams_instantaimhack", "0", "makes your lightning gun aiming update instantly"};
77 cvar_t cl_beams_lightatend = {CVAR_CLIENT | CVAR_SAVE, "cl_beams_lightatend", "0", "make a light at the end of the beam"};
79 cvar_t cl_deathfade = {CVAR_CLIENT | CVAR_SAVE, "cl_deathfade", "0", "fade screen to dark red when dead, value represents how fast the fade is (higher is faster)"};
81 cvar_t cl_noplayershadow = {CVAR_CLIENT | CVAR_SAVE, "cl_noplayershadow", "0","hide player shadow"};
83 cvar_t cl_dlights_decayradius = {CVAR_CLIENT | CVAR_SAVE, "cl_dlights_decayradius", "1", "reduces size of light flashes over time"};
84 cvar_t cl_dlights_decaybrightness = {CVAR_CLIENT | CVAR_SAVE, "cl_dlights_decaybrightness", "1", "reduces brightness of light flashes over time"};
86 cvar_t qport = {CVAR_CLIENT, "qport", "0", "identification key for playing on qw servers (allows you to maintain a connection to a quakeworld server even if your port changes)"};
88 cvar_t cl_prydoncursor = {CVAR_CLIENT, "cl_prydoncursor", "0", "enables a mouse pointer which is able to click on entities in the world, useful for point and click mods, see PRYDON_CLIENTCURSOR extension in dpextensions.qc"};
89 cvar_t cl_prydoncursor_notrace = {CVAR_CLIENT, "cl_prydoncursor_notrace", "0", "disables traceline used in prydon cursor reporting to the game, saving some cpu time"};
91 cvar_t cl_deathnoviewmodel = {CVAR_CLIENT, "cl_deathnoviewmodel", "1", "hides gun model when dead"};
93 cvar_t cl_locs_enable = {CVAR_CLIENT | CVAR_SAVE, "locs_enable", "1", "enables replacement of certain % codes in chat messages: %l (location), %d (last death location), %h (health), %a (armor), %x (rockets), %c (cells), %r (rocket launcher status), %p (powerup status), %w (weapon status), %t (current time in level)"};
94 cvar_t cl_locs_show = {CVAR_CLIENT, "locs_show", "0", "shows defined locations for editing purposes"};
100 =====================
103 =====================
105 void CL_ClearState(void)
112 // wipe the entire cl structure
113 Mem_EmptyPool(cls.levelmempool);
114 memset (&cl, 0, sizeof(cl));
118 // reset the view zoom interpolation
119 cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
120 cl.sensitivityscale = 1.0f;
122 // enable rendering of the world and such
123 cl.csqc_vidvars.drawworld = r_drawworld.integer != 0;
124 cl.csqc_vidvars.drawenginesbar = true;
125 cl.csqc_vidvars.drawcrosshair = true;
127 // set up the float version of the stats array for easier access to float stats
128 cl.statsf = (float *)cl.stats;
131 cl.num_static_entities = 0;
132 cl.num_brushmodel_entities = 0;
134 // tweak these if the game runs out
135 cl.max_csqcrenderentities = 0;
136 cl.max_entities = MAX_ENITIES_INITIAL;
137 cl.max_static_entities = MAX_STATICENTITIES;
138 cl.max_effects = MAX_EFFECTS;
139 cl.max_beams = MAX_BEAMS;
140 cl.max_dlights = MAX_DLIGHTS;
141 cl.max_lightstyle = MAX_LIGHTSTYLES;
142 cl.max_brushmodel_entities = MAX_EDICTS;
143 cl.max_particles = MAX_PARTICLES_INITIAL; // grows dynamically
150 cl.csqcrenderentities = NULL;
151 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
152 cl.entities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char));
153 cl.static_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_static_entities * sizeof(entity_t));
154 cl.effects = (cl_effect_t *)Mem_Alloc(cls.levelmempool, cl.max_effects * sizeof(cl_effect_t));
155 cl.beams = (beam_t *)Mem_Alloc(cls.levelmempool, cl.max_beams * sizeof(beam_t));
156 cl.dlights = (dlight_t *)Mem_Alloc(cls.levelmempool, cl.max_dlights * sizeof(dlight_t));
157 cl.lightstyle = (lightstyle_t *)Mem_Alloc(cls.levelmempool, cl.max_lightstyle * sizeof(lightstyle_t));
158 cl.brushmodel_entities = (int *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(int));
159 cl.particles = (particle_t *) Mem_Alloc(cls.levelmempool, cl.max_particles * sizeof(particle_t));
162 // LadyHavoc: have to set up the baseline info for alpha and other stuff
163 for (i = 0;i < cl.max_entities;i++)
165 cl.entities[i].state_baseline = defaultstate;
166 cl.entities[i].state_previous = defaultstate;
167 cl.entities[i].state_current = defaultstate;
170 if (IS_NEXUIZ_DERIVED(gamemode))
172 VectorSet(cl.playerstandmins, -16, -16, -24);
173 VectorSet(cl.playerstandmaxs, 16, 16, 45);
174 VectorSet(cl.playercrouchmins, -16, -16, -24);
175 VectorSet(cl.playercrouchmaxs, 16, 16, 25);
179 VectorSet(cl.playerstandmins, -16, -16, -24);
180 VectorSet(cl.playerstandmaxs, 16, 16, 24);
181 VectorSet(cl.playercrouchmins, -16, -16, -24);
182 VectorSet(cl.playercrouchmaxs, 16, 16, 24);
185 // disable until we get textures for it
188 ent = &cl.entities[0];
189 // entire entity array was cleared, so just fill in a few fields
190 ent->state_current.active = true;
191 ent->render.model = cl.worldmodel = NULL; // no world model yet
192 ent->render.alpha = 1;
193 ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
194 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, 0, 0, 0, 0, 0, 0, 1);
195 ent->render.allowdecals = true;
196 CL_UpdateRenderEntity(&ent->render);
198 // noclip is turned off at start
199 noclip_anglehack = false;
201 // mark all frames invalid for delta
202 memset(cl.qw_deltasequence, -1, sizeof(cl.qw_deltasequence));
204 // set bestweapon data back to Quake data
205 IN_BestWeapon_ResetData();
210 void CL_SetInfo(const char *key, const char *value, qboolean send, qboolean allowstarkey, qboolean allowmodel, qboolean quiet)
213 qboolean fail = false;
215 if (!allowstarkey && key[0] == '*')
217 if (!allowmodel && (!strcasecmp(key, "pmodel") || !strcasecmp(key, "emodel")))
219 for (i = 0;key[i];i++)
220 if (ISWHITESPACE(key[i]) || key[i] == '\"')
222 for (i = 0;value[i];i++)
223 if (value[i] == '\r' || value[i] == '\n' || value[i] == '\"')
228 Con_Printf("Can't setinfo \"%s\" \"%s\"\n", key, value);
231 InfoString_SetValue(cls.userinfo, sizeof(cls.userinfo), key, value);
232 if (cls.state == ca_connected && cls.netcon)
234 if (cls.protocol == PROTOCOL_QUAKEWORLD)
236 MSG_WriteByte(&cls.netcon->message, qw_clc_stringcmd);
237 MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "setinfo \"%s\" \"%s\"", key, value));
239 else if (!strcasecmp(key, "name"))
241 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
242 MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "name \"%s\"", value));
244 else if (!strcasecmp(key, "playermodel"))
246 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
247 MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "playermodel \"%s\"", value));
249 else if (!strcasecmp(key, "playerskin"))
251 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
252 MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "playerskin \"%s\"", value));
254 else if (!strcasecmp(key, "topcolor"))
256 // don't send anything, the combined color code will be updated manually
258 else if (!strcasecmp(key, "bottomcolor"))
260 // don't send anything, the combined color code will be updated manually
262 else if (!strcasecmp(key, "rate"))
264 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
265 MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "rate \"%s\"", value));
267 else if (!strcasecmp(key, "rate_burstsize"))
269 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
270 MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "rate_burstsize \"%s\"", value));
275 void CL_ExpandEntities(int num)
277 int i, oldmaxentities;
278 entity_t *oldentities;
279 if (num >= cl.max_entities)
282 Sys_Error("CL_ExpandEntities: cl.entities not initialized");
283 if (num >= MAX_EDICTS)
284 Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
285 oldmaxentities = cl.max_entities;
286 oldentities = cl.entities;
287 cl.max_entities = (num & ~255) + 256;
288 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
289 memcpy(cl.entities, oldentities, oldmaxentities * sizeof(entity_t));
290 Mem_Free(oldentities);
291 for (i = oldmaxentities;i < cl.max_entities;i++)
293 cl.entities[i].state_baseline = defaultstate;
294 cl.entities[i].state_previous = defaultstate;
295 cl.entities[i].state_current = defaultstate;
300 void CL_ExpandCSQCRenderEntities(int num)
303 int oldmaxcsqcrenderentities;
304 entity_render_t *oldcsqcrenderentities;
305 if (num >= cl.max_csqcrenderentities)
307 if (num >= MAX_EDICTS)
308 Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
309 oldmaxcsqcrenderentities = cl.max_csqcrenderentities;
310 oldcsqcrenderentities = cl.csqcrenderentities;
311 cl.max_csqcrenderentities = (num & ~255) + 256;
312 cl.csqcrenderentities = (entity_render_t *)Mem_Alloc(cls.levelmempool, cl.max_csqcrenderentities * sizeof(entity_render_t));
313 if (oldcsqcrenderentities)
315 memcpy(cl.csqcrenderentities, oldcsqcrenderentities, oldmaxcsqcrenderentities * sizeof(entity_render_t));
316 for (i = 0;i < r_refdef.scene.numentities;i++)
317 if(r_refdef.scene.entities[i] >= oldcsqcrenderentities && r_refdef.scene.entities[i] < (oldcsqcrenderentities + oldmaxcsqcrenderentities))
318 r_refdef.scene.entities[i] = cl.csqcrenderentities + (r_refdef.scene.entities[i] - oldcsqcrenderentities);
319 Mem_Free(oldcsqcrenderentities);
325 =====================
328 Sends a disconnect message to the server
329 This is also called on Host_Error, so it shouldn't cause any errors
330 =====================
332 void CL_Disconnect(void)
334 if (cls.state == ca_dedicated)
337 if (COM_CheckParm("-profilegameonly"))
338 Sys_AllowProfiling(false);
340 Curl_Clear_forthismap();
342 Con_DPrintf("CL_Disconnect\n");
344 Cvar_SetValueQuick(&csqc_progcrc, -1);
345 Cvar_SetValueQuick(&csqc_progsize, -1);
347 // stop sounds (especially looping!)
350 cl.parsingtextexpectingpingforscores = 0; // just in case no reply has come yet
352 // clear contents blends
353 cl.cshifts[0].percent = 0;
354 cl.cshifts[1].percent = 0;
355 cl.cshifts[2].percent = 0;
356 cl.cshifts[3].percent = 0;
358 cl.worldmodel = NULL;
360 CL_Parse_ErrorCleanUp();
362 if (cls.demoplayback)
367 unsigned char bufdata[8];
368 if (cls.demorecording)
369 CL_Stop_f(&cmd_client);
371 // send disconnect message 3 times to improve chances of server
372 // receiving it (but it still fails sometimes)
373 memset(&buf, 0, sizeof(buf));
375 buf.maxsize = sizeof(bufdata);
376 if (cls.protocol == PROTOCOL_QUAKEWORLD)
378 Con_DPrint("Sending drop command\n");
379 MSG_WriteByte(&buf, qw_clc_stringcmd);
380 MSG_WriteString(&buf, "drop");
384 Con_DPrint("Sending clc_disconnect\n");
385 MSG_WriteByte(&buf, clc_disconnect);
387 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, 0, false);
388 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, 0, false);
389 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, 0, false);
390 NetConn_Close(cls.netcon);
392 Con_Printf("Disconnected\n");
394 cls.state = ca_disconnected;
395 cl.islocalgame = false;
397 cls.demoplayback = cls.timedemo = false;
400 // If we're dropped mid-connection attempt, it won't clear otherwise.
401 SCR_ClearLoadingScreen(false);
404 void CL_Disconnect_f(cmd_state_t *cmd)
408 Host_ShutdownServer ();
415 =====================
416 CL_EstablishConnection
418 Host should be either "local" or a net address
419 =====================
421 void CL_EstablishConnection(const char *host, int firstarg)
423 if (cls.state == ca_dedicated)
426 // don't connect to a server if we're benchmarking a demo
427 if (COM_CheckParm("-benchmark"))
430 // clear menu's connect error message
432 M_Update_Return_Reason("");
435 // Disconnect from the current server, or stop a running demo.
438 // make sure the client ports are open before attempting to connect
439 NetConn_UpdateSockets();
441 if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
443 cls.connect_trying = true;
444 cls.connect_remainingtries = 3;
445 cls.connect_nextsendtime = 0;
447 // only NOW, set connect_userinfo
451 *cls.connect_userinfo = 0;
452 for(i = firstarg; i+2 <= Cmd_Argc(&cmd_client); i += 2)
453 InfoString_SetValue(cls.connect_userinfo, sizeof(cls.connect_userinfo), Cmd_Argv(&cmd_client, i), Cmd_Argv(&cmd_client, i+1));
455 else if(firstarg < -1)
457 // -1: keep as is (reconnect)
459 *cls.connect_userinfo = 0;
463 M_Update_Return_Reason("Trying to connect...");
468 Con_Print("Unable to find a suitable network socket to connect to server.\n");
470 M_Update_Return_Reason("No network");
480 static void CL_PrintEntities_f(cmd_state_t *cmd)
485 for (i = 0, ent = cl.entities;i < cl.num_entities;i++, ent++)
487 const char* modelname;
489 if (!ent->state_current.active)
492 if (ent->render.model)
493 modelname = ent->render.model->name;
495 modelname = "--no model--";
496 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);
504 List information on all models in the client modelindex
507 static void CL_ModelIndexList_f(cmd_state_t *cmd)
513 Con_Printf("%3s: %-30s %-8s %-8s\n", "ID", "Name", "Type", "Triangles");
515 for (i = -MAX_MODELS;i < MAX_MODELS;i++)
517 model = CL_GetModelByIndex(i);
520 if(model->loaded || i == 1)
521 Con_Printf("%3i: %-30s %-8s %-10i\n", i, model->name, model->modeldatatypestring, model->surfmesh.num_triangles);
523 Con_Printf("%3i: %-30s %-30s\n", i, model->name, "--no local model found--");
532 List all sounds in the client soundindex
535 static void CL_SoundIndexList_f(cmd_state_t *cmd)
539 while(cl.sound_precache[i] && i != MAX_SOUNDS)
541 Con_Printf("%i : %s\n", i, cl.sound_precache[i]->name);
548 CL_UpdateRenderEntity
550 Updates inversematrix, animation interpolation factors, scale, and mins/maxs
553 void CL_UpdateRenderEntity(entity_render_t *ent)
557 dp_model_t *model = ent->model;
558 // update the inverse matrix for the renderer
559 Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
560 // update the animation blend state
561 VM_FrameBlendFromFrameGroupBlend(ent->frameblend, ent->framegroupblend, ent->model, cl.time);
562 // we need the matrix origin to center the box
563 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
564 // update entity->render.scale because the renderer needs it
565 ent->scale = scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
568 // NOTE: this directly extracts vector components from the matrix, which relies on the matrix orientation!
569 #ifdef MATRIX4x4_OPENGLORIENTATION
570 if (ent->matrix.m[0][2] != 0 || ent->matrix.m[1][2] != 0)
572 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
576 VectorMA(org, scale, model->rotatedmins, ent->mins);
577 VectorMA(org, scale, model->rotatedmaxs, ent->maxs);
579 #ifdef MATRIX4x4_OPENGLORIENTATION
580 else if (ent->matrix.m[1][0] != 0 || ent->matrix.m[0][1] != 0)
582 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
586 VectorMA(org, scale, model->yawmins, ent->mins);
587 VectorMA(org, scale, model->yawmaxs, ent->maxs);
591 VectorMA(org, scale, model->normalmins, ent->mins);
592 VectorMA(org, scale, model->normalmaxs, ent->maxs);
597 ent->mins[0] = org[0] - 16;
598 ent->mins[1] = org[1] - 16;
599 ent->mins[2] = org[2] - 16;
600 ent->maxs[0] = org[0] + 16;
601 ent->maxs[1] = org[1] + 16;
602 ent->maxs[2] = org[2] + 16;
610 Determines the fraction between the last two messages that the objects
614 static float CL_LerpPoint(void)
618 if (cl_nettimesyncboundmode.integer == 1)
619 cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
621 // LadyHavoc: lerp in listen games as the server is being capped below the client (usually)
622 if (cl.mtime[0] <= cl.mtime[1])
624 cl.time = cl.mtime[0];
628 f = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]);
629 return bound(0, f, 1 + cl_lerpexcess.value);
632 void CL_ClearTempEntities (void)
634 r_refdef.scene.numtempentities = 0;
635 // grow tempentities buffer on request
636 if (r_refdef.scene.expandtempentities)
638 Con_Printf("CL_NewTempEntity: grow maxtempentities from %i to %i\n", r_refdef.scene.maxtempentities, r_refdef.scene.maxtempentities * 2);
639 r_refdef.scene.maxtempentities *= 2;
640 r_refdef.scene.tempentities = (entity_render_t *)Mem_Realloc(cls.permanentmempool, r_refdef.scene.tempentities, sizeof(entity_render_t) * r_refdef.scene.maxtempentities);
641 r_refdef.scene.expandtempentities = false;
645 entity_render_t *CL_NewTempEntity(double shadertime)
647 entity_render_t *render;
649 if (r_refdef.scene.numentities >= r_refdef.scene.maxentities)
651 if (r_refdef.scene.numtempentities >= r_refdef.scene.maxtempentities)
653 r_refdef.scene.expandtempentities = true; // will be reallocated next frame since current frame may have pointers set already
656 render = &r_refdef.scene.tempentities[r_refdef.scene.numtempentities++];
657 memset (render, 0, sizeof(*render));
658 r_refdef.scene.entities[r_refdef.scene.numentities++] = render;
660 render->shadertime = shadertime;
662 VectorSet(render->colormod, 1, 1, 1);
663 VectorSet(render->glowmod, 1, 1, 1);
667 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
671 if (!modelindex) // sanity check
675 Con_Printf("CL_Effect: framerate %f is < 1\n", framerate);
680 Con_Printf("CL_Effect: framecount %i is < 1\n", framecount);
683 for (i = 0, e = cl.effects;i < cl.max_effects;i++, e++)
688 VectorCopy(org, e->origin);
689 e->modelindex = modelindex;
690 e->starttime = cl.time;
691 e->startframe = startframe;
692 e->endframe = startframe + framecount;
693 e->framerate = framerate;
696 e->frame1time = cl.time;
697 e->frame2time = cl.time;
698 cl.num_effects = max(cl.num_effects, i + 1);
703 void CL_AllocLightFlash(entity_render_t *ent, matrix4x4_t *matrix, float radius, float red, float green, float blue, float decay, float lifetime, int cubemapnum, int style, int shadowenable, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
708 // then look for anything else
710 for (i = 0;i < cl.max_dlights;i++, dl++)
714 // unable to find one
715 if (i == cl.max_dlights)
718 //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
719 memset (dl, 0, sizeof(*dl));
720 cl.num_dlights = max(cl.num_dlights, i + 1);
721 Matrix4x4_Normalize(&dl->matrix, matrix);
723 Matrix4x4_OriginFromMatrix(&dl->matrix, dl->origin);
724 CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
725 Matrix4x4_SetOrigin(&dl->matrix, dl->origin[0], dl->origin[1], dl->origin[2]);
728 dl->color[1] = green;
730 dl->initialradius = radius;
731 dl->initialcolor[0] = red;
732 dl->initialcolor[1] = green;
733 dl->initialcolor[2] = blue;
734 dl->decay = decay / radius; // changed decay to be a percentage decrease
735 dl->intensity = 1; // this is what gets decayed
737 dl->die = cl.time + lifetime;
741 dpsnprintf(dl->cubemapname, sizeof(dl->cubemapname), "cubemaps/%i", cubemapnum);
743 dl->cubemapname[0] = 0;
745 dl->shadow = shadowenable;
748 dl->coronasizescale = coronasizescale;
749 dl->ambientscale = ambientscale;
750 dl->diffusescale = diffusescale;
751 dl->specularscale = specularscale;
754 static void CL_DecayLightFlashes(void)
760 time = bound(0, cl.time - cl.oldtime, 0.1);
761 oldmax = cl.num_dlights;
763 for (i = 0, dl = cl.dlights;i < oldmax;i++, dl++)
767 dl->intensity -= time * dl->decay;
768 if (cl.time < dl->die && dl->intensity > 0)
770 if (cl_dlights_decayradius.integer)
771 dl->radius = dl->initialradius * dl->intensity;
773 dl->radius = dl->initialradius;
774 if (cl_dlights_decaybrightness.integer)
775 VectorScale(dl->initialcolor, dl->intensity, dl->color);
777 VectorCopy(dl->initialcolor, dl->color);
778 cl.num_dlights = i + 1;
786 // called before entity relinking
787 void CL_RelinkLightFlashes(void)
792 matrix4x4_t tempmatrix;
794 if (r_dynamic.integer)
796 for (i = 0, dl = cl.dlights;i < cl.num_dlights && r_refdef.scene.numlights < MAX_DLIGHTS;i++, dl++)
800 tempmatrix = dl->matrix;
801 Matrix4x4_Scale(&tempmatrix, dl->radius, 1);
802 // we need the corona fading to be persistent
803 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);
804 r_refdef.scene.lights[r_refdef.scene.numlights++] = &dl->rtlight;
811 for (j = 0;j < cl.max_lightstyle;j++)
813 r_refdef.scene.rtlightstylevalue[j] = 1;
814 r_refdef.scene.lightstylevalue[j] = 256;
820 // 'm' is normal light, 'a' is no light, 'z' is double bright
824 for (j = 0;j < cl.max_lightstyle;j++)
826 if (!cl.lightstyle[j].length)
828 r_refdef.scene.rtlightstylevalue[j] = 1;
829 r_refdef.scene.lightstylevalue[j] = 256;
832 // static lightstyle "=value"
833 if (cl.lightstyle[j].map[0] == '=')
835 r_refdef.scene.rtlightstylevalue[j] = atof(cl.lightstyle[j].map + 1);
836 if ( r_lerplightstyles.integer || ((int)f - f) < 0.01)
837 r_refdef.scene.lightstylevalue[j] = r_refdef.scene.rtlightstylevalue[j];
840 k = i % cl.lightstyle[j].length;
841 l = (i-1) % cl.lightstyle[j].length;
842 k = cl.lightstyle[j].map[k] - 'a';
843 l = cl.lightstyle[j].map[l] - 'a';
844 // rtlightstylevalue is always interpolated because it has no bad
845 // consequences for performance
846 // lightstylevalue is subject to a cvar for performance reasons;
847 // skipping lightmap updates on most rendered frames substantially
848 // improves framerates (but makes light fades look bad)
849 r_refdef.scene.rtlightstylevalue[j] = ((k*frac)+(l*(1-frac)))*(22/256.0f);
850 r_refdef.scene.lightstylevalue[j] = r_lerplightstyles.integer ? (unsigned short)(((k*frac)+(l*(1-frac)))*22) : k*22;
854 static void CL_AddQWCTFFlagModel(entity_t *player, int skin)
856 int frame = player->render.framegroupblend[0].frame;
858 entity_render_t *flagrender;
859 matrix4x4_t flagmatrix;
861 // this code taken from QuakeWorld
863 if (frame >= 29 && frame <= 40)
865 if (frame >= 29 && frame <= 34)
867 if (frame == 29) f = f + 2;
868 else if (frame == 30) f = f + 8;
869 else if (frame == 31) f = f + 12;
870 else if (frame == 32) f = f + 11;
871 else if (frame == 33) f = f + 10;
872 else if (frame == 34) f = f + 4;
874 else if (frame >= 35 && frame <= 40)
876 if (frame == 35) f = f + 2;
877 else if (frame == 36) f = f + 10;
878 else if (frame == 37) f = f + 10;
879 else if (frame == 38) f = f + 8;
880 else if (frame == 39) f = f + 4;
881 else if (frame == 40) f = f + 2;
884 else if (frame >= 103 && frame <= 118)
886 if (frame >= 103 && frame <= 104) f = f + 6; //nailattack
887 else if (frame >= 105 && frame <= 106) f = f + 6; //light
888 else if (frame >= 107 && frame <= 112) f = f + 7; //rocketattack
889 else if (frame >= 112 && frame <= 118) f = f + 7; //shotattack
891 // end of code taken from QuakeWorld
893 flagrender = CL_NewTempEntity(player->render.shadertime);
897 flagrender->model = CL_GetModelByIndex(cl.qw_modelindex_flag);
898 flagrender->skinnum = skin;
899 flagrender->alpha = 1;
900 VectorSet(flagrender->colormod, 1, 1, 1);
901 VectorSet(flagrender->glowmod, 1, 1, 1);
902 // attach the flag to the player matrix
903 Matrix4x4_CreateFromQuakeEntity(&flagmatrix, -f, -22, 0, 0, 0, -45, 1);
904 Matrix4x4_Concat(&flagrender->matrix, &player->render.matrix, &flagmatrix);
905 CL_UpdateRenderEntity(flagrender);
908 matrix4x4_t viewmodelmatrix_withbob;
909 matrix4x4_t viewmodelmatrix_nobob;
911 static const vec3_t muzzleflashorigin = {18, 0, 0};
913 void CL_SetEntityColormapColors(entity_render_t *ent, int colormap)
915 const unsigned char *cbcolor;
918 cbcolor = palette_rgb_pantscolormap[colormap & 0xF];
919 VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_pantscolor);
920 cbcolor = palette_rgb_shirtcolormap[(colormap & 0xF0) >> 4];
921 VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_shirtcolor);
925 VectorClear(ent->colormap_pantscolor);
926 VectorClear(ent->colormap_shirtcolor);
930 // note this is a recursive function, recursionlimit should be 32 or so on the initial call
931 static void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolate)
933 const matrix4x4_t *matrix;
934 matrix4x4_t blendmatrix, tempmatrix, matrix2;
936 vec_t origin[3], angles[3], lerp;
939 //entity_persistent_t *p = &e->persistent;
940 //entity_render_t *r = &e->render;
941 // skip inactive entities and world
942 if (!e->state_current.active || e == cl.entities)
944 if (recursionlimit < 1)
946 e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
947 e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
948 e->render.flags = e->state_current.flags;
949 e->render.effects = e->state_current.effects;
950 VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
951 VectorScale(e->state_current.glowmod, (1.0f / 32.0f), e->render.glowmod);
952 if(e >= cl.entities && e < cl.entities + cl.num_entities)
953 e->render.entitynumber = e - cl.entities;
955 e->render.entitynumber = 0;
956 if (e->state_current.flags & RENDER_COLORMAPPED)
957 CL_SetEntityColormapColors(&e->render, e->state_current.colormap);
958 else if (e->state_current.colormap > 0 && e->state_current.colormap <= cl.maxclients && cl.scores != NULL)
959 CL_SetEntityColormapColors(&e->render, cl.scores[e->state_current.colormap-1].colors);
961 CL_SetEntityColormapColors(&e->render, -1);
962 e->render.skinnum = e->state_current.skin;
963 if (e->state_current.tagentity)
965 // attached entity (gun held in player model's hand, etc)
966 // if the tag entity is currently impossible, skip it
967 if (e->state_current.tagentity >= cl.num_entities)
969 t = cl.entities + e->state_current.tagentity;
970 // if the tag entity is inactive, skip it
971 if (t->state_current.active)
973 // update the parent first
974 CL_UpdateNetworkEntity(t, recursionlimit - 1, interpolate);
979 // it may still be a CSQC entity... trying to use its
980 // info from last render frame (better than nothing)
981 if(!cl.csqc_server2csqcentitynumber[e->state_current.tagentity])
983 r = cl.csqcrenderentities + cl.csqc_server2csqcentitynumber[e->state_current.tagentity];
985 return; // neither CSQC nor legacy entity... can't attach
987 // make relative to the entity
989 // some properties of the tag entity carry over
990 e->render.flags |= r->flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
991 // if a valid tagindex is used, make it relative to that tag instead
992 if (e->state_current.tagentity && e->state_current.tagindex >= 1 && r->model)
994 if(!Mod_Alias_GetTagMatrix(r->model, r->frameblend, r->skeleton, e->state_current.tagindex - 1, &blendmatrix)) // i.e. no error
996 // concat the tag matrices onto the entity matrix
997 Matrix4x4_Concat(&tempmatrix, &r->matrix, &blendmatrix);
998 // use the constructed tag matrix
999 matrix = &tempmatrix;
1003 else if (e->render.flags & RENDER_VIEWMODEL)
1005 // view-relative entity (guns and such)
1006 if (e->render.effects & EF_NOGUNBOB)
1007 matrix = &viewmodelmatrix_nobob; // really attached to view
1009 matrix = &viewmodelmatrix_withbob; // attached to gun bob matrix
1013 // world-relative entity (the normal kind)
1014 matrix = &identitymatrix;
1018 // if it's the predicted player entity, update according to client movement
1019 // but don't lerp if going through a teleporter as it causes a bad lerp
1020 // also don't use the predicted location if fixangle was set on both of
1021 // the most recent server messages, as that cause means you are spectating
1022 // someone or watching a cutscene of some sort
1023 if (cl_nolerp.integer || cls.timedemo)
1024 interpolate = false;
1025 if (e == cl.entities + cl.playerentity && cl.movement_predicted && (!cl.fixangle[1] || !cl.fixangle[0]))
1027 VectorCopy(cl.movement_origin, origin);
1028 VectorSet(angles, 0, cl.viewangles[1], 0);
1030 else if (interpolate && e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1 + cl_lerpexcess.value)
1032 // interpolate the origin and angles
1033 lerp = max(0, lerp);
1034 VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
1036 // this fails at the singularity of euler angles
1037 VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
1038 if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
1039 if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
1040 if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
1041 VectorMA(e->persistent.oldangles, lerp, delta, angles);
1044 vec3_t f0, u0, f1, u1;
1045 AngleVectors(e->persistent.oldangles, f0, NULL, u0);
1046 AngleVectors(e->persistent.newangles, f1, NULL, u1);
1047 VectorMAM(1-lerp, f0, lerp, f1, f0);
1048 VectorMAM(1-lerp, u0, lerp, u1, u0);
1049 AnglesFromVectors(angles, f0, u0, false);
1056 VectorCopy(e->persistent.neworigin, origin);
1057 VectorCopy(e->persistent.newangles, angles);
1060 // model setup and some modelflags
1061 frame = e->state_current.frame;
1062 e->render.model = CL_GetModelByIndex(e->state_current.modelindex);
1063 if (e->render.model)
1065 if (e->render.skinnum >= e->render.model->numskins)
1066 e->render.skinnum = 0;
1067 if (frame >= e->render.model->numframes)
1069 // models can set flags such as EF_ROCKET
1070 // this 0xFF800000 mask is EF_NOMODELFLAGS plus all the higher EF_ flags such as EF_ROCKET
1071 if (!(e->render.effects & 0xFF800000))
1072 e->render.effects |= e->render.model->effects;
1073 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
1074 if (e->render.model->type == mod_alias)
1075 angles[0] = -angles[0];
1076 if ((e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
1078 VectorScale(e->render.colormod, 2, e->render.colormod);
1079 VectorScale(e->render.glowmod, 2, e->render.glowmod);
1082 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
1083 else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
1084 angles[0] = -angles[0];
1085 // NOTE: this must be synced to SV_GetPitchSign!
1087 if ((e->render.effects & EF_ROTATE) && !(e->render.flags & RENDER_VIEWMODEL))
1089 angles[1] = ANGLEMOD(100*cl.time);
1090 if (cl_itembobheight.value)
1091 origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
1095 e->render.skeleton = NULL;
1096 if (e->render.flags & RENDER_COMPLEXANIMATION)
1098 e->render.framegroupblend[0] = e->state_current.framegroupblend[0];
1099 e->render.framegroupblend[1] = e->state_current.framegroupblend[1];
1100 e->render.framegroupblend[2] = e->state_current.framegroupblend[2];
1101 e->render.framegroupblend[3] = e->state_current.framegroupblend[3];
1102 if (e->state_current.skeletonobject.model && e->state_current.skeletonobject.relativetransforms)
1103 e->render.skeleton = &e->state_current.skeletonobject;
1105 else if (e->render.framegroupblend[0].frame == frame)
1107 // update frame lerp fraction
1108 e->render.framegroupblend[0].lerp = 1;
1109 e->render.framegroupblend[1].lerp = 0;
1110 if (e->render.framegroupblend[0].start > e->render.framegroupblend[1].start)
1112 // make sure frame lerp won't last longer than 100ms
1113 // (this mainly helps with models that use framegroups and
1114 // switch between them infrequently)
1115 float maxdelta = cl_lerpanim_maxdelta_server.value;
1117 if(e->render.model->animscenes)
1118 if(e->render.model->animscenes[e->render.framegroupblend[0].frame].framecount > 1 || e->render.model->animscenes[e->render.framegroupblend[1].frame].framecount > 1)
1119 maxdelta = cl_lerpanim_maxdelta_framegroups.value;
1120 maxdelta = max(maxdelta, cl.mtime[0] - cl.mtime[1]);
1121 e->render.framegroupblend[0].lerp = (cl.time - e->render.framegroupblend[0].start) / min(e->render.framegroupblend[0].start - e->render.framegroupblend[1].start, maxdelta);
1122 e->render.framegroupblend[0].lerp = bound(0, e->render.framegroupblend[0].lerp, 1);
1123 e->render.framegroupblend[1].lerp = 1 - e->render.framegroupblend[0].lerp;
1128 // begin a new frame lerp
1129 e->render.framegroupblend[1] = e->render.framegroupblend[0];
1130 e->render.framegroupblend[1].lerp = 1;
1131 e->render.framegroupblend[0].frame = frame;
1132 e->render.framegroupblend[0].start = cl.time;
1133 e->render.framegroupblend[0].lerp = 0;
1136 // set up the render matrix
1139 // attached entity, this requires a matrix multiply (concat)
1140 // FIXME: e->render.scale should go away
1141 Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1142 // concat the matrices to make the entity relative to its tag
1143 Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
1144 // get the origin from the new matrix
1145 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1149 // unattached entities are faster to process
1150 Matrix4x4_CreateFromQuakeEntity(&e->render.matrix, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1153 // tenebrae's sprites are all additive mode (weird)
1154 if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
1155 e->render.flags |= RENDER_ADDITIVE;
1156 // player model is only shown with chase_active on
1157 if (e->state_current.number == cl.viewentity)
1158 e->render.flags |= RENDER_EXTERIORMODEL;
1159 // either fullbright or lit
1160 if(!r_fullbright.integer)
1162 if (!(e->render.effects & EF_FULLBRIGHT))
1163 e->render.flags |= RENDER_LIGHT;
1165 // hide player shadow during intermission or nehahra movie
1166 if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST))
1167 && (e->render.alpha >= 1)
1168 && !(e->render.flags & RENDER_VIEWMODEL)
1169 && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
1170 e->render.flags |= RENDER_SHADOW;
1171 if (e->render.flags & RENDER_VIEWMODEL)
1172 e->render.flags |= RENDER_NOSELFSHADOW;
1173 if (e->render.effects & EF_NOSELFSHADOW)
1174 e->render.flags |= RENDER_NOSELFSHADOW;
1175 if (e->render.effects & EF_NODEPTHTEST)
1176 e->render.flags |= RENDER_NODEPTHTEST;
1177 if (e->render.effects & EF_ADDITIVE)
1178 e->render.flags |= RENDER_ADDITIVE;
1179 if (e->render.effects & EF_DOUBLESIDED)
1180 e->render.flags |= RENDER_DOUBLESIDED;
1181 if (e->render.effects & EF_DYNAMICMODELLIGHT)
1182 e->render.flags |= RENDER_DYNAMICMODELLIGHT;
1184 // make the other useful stuff
1185 e->render.allowdecals = true;
1186 CL_UpdateRenderEntity(&e->render);
1189 // creates light and trails from an entity
1190 static void CL_UpdateNetworkEntityTrail(entity_t *e)
1192 effectnameindex_t trailtype;
1195 // bmodels are treated specially since their origin is usually '0 0 0' and
1196 // their actual geometry is far from '0 0 0'
1197 if (e->render.model && e->render.model->soundfromcenter)
1200 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1201 Matrix4x4_Transform(&e->render.matrix, o, origin);
1204 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1206 // handle particle trails and such effects now that we know where this
1207 // entity is in the world...
1208 trailtype = EFFECT_NONE;
1209 // LadyHavoc: if the entity has no effects, don't check each
1210 if (e->render.effects & (EF_BRIGHTFIELD | EF_FLAME | EF_STARDUST))
1212 if (e->render.effects & EF_BRIGHTFIELD)
1214 if (IS_NEXUIZ_DERIVED(gamemode))
1215 trailtype = EFFECT_TR_NEXUIZPLASMA;
1217 CL_EntityParticles(e);
1219 if (e->render.effects & EF_FLAME)
1220 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);
1221 if (e->render.effects & EF_STARDUST)
1222 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);
1224 if (e->render.internaleffects & (INTEF_FLAG1QW | INTEF_FLAG2QW))
1226 // these are only set on player entities
1227 CL_AddQWCTFFlagModel(e, (e->render.internaleffects & INTEF_FLAG2QW) != 0);
1229 // muzzleflash fades over time
1230 if (e->persistent.muzzleflash > 0)
1231 e->persistent.muzzleflash -= bound(0, cl.time - cl.oldtime, 0.1) * 20;
1232 // LadyHavoc: if the entity has no effects, don't check each
1233 if (e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1235 if (e->render.effects & EF_GIB)
1236 trailtype = EFFECT_TR_BLOOD;
1237 else if (e->render.effects & EF_ZOMGIB)
1238 trailtype = EFFECT_TR_SLIGHTBLOOD;
1239 else if (e->render.effects & EF_TRACER)
1240 trailtype = EFFECT_TR_WIZSPIKE;
1241 else if (e->render.effects & EF_TRACER2)
1242 trailtype = EFFECT_TR_KNIGHTSPIKE;
1243 else if (e->render.effects & EF_ROCKET)
1244 trailtype = EFFECT_TR_ROCKET;
1245 else if (e->render.effects & EF_GRENADE)
1247 // LadyHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1248 trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1250 else if (e->render.effects & EF_TRACER3)
1251 trailtype = EFFECT_TR_VORESPIKE;
1254 if (e->render.flags & RENDER_GLOWTRAIL)
1255 trailtype = EFFECT_TR_GLOWTRAIL;
1256 if (e->state_current.traileffectnum)
1257 trailtype = (effectnameindex_t)e->state_current.traileffectnum;
1258 // check if a trail is allowed (it is not after a teleport for example)
1259 if (trailtype && e->persistent.trail_allowed)
1263 VectorSubtract(e->state_current.origin, e->state_previous.origin, vel);
1264 len = e->state_current.time - e->state_previous.time;
1267 VectorScale(vel, len, vel);
1268 // 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
1269 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);
1271 // now that the entity has survived one trail update it is allowed to
1272 // leave a real trail on later frames
1273 e->persistent.trail_allowed = true;
1274 VectorCopy(origin, e->persistent.trail_origin);
1280 CL_UpdateViewEntities
1283 void CL_UpdateViewEntities(void)
1286 // update any RENDER_VIEWMODEL entities to use the new view matrix
1287 for (i = 1;i < cl.num_entities;i++)
1289 if (cl.entities_active[i])
1291 entity_t *ent = cl.entities + i;
1292 if ((ent->render.flags & RENDER_VIEWMODEL) || ent->state_current.tagentity)
1293 CL_UpdateNetworkEntity(ent, 32, true);
1296 // and of course the engine viewmodel needs updating as well
1297 CL_UpdateNetworkEntity(&cl.viewent, 32, true);
1302 CL_UpdateNetworkCollisionEntities
1305 static void CL_UpdateNetworkCollisionEntities(void)
1310 // start on the entity after the world
1311 cl.num_brushmodel_entities = 0;
1312 for (i = cl.maxclients + 1;i < cl.num_entities;i++)
1314 if (cl.entities_active[i])
1316 ent = cl.entities + i;
1317 if (ent->state_current.active && ent->render.model && ent->render.model->name[0] == '*' && ent->render.model->TraceBox)
1319 // do not interpolate the bmodels for this
1320 CL_UpdateNetworkEntity(ent, 32, false);
1321 cl.brushmodel_entities[cl.num_brushmodel_entities++] = i;
1329 CL_UpdateNetworkEntities
1332 static void CL_UpdateNetworkEntities(void)
1337 // start on the entity after the world
1338 for (i = 1;i < cl.num_entities;i++)
1340 if (cl.entities_active[i])
1342 ent = cl.entities + i;
1343 if (ent->state_current.active)
1345 CL_UpdateNetworkEntity(ent, 32, true);
1346 // view models should never create light/trails
1347 if (!(ent->render.flags & RENDER_VIEWMODEL))
1348 CL_UpdateNetworkEntityTrail(ent);
1352 R_DecalSystem_Reset(&ent->render.decalsystem);
1353 cl.entities_active[i] = false;
1359 static void CL_UpdateViewModel(void)
1363 ent->state_previous = ent->state_current;
1364 ent->state_current = defaultstate;
1365 ent->state_current.time = cl.time;
1366 ent->state_current.number = (unsigned short)-1;
1367 ent->state_current.active = true;
1368 ent->state_current.modelindex = cl.stats[STAT_WEAPON];
1369 ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
1370 ent->state_current.flags = RENDER_VIEWMODEL;
1371 if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
1372 ent->state_current.modelindex = 0;
1373 else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
1375 if (gamemode == GAME_TRANSFUSION)
1376 ent->state_current.alpha = 128;
1378 ent->state_current.modelindex = 0;
1380 ent->state_current.alpha = cl.entities[cl.viewentity].state_current.alpha;
1381 ent->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB));
1383 // reset animation interpolation on weaponmodel if model changed
1384 if (ent->state_previous.modelindex != ent->state_current.modelindex)
1386 ent->render.framegroupblend[0].frame = ent->render.framegroupblend[1].frame = ent->state_current.frame;
1387 ent->render.framegroupblend[0].start = ent->render.framegroupblend[1].start = cl.time;
1388 ent->render.framegroupblend[0].lerp = 1;ent->render.framegroupblend[1].lerp = 0;
1390 CL_UpdateNetworkEntity(ent, 32, true);
1393 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
1394 static void CL_LinkNetworkEntity(entity_t *e)
1396 effectnameindex_t trailtype;
1402 // skip inactive entities and world
1403 if (!e->state_current.active || e == cl.entities)
1405 if (e->state_current.tagentity)
1407 // if the tag entity is currently impossible, skip it
1408 if (e->state_current.tagentity >= cl.num_entities)
1410 // if the tag entity is inactive, skip it
1411 if (!cl.entities[e->state_current.tagentity].state_current.active)
1413 if(!cl.csqc_server2csqcentitynumber[e->state_current.tagentity])
1415 if(!cl.csqcrenderentities[cl.csqc_server2csqcentitynumber[e->state_current.tagentity]].entitynumber)
1417 // if we get here, it's properly csqc networked and attached
1421 // create entity dlights associated with this entity
1422 if (e->render.model && e->render.model->soundfromcenter)
1424 // bmodels are treated specially since their origin is usually '0 0 0'
1426 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1427 Matrix4x4_Transform(&e->render.matrix, o, origin);
1430 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1431 trailtype = EFFECT_NONE;
1436 // LadyHavoc: if the entity has no effects, don't check each
1437 if (e->render.effects & (EF_BRIGHTFIELD | EF_DIMLIGHT | EF_BRIGHTLIGHT | EF_RED | EF_BLUE | EF_FLAME | EF_STARDUST))
1439 if (e->render.effects & EF_BRIGHTFIELD)
1441 if (IS_NEXUIZ_DERIVED(gamemode))
1442 trailtype = EFFECT_TR_NEXUIZPLASMA;
1444 if (e->render.effects & EF_DIMLIGHT)
1446 dlightradius = max(dlightradius, 200);
1447 dlightcolor[0] += 1.50f;
1448 dlightcolor[1] += 1.50f;
1449 dlightcolor[2] += 1.50f;
1451 if (e->render.effects & EF_BRIGHTLIGHT)
1453 dlightradius = max(dlightradius, 400);
1454 dlightcolor[0] += 3.00f;
1455 dlightcolor[1] += 3.00f;
1456 dlightcolor[2] += 3.00f;
1458 // LadyHavoc: more effects
1459 if (e->render.effects & EF_RED) // red
1461 dlightradius = max(dlightradius, 200);
1462 dlightcolor[0] += 1.50f;
1463 dlightcolor[1] += 0.15f;
1464 dlightcolor[2] += 0.15f;
1466 if (e->render.effects & EF_BLUE) // blue
1468 dlightradius = max(dlightradius, 200);
1469 dlightcolor[0] += 0.15f;
1470 dlightcolor[1] += 0.15f;
1471 dlightcolor[2] += 1.50f;
1473 if (e->render.effects & EF_FLAME)
1474 CL_ParticleTrail(EFFECT_EF_FLAME, 1, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false, NULL, NULL, 1);
1475 if (e->render.effects & EF_STARDUST)
1476 CL_ParticleTrail(EFFECT_EF_STARDUST, 1, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false, NULL, NULL, 1);
1478 // muzzleflash fades over time, and is offset a bit
1479 if (e->persistent.muzzleflash > 0 && r_refdef.scene.numlights < MAX_DLIGHTS)
1484 matrix4x4_t tempmatrix;
1485 Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
1486 trace = CL_TraceLine(origin, v2, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, 0, collision_extendmovelength.value, true, false, NULL, false, false);
1487 Matrix4x4_Normalize(&tempmatrix, &e->render.matrix);
1488 Matrix4x4_SetOrigin(&tempmatrix, trace.endpos[0], trace.endpos[1], trace.endpos[2]);
1489 Matrix4x4_Scale(&tempmatrix, 150, 1);
1490 VectorSet(color, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f);
1491 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);
1492 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1494 // LadyHavoc: if the model has no flags, don't check each
1495 if (e->render.model && e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1497 if (e->render.effects & EF_GIB)
1498 trailtype = EFFECT_TR_BLOOD;
1499 else if (e->render.effects & EF_ZOMGIB)
1500 trailtype = EFFECT_TR_SLIGHTBLOOD;
1501 else if (e->render.effects & EF_TRACER)
1502 trailtype = EFFECT_TR_WIZSPIKE;
1503 else if (e->render.effects & EF_TRACER2)
1504 trailtype = EFFECT_TR_KNIGHTSPIKE;
1505 else if (e->render.effects & EF_ROCKET)
1506 trailtype = EFFECT_TR_ROCKET;
1507 else if (e->render.effects & EF_GRENADE)
1509 // LadyHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1510 trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1512 else if (e->render.effects & EF_TRACER3)
1513 trailtype = EFFECT_TR_VORESPIKE;
1515 // LadyHavoc: customizable glow
1516 if (e->state_current.glowsize)
1518 // * 4 for the expansion from 0-255 to 0-1023 range,
1519 // / 255 to scale down byte colors
1520 dlightradius = max(dlightradius, e->state_current.glowsize * 4);
1521 VectorMA(dlightcolor, (1.0f / 255.0f), palette_rgb[e->state_current.glowcolor], dlightcolor);
1524 if ((e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) && r_refdef.scene.numlights < MAX_DLIGHTS)
1526 matrix4x4_t dlightmatrix;
1528 VectorScale(e->state_current.light, (1.0f / 256.0f), light);
1529 light[3] = e->state_current.light[3];
1530 if (light[0] == 0 && light[1] == 0 && light[2] == 0)
1531 VectorSet(light, 1, 1, 1);
1534 // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
1535 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1536 Matrix4x4_Scale(&dlightmatrix, light[3], 1);
1537 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);
1538 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1540 // make the glow dlight
1541 else if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL) && r_refdef.scene.numlights < MAX_DLIGHTS)
1543 matrix4x4_t dlightmatrix;
1544 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1545 // hack to make glowing player light shine on their gun
1546 //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
1547 // Matrix4x4_AdjustOrigin(&dlightmatrix, 0, 0, 30);
1548 Matrix4x4_Scale(&dlightmatrix, dlightradius, 1);
1549 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);
1550 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1553 if (e->render.flags & RENDER_GLOWTRAIL)
1554 trailtype = EFFECT_TR_GLOWTRAIL;
1555 if (e->state_current.traileffectnum)
1556 trailtype = (effectnameindex_t)e->state_current.traileffectnum;
1558 CL_ParticleTrail(trailtype, 1, origin, origin, vec3_origin, vec3_origin, NULL, e->state_current.glowcolor, true, false, NULL, NULL, 1);
1560 // don't show entities with no modelindex (note: this still shows
1561 // entities which have a modelindex that resolved to a NULL model)
1562 if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.scene.numentities < r_refdef.scene.maxentities)
1563 r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
1564 //if (cl.viewentity && e->state_current.number == cl.viewentity)
1565 // Matrix4x4_Print(&e->render.matrix);
1568 static void CL_RelinkWorld(void)
1570 entity_t *ent = &cl.entities[0];
1571 // FIXME: this should be done at load
1572 ent->render.matrix = identitymatrix;
1573 ent->render.flags = RENDER_SHADOW;
1574 if (!r_fullbright.integer)
1575 ent->render.flags |= RENDER_LIGHT;
1576 VectorSet(ent->render.colormod, 1, 1, 1);
1577 VectorSet(ent->render.glowmod, 1, 1, 1);
1578 ent->render.allowdecals = true;
1579 CL_UpdateRenderEntity(&ent->render);
1580 r_refdef.scene.worldentity = &ent->render;
1581 r_refdef.scene.worldmodel = cl.worldmodel;
1583 // if the world is q2bsp, animate the textures
1584 if (ent->render.model && ent->render.model->brush.isq2bsp)
1585 ent->render.framegroupblend[0].frame = (int)(cl.time * 2.0f);
1588 static void CL_RelinkStaticEntities(void)
1592 for (i = 0, e = cl.static_entities;i < cl.num_static_entities && r_refdef.scene.numentities < r_refdef.scene.maxentities;i++, e++)
1594 e->render.flags = 0;
1595 // if the model was not loaded when the static entity was created we
1596 // need to re-fetch the model pointer
1597 e->render.model = CL_GetModelByIndex(e->state_baseline.modelindex);
1598 // either fullbright or lit
1599 if(!r_fullbright.integer)
1601 if (!(e->render.effects & EF_FULLBRIGHT))
1602 e->render.flags |= RENDER_LIGHT;
1604 // hide player shadow during intermission or nehahra movie
1605 if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST)) && (e->render.alpha >= 1))
1606 e->render.flags |= RENDER_SHADOW;
1607 VectorSet(e->render.colormod, 1, 1, 1);
1608 VectorSet(e->render.glowmod, 1, 1, 1);
1609 VM_FrameBlendFromFrameGroupBlend(e->render.frameblend, e->render.framegroupblend, e->render.model, cl.time);
1610 e->render.allowdecals = true;
1611 CL_UpdateRenderEntity(&e->render);
1612 r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
1621 static void CL_RelinkNetworkEntities(void)
1626 // start on the entity after the world
1627 for (i = 1;i < cl.num_entities;i++)
1629 if (cl.entities_active[i])
1631 ent = cl.entities + i;
1632 if (ent->state_current.active)
1633 CL_LinkNetworkEntity(ent);
1635 cl.entities_active[i] = false;
1640 static void CL_RelinkEffects(void)
1644 entity_render_t *entrender;
1647 for (i = 0, e = cl.effects;i < cl.num_effects;i++, e++)
1651 frame = (cl.time - e->starttime) * e->framerate + e->startframe;
1652 intframe = (int)frame;
1653 if (intframe < 0 || intframe >= e->endframe)
1655 memset(e, 0, sizeof(*e));
1656 while (cl.num_effects > 0 && !cl.effects[cl.num_effects - 1].active)
1661 if (intframe != e->frame)
1663 e->frame = intframe;
1664 e->frame1time = e->frame2time;
1665 e->frame2time = cl.time;
1668 // if we're drawing effects, get a new temp entity
1669 // (NewTempEntity adds it to the render entities list for us)
1670 if (r_draweffects.integer && (entrender = CL_NewTempEntity(e->starttime)))
1672 // interpolation stuff
1673 entrender->framegroupblend[0].frame = intframe;
1674 entrender->framegroupblend[0].lerp = 1 - frame - intframe;
1675 entrender->framegroupblend[0].start = e->frame1time;
1676 if (intframe + 1 >= e->endframe)
1678 entrender->framegroupblend[1].frame = 0; // disappear
1679 entrender->framegroupblend[1].lerp = 0;
1680 entrender->framegroupblend[1].start = 0;
1684 entrender->framegroupblend[1].frame = intframe + 1;
1685 entrender->framegroupblend[1].lerp = frame - intframe;
1686 entrender->framegroupblend[1].start = e->frame2time;
1690 entrender->model = CL_GetModelByIndex(e->modelindex);
1691 entrender->alpha = 1;
1692 VectorSet(entrender->colormod, 1, 1, 1);
1693 VectorSet(entrender->glowmod, 1, 1, 1);
1695 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
1696 CL_UpdateRenderEntity(entrender);
1702 void CL_Beam_CalculatePositions(const beam_t *b, vec3_t start, vec3_t end)
1704 VectorCopy(b->start, start);
1705 VectorCopy(b->end, end);
1707 // if coming from the player, update the start position
1708 if (b->entity == cl.viewentity)
1710 if (cl_beams_quakepositionhack.integer && !chase_active.integer)
1712 // LadyHavoc: this is a stupid hack from Quake that makes your
1713 // lightning appear to come from your waist and cover less of your
1715 // in Quake this hack was applied to all players (causing the
1716 // infamous crotch-lightning), but in darkplaces and QuakeWorld it
1717 // only applies to your own lightning, and only in first person
1718 Matrix4x4_OriginFromMatrix(&cl.entities[cl.viewentity].render.matrix, start);
1720 if (cl_beams_instantaimhack.integer)
1722 vec3_t dir, localend;
1724 // LadyHavoc: this updates the beam direction to match your
1726 VectorSubtract(end, start, dir);
1727 len = VectorLength(dir);
1728 VectorNormalize(dir);
1729 VectorSet(localend, len, 0, 0);
1730 Matrix4x4_Transform(&r_refdef.view.matrix, localend, end);
1735 void CL_RelinkBeams(void)
1739 vec3_t dist, org, start, end;
1741 entity_render_t *entrender;
1744 matrix4x4_t tempmatrix;
1746 for (i = 0, b = cl.beams;i < cl.num_beams;i++, b++)
1750 if (b->endtime < cl.time)
1756 CL_Beam_CalculatePositions(b, start, end);
1760 if (cl_beams_lightatend.integer && r_refdef.scene.numlights < MAX_DLIGHTS)
1762 // FIXME: create a matrix from the beam start/end orientation
1764 VectorSet(dlightcolor, 0.3, 0.7, 1);
1765 Matrix4x4_CreateFromQuakeEntity(&tempmatrix, end[0], end[1], end[2], 0, 0, 0, 200);
1766 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);
1767 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1769 if (cl_beams_polygons.integer)
1771 CL_Beam_AddPolygons(b);
1776 // calculate pitch and yaw
1777 // (this is similar to the QuakeC builtin function vectoangles)
1778 VectorSubtract(end, start, dist);
1779 if (dist[1] == 0 && dist[0] == 0)
1789 yaw = atan2(dist[1], dist[0]) * 180 / M_PI;
1793 forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1794 pitch = atan2(dist[2], forward) * 180 / M_PI;
1799 // add new entities for the lightning
1800 VectorCopy (start, org);
1801 d = VectorNormalizeLength(dist);
1804 entrender = CL_NewTempEntity (0);
1807 entrender->model = b->model;
1808 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1809 CL_UpdateRenderEntity(entrender);
1810 VectorMA(org, 30, dist, org);
1815 while (cl.num_beams > 0 && !cl.beams[cl.num_beams - 1].model)
1819 static void CL_RelinkQWNails(void)
1823 entity_render_t *entrender;
1825 for (i = 0;i < cl.qw_num_nails;i++)
1829 // if we're drawing effects, get a new temp entity
1830 // (NewTempEntity adds it to the render entities list for us)
1831 if (!(entrender = CL_NewTempEntity(0)))
1835 entrender->model = CL_GetModelByIndex(cl.qw_modelindex_spike);
1836 entrender->alpha = 1;
1837 VectorSet(entrender->colormod, 1, 1, 1);
1838 VectorSet(entrender->glowmod, 1, 1, 1);
1840 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1);
1841 CL_UpdateRenderEntity(entrender);
1845 static void CL_LerpPlayer(float frac)
1849 cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
1850 for (i = 0;i < 3;i++)
1852 cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
1853 cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
1854 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
1857 // interpolate the angles if playing a demo or spectating someone
1858 if (cls.demoplayback || cl.fixangle[0])
1860 for (i = 0;i < 3;i++)
1862 float d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
1867 cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
1872 void CSQC_RelinkAllEntities (int drawmask)
1876 CL_RelinkStaticEntities();
1879 CL_RelinkLightFlashes();
1882 if (drawmask & ENTMASK_ENGINE)
1884 CL_RelinkNetworkEntities();
1885 if (drawmask & ENTMASK_ENGINEVIEWMODELS)
1886 CL_LinkNetworkEntity(&cl.viewent); // link gun model
1890 // update view blend
1893 CL_MeshEntities_AddToScene();
1900 Update client game world for a new frame
1903 void CL_UpdateWorld(void)
1905 r_refdef.scene.extraupdate = !r_speeds.integer;
1906 r_refdef.scene.numentities = 0;
1907 r_refdef.scene.numlights = 0;
1908 r_refdef.view.matrix = identitymatrix;
1909 r_refdef.view.quality = 1;
1911 cl.num_brushmodel_entities = 0;
1913 if (cls.state == ca_connected && cls.signon == SIGNONS)
1915 // prepare for a new frame
1916 CL_LerpPlayer(CL_LerpPoint());
1917 CL_DecayLightFlashes();
1918 CL_ClearTempEntities();
1922 // if prediction is enabled we have to update all the collidable
1923 // network entities before the prediction code can be run
1924 CL_UpdateNetworkCollisionEntities();
1926 // now update the player prediction
1927 CL_ClientMovement_Replay();
1929 // update the player entity (which may be predicted)
1930 CL_UpdateNetworkEntity(cl.entities + cl.viewentity, 32, true);
1932 // now update the view (which depends on that player entity)
1935 // now update all the network entities and create particle trails
1936 // (some entities may depend on the view)
1937 CL_UpdateNetworkEntities();
1939 // update the engine-based viewmodel
1940 CL_UpdateViewModel();
1942 // when csqc is loaded, it will call this in CSQC_UpdateView
1943 if (!cl.csqc_loaded)
1944 CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS);
1946 // decals, particles, and explosions will be updated during rneder
1949 r_refdef.scene.time = cl.time;
1952 // LadyHavoc: pausedemo command
1953 static void CL_PauseDemo_f(cmd_state_t *cmd)
1955 cls.demopaused = !cls.demopaused;
1957 Con_Print("Demo paused\n");
1959 Con_Print("Demo unpaused\n");
1963 ======================
1965 ======================
1967 static void CL_Fog_f(cmd_state_t *cmd)
1969 if (Cmd_Argc (cmd) == 1)
1971 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);
1974 FOG_clear(); // so missing values get good defaults
1975 if(Cmd_Argc(cmd) > 1)
1976 r_refdef.fog_density = atof(Cmd_Argv(cmd, 1));
1977 if(Cmd_Argc(cmd) > 2)
1978 r_refdef.fog_red = atof(Cmd_Argv(cmd, 2));
1979 if(Cmd_Argc(cmd) > 3)
1980 r_refdef.fog_green = atof(Cmd_Argv(cmd, 3));
1981 if(Cmd_Argc(cmd) > 4)
1982 r_refdef.fog_blue = atof(Cmd_Argv(cmd, 4));
1983 if(Cmd_Argc(cmd) > 5)
1984 r_refdef.fog_alpha = atof(Cmd_Argv(cmd, 5));
1985 if(Cmd_Argc(cmd) > 6)
1986 r_refdef.fog_start = atof(Cmd_Argv(cmd, 6));
1987 if(Cmd_Argc(cmd) > 7)
1988 r_refdef.fog_end = atof(Cmd_Argv(cmd, 7));
1989 if(Cmd_Argc(cmd) > 8)
1990 r_refdef.fog_height = atof(Cmd_Argv(cmd, 8));
1991 if(Cmd_Argc(cmd) > 9)
1992 r_refdef.fog_fadedepth = atof(Cmd_Argv(cmd, 9));
1996 ======================
1997 CL_FogHeightTexture_f
1998 ======================
2000 static void CL_Fog_HeightTexture_f(cmd_state_t *cmd)
2002 if (Cmd_Argc (cmd) < 11)
2004 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);
2007 FOG_clear(); // so missing values get good defaults
2008 r_refdef.fog_density = atof(Cmd_Argv(cmd, 1));
2009 r_refdef.fog_red = atof(Cmd_Argv(cmd, 2));
2010 r_refdef.fog_green = atof(Cmd_Argv(cmd, 3));
2011 r_refdef.fog_blue = atof(Cmd_Argv(cmd, 4));
2012 r_refdef.fog_alpha = atof(Cmd_Argv(cmd, 5));
2013 r_refdef.fog_start = atof(Cmd_Argv(cmd, 6));
2014 r_refdef.fog_end = atof(Cmd_Argv(cmd, 7));
2015 r_refdef.fog_height = atof(Cmd_Argv(cmd, 8));
2016 r_refdef.fog_fadedepth = atof(Cmd_Argv(cmd, 9));
2017 strlcpy(r_refdef.fog_height_texturename, Cmd_Argv(cmd, 10), sizeof(r_refdef.fog_height_texturename));
2022 ====================
2025 For program optimization
2026 ====================
2028 static void CL_TimeRefresh_f(cmd_state_t *cmd)
2031 double timestart, timedelta;
2033 r_refdef.scene.extraupdate = false;
2035 timestart = Sys_DirtyTime();
2036 for (i = 0;i < 128;i++)
2038 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);
2039 r_refdef.view.quality = 1;
2042 timedelta = Sys_DirtyTime() - timestart;
2044 Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
2047 static void CL_AreaStats_f(cmd_state_t *cmd)
2049 World_PrintAreaStats(&cl.world, "client");
2052 cl_locnode_t *CL_Locs_FindNearest(const vec3_t point)
2057 vec3_t nearestpoint;
2058 vec_t dist, bestdist;
2061 for (loc = cl.locnodes;loc;loc = loc->next)
2063 for (i = 0;i < 3;i++)
2064 nearestpoint[i] = bound(loc->mins[i], point[i], loc->maxs[i]);
2065 dist = VectorDistance2(nearestpoint, point);
2066 if (bestdist > dist || !best)
2077 void CL_Locs_FindLocationName(char *buffer, size_t buffersize, vec3_t point)
2080 loc = CL_Locs_FindNearest(point);
2082 strlcpy(buffer, loc->name, buffersize);
2084 dpsnprintf(buffer, buffersize, "LOC=%.0f:%.0f:%.0f", point[0], point[1], point[2]);
2087 static void CL_Locs_FreeNode(cl_locnode_t *node)
2089 cl_locnode_t **pointer, **next;
2090 for (pointer = &cl.locnodes;*pointer;pointer = next)
2092 next = &(*pointer)->next;
2093 if (*pointer == node)
2095 *pointer = node->next;
2100 Con_Printf("CL_Locs_FreeNode: no such node! (%p)\n", (void *)node);
2103 static void CL_Locs_AddNode(vec3_t mins, vec3_t maxs, const char *name)
2105 cl_locnode_t *node, **pointer;
2109 namelen = (int)strlen(name);
2110 node = (cl_locnode_t *) Mem_Alloc(cls.levelmempool, sizeof(cl_locnode_t) + namelen + 1);
2111 VectorSet(node->mins, min(mins[0], maxs[0]), min(mins[1], maxs[1]), min(mins[2], maxs[2]));
2112 VectorSet(node->maxs, max(mins[0], maxs[0]), max(mins[1], maxs[1]), max(mins[2], maxs[2]));
2113 node->name = (char *)(node + 1);
2114 memcpy(node->name, name, namelen);
2115 node->name[namelen] = 0;
2116 // link it into the tail of the list to preserve the order
2117 for (pointer = &cl.locnodes;*pointer;pointer = &(*pointer)->next)
2122 static void CL_Locs_Add_f(cmd_state_t *cmd)
2125 if (Cmd_Argc(cmd) != 5 && Cmd_Argc(cmd) != 8)
2127 Con_Printf("usage: %s x y z[ x y z] name\n", Cmd_Argv(cmd, 0));
2130 mins[0] = atof(Cmd_Argv(cmd, 1));
2131 mins[1] = atof(Cmd_Argv(cmd, 2));
2132 mins[2] = atof(Cmd_Argv(cmd, 3));
2133 if (Cmd_Argc(cmd) == 8)
2135 maxs[0] = atof(Cmd_Argv(cmd, 4));
2136 maxs[1] = atof(Cmd_Argv(cmd, 5));
2137 maxs[2] = atof(Cmd_Argv(cmd, 6));
2138 CL_Locs_AddNode(mins, maxs, Cmd_Argv(cmd, 7));
2141 CL_Locs_AddNode(mins, mins, Cmd_Argv(cmd, 4));
2144 static void CL_Locs_RemoveNearest_f(cmd_state_t *cmd)
2147 loc = CL_Locs_FindNearest(r_refdef.view.origin);
2149 CL_Locs_FreeNode(loc);
2151 Con_Printf("no loc point or box found for your location\n");
2154 static void CL_Locs_Clear_f(cmd_state_t *cmd)
2157 CL_Locs_FreeNode(cl.locnodes);
2160 static void CL_Locs_Save_f(cmd_state_t *cmd)
2164 char locfilename[MAX_QPATH];
2167 Con_Printf("No loc points/boxes exist!\n");
2170 if (cls.state != ca_connected || !cl.worldmodel)
2172 Con_Printf("No level loaded!\n");
2175 dpsnprintf(locfilename, sizeof(locfilename), "%s.loc", cl.worldnamenoextension);
2177 outfile = FS_OpenRealFile(locfilename, "w", false);
2180 // if any boxes are used then this is a proquake-format loc file, which
2181 // allows comments, so add some relevant information at the start
2182 for (loc = cl.locnodes;loc;loc = loc->next)
2183 if (!VectorCompare(loc->mins, loc->maxs))
2187 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);
2188 for (loc = cl.locnodes;loc;loc = loc->next)
2189 if (VectorCompare(loc->mins, loc->maxs))
2192 Con_Printf("Warning: writing loc file containing a mixture of qizmo-style points and proquake-style boxes may not work in qizmo or proquake!\n");
2194 for (loc = cl.locnodes;loc;loc = loc->next)
2196 if (VectorCompare(loc->mins, loc->maxs))
2200 const char *in = loc->name;
2201 char name[MAX_INPUTLINE];
2202 for (len = 0;len < (int)sizeof(name) - 1 && *in;)
2204 if (*in == ' ') {s = "$loc_name_separator";in++;}
2205 else if (!strncmp(in, "SSG", 3)) {s = "$loc_name_ssg";in += 3;}
2206 else if (!strncmp(in, "NG", 2)) {s = "$loc_name_ng";in += 2;}
2207 else if (!strncmp(in, "SNG", 3)) {s = "$loc_name_sng";in += 3;}
2208 else if (!strncmp(in, "GL", 2)) {s = "$loc_name_gl";in += 2;}
2209 else if (!strncmp(in, "RL", 2)) {s = "$loc_name_rl";in += 2;}
2210 else if (!strncmp(in, "LG", 2)) {s = "$loc_name_lg";in += 2;}
2211 else if (!strncmp(in, "GA", 2)) {s = "$loc_name_ga";in += 2;}
2212 else if (!strncmp(in, "YA", 2)) {s = "$loc_name_ya";in += 2;}
2213 else if (!strncmp(in, "RA", 2)) {s = "$loc_name_ra";in += 2;}
2214 else if (!strncmp(in, "MEGA", 4)) {s = "$loc_name_mh";in += 4;}
2218 while (len < (int)sizeof(name) - 1 && *s)
2222 name[len++] = *in++;
2225 FS_Printf(outfile, "%.0f %.0f %.0f %s\n", loc->mins[0]*8, loc->mins[1]*8, loc->mins[2]*8, name);
2228 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);
2233 void CL_Locs_Reload_f(cmd_state_t *cmd)
2235 int i, linenumber, limit, len;
2237 char *filedata, *text, *textend, *linestart, *linetext, *lineend;
2238 fs_offset_t filesize;
2240 char locfilename[MAX_QPATH];
2241 char name[MAX_INPUTLINE];
2243 if (cls.state != ca_connected || !cl.worldmodel)
2245 Con_Printf("No level loaded!\n");
2249 CL_Locs_Clear_f(cmd);
2251 // try maps/something.loc first (LadyHavoc: where I think they should be)
2252 dpsnprintf(locfilename, sizeof(locfilename), "%s.loc", cl.worldnamenoextension);
2253 filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2256 // try proquake name as well (LadyHavoc: I hate path mangling)
2257 dpsnprintf(locfilename, sizeof(locfilename), "locs/%s.loc", cl.worldbasename);
2258 filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2263 textend = filedata + filesize;
2264 for (linenumber = 1;text < textend;linenumber++)
2267 for (;text < textend && *text != '\r' && *text != '\n';text++)
2270 if (text + 1 < textend && *text == '\r' && text[1] == '\n')
2274 // trim trailing whitespace
2275 while (lineend > linestart && ISWHITESPACE(lineend[-1]))
2277 // trim leading whitespace
2278 while (linestart < lineend && ISWHITESPACE(*linestart))
2280 // check if this is a comment
2281 if (linestart + 2 <= lineend && !strncmp(linestart, "//", 2))
2283 linetext = linestart;
2285 for (i = 0;i < limit;i++)
2287 if (linetext >= lineend)
2289 // note: a missing number is interpreted as 0
2291 mins[i] = atof(linetext);
2293 maxs[i - 3] = atof(linetext);
2294 // now advance past the number
2295 while (linetext < lineend && !ISWHITESPACE(*linetext) && *linetext != ',')
2297 // advance through whitespace
2298 if (linetext < lineend)
2300 if (*linetext == ',')
2304 // note: comma can be followed by whitespace
2306 if (ISWHITESPACE(*linetext))
2309 while (linetext < lineend && ISWHITESPACE(*linetext))
2314 // if this is a quoted name, remove the quotes
2317 if (linetext >= lineend || *linetext != '"')
2318 continue; // proquake location names are always quoted
2321 len = min(lineend - linetext, (int)sizeof(name) - 1);
2322 memcpy(name, linetext, len);
2324 // add the box to the list
2325 CL_Locs_AddNode(mins, maxs, name);
2327 // if a point was parsed, it needs to be scaled down by 8 (since
2328 // point-based loc files were invented by a proxy which dealt
2329 // directly with quake protocol coordinates, which are *8), turn
2333 // interpret silly fuhquake macros
2334 for (len = 0;len < (int)sizeof(name) - 1 && linetext < lineend;)
2336 if (*linetext == '$')
2338 if (linetext + 18 <= lineend && !strncmp(linetext, "$loc_name_separator", 19)) {s = " ";linetext += 19;}
2339 else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_ssg", 13)) {s = "SSG";linetext += 13;}
2340 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ng", 12)) {s = "NG";linetext += 12;}
2341 else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_sng", 13)) {s = "SNG";linetext += 13;}
2342 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_gl", 12)) {s = "GL";linetext += 12;}
2343 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_rl", 12)) {s = "RL";linetext += 12;}
2344 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_lg", 12)) {s = "LG";linetext += 12;}
2345 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ga", 12)) {s = "GA";linetext += 12;}
2346 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ya", 12)) {s = "YA";linetext += 12;}
2347 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ra", 12)) {s = "RA";linetext += 12;}
2348 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_mh", 12)) {s = "MEGA";linetext += 12;}
2352 while (len < (int)sizeof(name) - 1 && *s)
2357 name[len++] = *linetext++;
2360 // add the point to the list
2361 VectorScale(mins, (1.0 / 8.0), mins);
2362 CL_Locs_AddNode(mins, mins, name);
2369 entity_t cl_meshentities[NUM_MESHENTITIES];
2370 dp_model_t cl_meshentitymodels[NUM_MESHENTITIES];
2371 const char *cl_meshentitynames[NUM_MESHENTITIES] =
2374 "MESH_CSQC_POLYGONS",
2379 static void CL_MeshEntities_Restart(void)
2383 for (i = 0; i < NUM_MESHENTITIES; i++)
2385 ent = cl_meshentities + i;
2386 Mod_Mesh_Create(ent->render.model, cl_meshentitynames[i]);
2390 static void CL_MeshEntities_Init(void)
2394 for (i = 0; i < NUM_MESHENTITIES; i++)
2396 ent = cl_meshentities + i;
2397 ent->state_current.active = true;
2398 ent->render.model = cl_meshentitymodels + i;
2399 Mod_Mesh_Create(ent->render.model, cl_meshentitynames[i]);
2400 ent->render.alpha = 0.999999f; // not quite 1 so that MATERIALFLAG_ALPHA is always set.
2401 ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
2402 ent->render.framegroupblend[0].lerp = 1;
2403 ent->render.frameblend[0].lerp = 1;
2404 VectorSet(ent->render.colormod, 1, 1, 1);
2405 VectorSet(ent->render.glowmod, 1, 1, 1);
2406 VectorSet(ent->render.custommodellight_ambient, 1, 1, 1);
2407 VectorSet(ent->render.custommodellight_diffuse, 0, 0, 0);
2408 VectorSet(ent->render.custommodellight_lightdir, 0, 0, 1);
2409 VectorSet(ent->render.render_fullbright, 1, 1, 1);
2410 VectorSet(ent->render.render_glowmod, 0, 0, 0);
2411 VectorSet(ent->render.render_modellight_ambient, 1, 1, 1);
2412 VectorSet(ent->render.render_modellight_diffuse, 0, 0, 0);
2413 VectorSet(ent->render.render_modellight_specular, 0, 0, 0);
2414 VectorSet(ent->render.render_modellight_lightdir, 0, 0, 1);
2415 VectorSet(ent->render.render_lightmap_ambient, 0, 0, 0);
2416 VectorSet(ent->render.render_lightmap_diffuse, 1, 1, 1);
2417 VectorSet(ent->render.render_lightmap_specular, 1, 1, 1);
2418 VectorSet(ent->render.render_rtlight_diffuse, 1, 1, 1);
2419 VectorSet(ent->render.render_rtlight_specular, 1, 1, 1);
2421 Matrix4x4_CreateIdentity(&ent->render.matrix);
2422 CL_UpdateRenderEntity(&ent->render);
2424 cl_meshentities[MESH_UI].render.flags = RENDER_NOSELFSHADOW;
2425 R_RegisterModule("cl_meshentities", CL_MeshEntities_Restart, CL_MeshEntities_Restart, CL_MeshEntities_Restart, CL_MeshEntities_Restart, CL_MeshEntities_Restart);
2428 void CL_MeshEntities_AddToScene(void)
2432 for (i = 0; i < NUM_MESHENTITIES && r_refdef.scene.numentities < r_refdef.scene.maxentities; i++)
2434 ent = cl_meshentities + i;
2435 if (ent->render.model->num_surfaces == 0)
2437 Mod_Mesh_Finalize(ent->render.model);
2438 VectorCopy(ent->render.model->normalmins, ent->render.mins);
2439 VectorCopy(ent->render.model->normalmaxs, ent->render.maxs);
2440 r_refdef.scene.entities[r_refdef.scene.numentities++] = &ent->render;
2444 void CL_MeshEntities_Reset(void)
2448 for (i = 0; i < NUM_MESHENTITIES && r_refdef.scene.numentities < r_refdef.scene.maxentities; i++)
2450 ent = cl_meshentities + i;
2451 Mod_Mesh_Reset(ent->render.model);
2455 static void CL_MeshEntities_Shutdown(void)
2459 extern cvar_t r_overheadsprites_pushback;
2460 extern cvar_t r_fullbright_directed_pitch_relative;
2461 extern cvar_t r_fullbright_directed_pitch;
2462 extern cvar_t r_fullbright_directed_ambient;
2463 extern cvar_t r_fullbright_directed_diffuse;
2464 extern cvar_t r_fullbright_directed;
2465 extern cvar_t r_hdr_glowintensity;
2467 static void CL_UpdateEntityShading_GetDirectedFullbright(vec3_t ambient, vec3_t diffuse, vec3_t worldspacenormal)
2471 VectorSet(ambient, r_fullbright_directed_ambient.value, r_fullbright_directed_ambient.value, r_fullbright_directed_ambient.value);
2472 VectorSet(diffuse, r_fullbright_directed_diffuse.value, r_fullbright_directed_diffuse.value, r_fullbright_directed_diffuse.value);
2474 // Use cl.viewangles and not r_refdef.view.forward here so it is the
2475 // same for all stereo views, and to better handle pitches outside
2476 // [-90, 90] (in_pitch_* cvars allow that).
2477 VectorCopy(cl.viewangles, angles);
2478 if (r_fullbright_directed_pitch_relative.integer) {
2479 angles[PITCH] += r_fullbright_directed_pitch.value;
2482 angles[PITCH] = r_fullbright_directed_pitch.value;
2484 AngleVectors(angles, worldspacenormal, NULL, NULL);
2485 VectorNegate(worldspacenormal, worldspacenormal);
2488 static void CL_UpdateEntityShading_Entity(entity_render_t *ent)
2490 float shadingorigin[3], a[3], c[3], dir[3];
2493 for (q = 0; q < 3; q++)
2494 a[q] = c[q] = dir[q] = 0;
2496 ent->render_modellight_forced = false;
2497 ent->render_rtlight_disabled = false;
2499 // pick an appropriate value for render_modellight_origin - if this is an
2500 // attachment we want to use the parent's render_modellight_origin so that
2501 // shading is the same (also important for r_shadows to cast shadows in the
2503 if (VectorLength2(ent->custommodellight_origin))
2505 // CSQC entities always provide this (via CL_GetTagMatrix)
2506 for (q = 0; q < 3; q++)
2507 shadingorigin[q] = ent->custommodellight_origin[q];
2509 else if (ent->entitynumber > 0 && ent->entitynumber < cl.num_entities)
2511 // network entity - follow attachment chain back to a root entity,
2512 int entnum = ent->entitynumber, recursion;
2513 for (recursion = 32; recursion > 0; --recursion)
2515 int parentnum = cl.entities[entnum].state_current.tagentity;
2516 if (parentnum < 1 || parentnum >= cl.num_entities || !cl.entities_active[parentnum])
2520 // grab the root entity's origin
2521 Matrix4x4_OriginFromMatrix(&cl.entities[entnum].render.matrix, shadingorigin);
2525 // not a CSQC entity (which sets custommodellight_origin), not a network
2526 // entity - so it's probably not attached to anything
2527 Matrix4x4_OriginFromMatrix(&ent->matrix, shadingorigin);
2530 if (!(ent->flags & RENDER_LIGHT) || r_fullbright.integer)
2532 // intentionally EF_FULLBRIGHT entity
2533 // the only type that is not scaled by r_refdef.scene.lightmapintensity
2534 // CSQC can still provide its own customized modellight values
2535 ent->render_rtlight_disabled = true;
2536 ent->render_modellight_forced = true;
2537 if (ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
2539 // custom colors provided by CSQC
2540 for (q = 0; q < 3; q++)
2542 a[q] = ent->custommodellight_ambient[q];
2543 c[q] = ent->custommodellight_diffuse[q];
2544 dir[q] = ent->custommodellight_lightdir[q];
2547 else if (r_fullbright_directed.integer)
2548 CL_UpdateEntityShading_GetDirectedFullbright(a, c, dir);
2550 for (q = 0; q < 3; q++)
2555 // fetch the lighting from the worldmodel data
2557 // CSQC can provide its own customized modellight values
2558 if (ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
2560 ent->render_modellight_forced = true;
2561 for (q = 0; q < 3; q++)
2563 a[q] = ent->custommodellight_ambient[q];
2564 c[q] = ent->custommodellight_diffuse[q];
2565 dir[q] = ent->custommodellight_lightdir[q];
2568 else if (ent->model->type == mod_sprite && !(ent->model->data_textures[0].basematerialflags & MATERIALFLAG_FULLBRIGHT))
2570 if (ent->model->sprite.sprnum_type == SPR_OVERHEAD) // apply offset for overhead sprites
2571 shadingorigin[2] = shadingorigin[2] + r_overheadsprites_pushback.value;
2572 R_CompleteLightPoint(a, c, dir, shadingorigin, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
2573 ent->render_modellight_forced = true;
2574 ent->render_rtlight_disabled = true;
2576 else if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint)
2577 R_CompleteLightPoint(a, c, dir, shadingorigin, LP_LIGHTMAP, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
2578 else if (r_fullbright_directed.integer)
2579 CL_UpdateEntityShading_GetDirectedFullbright(a, c, dir);
2581 R_CompleteLightPoint(a, c, dir, shadingorigin, LP_LIGHTMAP, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
2584 for (q = 0; q < 3; q++)
2586 ent->render_fullbright[q] = ent->colormod[q];
2587 ent->render_glowmod[q] = ent->glowmod[q] * r_hdr_glowintensity.value;
2588 ent->render_modellight_ambient[q] = a[q] * ent->colormod[q];
2589 ent->render_modellight_diffuse[q] = c[q] * ent->colormod[q];
2590 ent->render_modellight_specular[q] = c[q];
2591 ent->render_modellight_lightdir[q] = dir[q];
2592 ent->render_lightmap_ambient[q] = ent->colormod[q] * r_refdef.scene.ambientintensity;
2593 ent->render_lightmap_diffuse[q] = ent->colormod[q] * r_refdef.scene.lightmapintensity;
2594 ent->render_lightmap_specular[q] = r_refdef.scene.lightmapintensity;
2595 ent->render_rtlight_diffuse[q] = ent->colormod[q];
2596 ent->render_rtlight_specular[q] = 1;
2599 // these flags disable code paths, make sure it's obvious if they're ignored by storing 0 1 2
2600 if (ent->render_modellight_forced)
2601 for (q = 0; q < 3; q++)
2602 ent->render_lightmap_ambient[q] = ent->render_lightmap_diffuse[q] = ent->render_lightmap_specular[q] = q;
2603 if (ent->render_rtlight_disabled)
2604 for (q = 0; q < 3; q++)
2605 ent->render_rtlight_diffuse[q] = ent->render_rtlight_specular[q] = q;
2607 if (VectorLength2(ent->render_modellight_lightdir) == 0)
2608 VectorSet(ent->render_modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
2609 VectorNormalize(ent->render_modellight_lightdir);
2613 void CL_UpdateEntityShading(void)
2616 CL_UpdateEntityShading_Entity(r_refdef.scene.worldentity);
2617 for (i = 0; i < r_refdef.scene.numentities; i++)
2618 CL_UpdateEntityShading_Entity(r_refdef.scene.entities[i]);
2626 void CL_Shutdown (void)
2628 CL_Screen_Shutdown();
2629 CL_Particles_Shutdown();
2630 CL_Parse_Shutdown();
2631 CL_MeshEntities_Shutdown();
2633 Mem_FreePool (&cls.permanentmempool);
2634 Mem_FreePool (&cls.levelmempool);
2645 cls.levelmempool = Mem_AllocPool("client (per-level memory)", 0, NULL);
2646 cls.permanentmempool = Mem_AllocPool("client (long term memory)", 0, NULL);
2648 memset(&r_refdef, 0, sizeof(r_refdef));
2649 // max entities sent to renderer per frame
2650 r_refdef.scene.maxentities = MAX_EDICTS + 256 + 512;
2651 r_refdef.scene.entities = (entity_render_t **)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t *) * r_refdef.scene.maxentities);
2653 // max temp entities
2654 r_refdef.scene.maxtempentities = MAX_TEMPENTITIES;
2655 r_refdef.scene.tempentities = (entity_render_t *)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t) * r_refdef.scene.maxtempentities);
2660 // register our commands
2662 Cvar_RegisterVariable (&cl_upspeed);
2663 Cvar_RegisterVariable (&cl_forwardspeed);
2664 Cvar_RegisterVariable (&cl_backspeed);
2665 Cvar_RegisterVariable (&cl_sidespeed);
2666 Cvar_RegisterVariable (&cl_movespeedkey);
2667 Cvar_RegisterVariable (&cl_yawspeed);
2668 Cvar_RegisterVariable (&cl_pitchspeed);
2669 Cvar_RegisterVariable (&cl_anglespeedkey);
2670 Cvar_RegisterVariable (&cl_shownet);
2671 Cvar_RegisterVariable (&cl_nolerp);
2672 Cvar_RegisterVariable (&cl_lerpexcess);
2673 Cvar_RegisterVariable (&cl_lerpanim_maxdelta_server);
2674 Cvar_RegisterVariable (&cl_lerpanim_maxdelta_framegroups);
2675 Cvar_RegisterVariable (&cl_deathfade);
2676 Cvar_RegisterVariable (&lookspring);
2677 Cvar_RegisterVariable (&lookstrafe);
2678 Cvar_RegisterVariable (&sensitivity);
2679 Cvar_RegisterVariable (&freelook);
2681 Cvar_RegisterVariable (&m_pitch);
2682 Cvar_RegisterVariable (&m_yaw);
2683 Cvar_RegisterVariable (&m_forward);
2684 Cvar_RegisterVariable (&m_side);
2686 Cvar_RegisterVariable (&cl_itembobspeed);
2687 Cvar_RegisterVariable (&cl_itembobheight);
2689 Cmd_AddCommand(&cmd_client, "entities", CL_PrintEntities_f, "print information on network entities known to client");
2690 Cmd_AddCommand(&cmd_client, "disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
2691 Cmd_AddCommand(&cmd_client, "record", CL_Record_f, "record a demo");
2692 Cmd_AddCommand(&cmd_client, "stop", CL_Stop_f, "stop recording or playing a demo");
2693 Cmd_AddCommand(&cmd_client, "playdemo", CL_PlayDemo_f, "watch a demo file");
2694 Cmd_AddCommand(&cmd_client, "timedemo", CL_TimeDemo_f, "play back a demo as fast as possible and save statistics to benchmark.log");
2696 // Support Client-side Model Index List
2697 Cmd_AddCommand(&cmd_client, "cl_modelindexlist", CL_ModelIndexList_f, "list information on all models in the client modelindex");
2698 // Support Client-side Sound Index List
2699 Cmd_AddCommand(&cmd_client, "cl_soundindexlist", CL_SoundIndexList_f, "list all sounds in the client soundindex");
2701 Cvar_RegisterVariable (&cl_autodemo);
2702 Cvar_RegisterVariable (&cl_autodemo_nameformat);
2703 Cvar_RegisterVariable (&cl_autodemo_delete);
2705 Cmd_AddCommand(&cmd_client, "fog", CL_Fog_f, "set global fog parameters (density red green blue [alpha [mindist [maxdist [top [fadedepth]]]]])");
2706 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)");
2708 // LadyHavoc: added pausedemo
2709 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)");
2711 Cmd_AddCommand(&cmd_client, "cl_areastats", CL_AreaStats_f, "prints statistics on entity culling during collision traces");
2713 Cvar_RegisterVariable(&r_draweffects);
2714 Cvar_RegisterVariable(&cl_explosions_alpha_start);
2715 Cvar_RegisterVariable(&cl_explosions_alpha_end);
2716 Cvar_RegisterVariable(&cl_explosions_size_start);
2717 Cvar_RegisterVariable(&cl_explosions_size_end);
2718 Cvar_RegisterVariable(&cl_explosions_lifetime);
2719 Cvar_RegisterVariable(&cl_stainmaps);
2720 Cvar_RegisterVariable(&cl_stainmaps_clearonload);
2721 Cvar_RegisterVariable(&cl_beams_polygons);
2722 Cvar_RegisterVariable(&cl_beams_quakepositionhack);
2723 Cvar_RegisterVariable(&cl_beams_instantaimhack);
2724 Cvar_RegisterVariable(&cl_beams_lightatend);
2725 Cvar_RegisterVariable(&cl_noplayershadow);
2726 Cvar_RegisterVariable(&cl_dlights_decayradius);
2727 Cvar_RegisterVariable(&cl_dlights_decaybrightness);
2729 Cvar_RegisterVariable(&cl_prydoncursor);
2730 Cvar_RegisterVariable(&cl_prydoncursor_notrace);
2732 Cvar_RegisterVariable(&cl_deathnoviewmodel);
2734 // for QW connections
2735 Cvar_RegisterVariable(&qport);
2736 Cvar_SetValueQuick(&qport, (rand() * RAND_MAX + rand()) & 0xffff);
2738 Cmd_AddCommand(&cmd_client, "timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs");
2740 Cvar_RegisterVariable(&cl_locs_enable);
2741 Cvar_RegisterVariable(&cl_locs_show);
2742 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)");
2743 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)");
2744 Cmd_AddCommand(&cmd_client, "locs_clear", CL_Locs_Clear_f, "remove all loc points/boxes");
2745 Cmd_AddCommand(&cmd_client, "locs_reload", CL_Locs_Reload_f, "reload .loc file for this map");
2746 Cmd_AddCommand(&cmd_client, "locs_save", CL_Locs_Save_f, "save .loc file for this map containing currently defined points and boxes");
2749 CL_Particles_Init();
2751 CL_MeshEntities_Init();