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);
326 extern cvar_t rcon_secure;
329 =====================
332 Sends a disconnect message to the server
333 This is also called on Host_Error, so it shouldn't cause any errors
334 =====================
336 void CL_Disconnect(void)
338 if (cls.state == ca_dedicated)
341 if (COM_CheckParm("-profilegameonly"))
342 Sys_AllowProfiling(false);
344 Curl_Clear_forthismap();
346 Con_DPrintf("CL_Disconnect\n");
348 Cvar_SetValueQuick(&csqc_progcrc, -1);
349 Cvar_SetValueQuick(&csqc_progsize, -1);
351 // stop sounds (especially looping!)
354 cl.parsingtextexpectingpingforscores = 0; // just in case no reply has come yet
356 // clear contents blends
357 cl.cshifts[0].percent = 0;
358 cl.cshifts[1].percent = 0;
359 cl.cshifts[2].percent = 0;
360 cl.cshifts[3].percent = 0;
362 cl.worldmodel = NULL;
364 CL_Parse_ErrorCleanUp();
366 if (cls.demoplayback)
371 unsigned char bufdata[8];
372 if (cls.demorecording)
373 CL_Stop_f(&cmd_client);
375 // send disconnect message 3 times to improve chances of server
376 // receiving it (but it still fails sometimes)
377 memset(&buf, 0, sizeof(buf));
379 buf.maxsize = sizeof(bufdata);
380 if (cls.protocol == PROTOCOL_QUAKEWORLD)
382 Con_DPrint("Sending drop command\n");
383 MSG_WriteByte(&buf, qw_clc_stringcmd);
384 MSG_WriteString(&buf, "drop");
388 Con_DPrint("Sending clc_disconnect\n");
389 MSG_WriteByte(&buf, clc_disconnect);
391 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, 0, false);
392 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, 0, false);
393 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, 0, false);
394 NetConn_Close(cls.netcon);
396 Con_Printf("Disconnected\n");
398 cls.state = ca_disconnected;
399 cl.islocalgame = false;
401 cls.demoplayback = cls.timedemo = false;
404 // If we're dropped mid-connection attempt, it won't clear otherwise.
405 SCR_ClearLoadingScreen(false);
412 This command causes the client to wait for the signon messages again.
413 This is sent just before a server changes levels
416 void CL_Reconnect_f(cmd_state_t *cmd)
419 // if not connected, reconnect to the most recent server
422 // if we have connected to a server recently, the userinfo
423 // will still contain its IP address, so get the address...
424 InfoString_GetValue(cls.userinfo, "*ip", temp, sizeof(temp));
426 CL_EstablishConnection(temp, -1);
428 Con_Printf("Reconnect to what server? (you have not connected to a server yet)\n");
431 // if connected, do something based on protocol
432 if (cls.protocol == PROTOCOL_QUAKEWORLD)
434 // quakeworld can just re-login
435 if (cls.qw_downloadmemory) // don't change when downloading
440 if (cls.state == ca_connected)
442 Con_Printf("Server is changing level...\n");
443 MSG_WriteChar(&cls.netcon->message, qw_clc_stringcmd);
444 MSG_WriteString(&cls.netcon->message, "new");
449 // netquake uses reconnect on level changes (silly)
450 if (Cmd_Argc(cmd) != 1)
452 Con_Print("reconnect : wait for signon messages again\n");
457 Con_Print("reconnect: no signon, ignoring reconnect\n");
460 cls.signon = 0; // need new connection messages
465 =====================
468 User command to connect to server
469 =====================
471 static void CL_Connect_f(cmd_state_t *cmd)
473 if (Cmd_Argc(cmd) < 2)
475 Con_Print("connect <serveraddress> [<key> <value> ...]: connect to a multiplayer game\n");
478 // clear the rcon password, to prevent vulnerability by stuffcmd-ing a connect command
479 if(rcon_secure.integer <= 0)
480 Cvar_SetQuick(&rcon_password, "");
481 CL_EstablishConnection(Cmd_Argv(cmd, 1), 2);
484 void CL_Disconnect_f(cmd_state_t *cmd)
495 =====================
496 CL_EstablishConnection
498 Host should be either "local" or a net address
499 =====================
501 void CL_EstablishConnection(const char *host, int firstarg)
503 if (cls.state == ca_dedicated)
506 // don't connect to a server if we're benchmarking a demo
507 if (COM_CheckParm("-benchmark"))
510 // clear menu's connect error message
512 M_Update_Return_Reason("");
515 // Disconnect from the current server, or stop a running demo.
518 // make sure the client ports are open before attempting to connect
519 NetConn_UpdateSockets();
521 if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
523 cls.connect_trying = true;
524 cls.connect_remainingtries = 3;
525 cls.connect_nextsendtime = 0;
527 // only NOW, set connect_userinfo
531 *cls.connect_userinfo = 0;
532 for(i = firstarg; i+2 <= Cmd_Argc(&cmd_client); i += 2)
533 InfoString_SetValue(cls.connect_userinfo, sizeof(cls.connect_userinfo), Cmd_Argv(&cmd_client, i), Cmd_Argv(&cmd_client, i+1));
535 else if(firstarg < -1)
537 // -1: keep as is (reconnect)
539 *cls.connect_userinfo = 0;
543 M_Update_Return_Reason("Trying to connect...");
548 Con_Print("Unable to find a suitable network socket to connect to server.\n");
550 M_Update_Return_Reason("No network");
560 static void CL_PrintEntities_f(cmd_state_t *cmd)
565 for (i = 0, ent = cl.entities;i < cl.num_entities;i++, ent++)
567 const char* modelname;
569 if (!ent->state_current.active)
572 if (ent->render.model)
573 modelname = ent->render.model->name;
575 modelname = "--no model--";
576 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);
584 List information on all models in the client modelindex
587 static void CL_ModelIndexList_f(cmd_state_t *cmd)
593 Con_Printf("%3s: %-30s %-8s %-8s\n", "ID", "Name", "Type", "Triangles");
595 for (i = -MAX_MODELS;i < MAX_MODELS;i++)
597 model = CL_GetModelByIndex(i);
600 if(model->loaded || i == 1)
601 Con_Printf("%3i: %-30s %-8s %-10i\n", i, model->name, model->modeldatatypestring, model->surfmesh.num_triangles);
603 Con_Printf("%3i: %-30s %-30s\n", i, model->name, "--no local model found--");
612 List all sounds in the client soundindex
615 static void CL_SoundIndexList_f(cmd_state_t *cmd)
619 while(cl.sound_precache[i] && i != MAX_SOUNDS)
621 Con_Printf("%i : %s\n", i, cl.sound_precache[i]->name);
628 CL_UpdateRenderEntity
630 Updates inversematrix, animation interpolation factors, scale, and mins/maxs
633 void CL_UpdateRenderEntity(entity_render_t *ent)
637 dp_model_t *model = ent->model;
638 // update the inverse matrix for the renderer
639 Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
640 // update the animation blend state
641 VM_FrameBlendFromFrameGroupBlend(ent->frameblend, ent->framegroupblend, ent->model, cl.time);
642 // we need the matrix origin to center the box
643 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
644 // update entity->render.scale because the renderer needs it
645 ent->scale = scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
648 // NOTE: this directly extracts vector components from the matrix, which relies on the matrix orientation!
649 #ifdef MATRIX4x4_OPENGLORIENTATION
650 if (ent->matrix.m[0][2] != 0 || ent->matrix.m[1][2] != 0)
652 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
656 VectorMA(org, scale, model->rotatedmins, ent->mins);
657 VectorMA(org, scale, model->rotatedmaxs, ent->maxs);
659 #ifdef MATRIX4x4_OPENGLORIENTATION
660 else if (ent->matrix.m[1][0] != 0 || ent->matrix.m[0][1] != 0)
662 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
666 VectorMA(org, scale, model->yawmins, ent->mins);
667 VectorMA(org, scale, model->yawmaxs, ent->maxs);
671 VectorMA(org, scale, model->normalmins, ent->mins);
672 VectorMA(org, scale, model->normalmaxs, ent->maxs);
677 ent->mins[0] = org[0] - 16;
678 ent->mins[1] = org[1] - 16;
679 ent->mins[2] = org[2] - 16;
680 ent->maxs[0] = org[0] + 16;
681 ent->maxs[1] = org[1] + 16;
682 ent->maxs[2] = org[2] + 16;
690 Determines the fraction between the last two messages that the objects
694 static float CL_LerpPoint(void)
698 if (cl_nettimesyncboundmode.integer == 1)
699 cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
701 // LadyHavoc: lerp in listen games as the server is being capped below the client (usually)
702 if (cl.mtime[0] <= cl.mtime[1])
704 cl.time = cl.mtime[0];
708 f = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]);
709 return bound(0, f, 1 + cl_lerpexcess.value);
712 void CL_ClearTempEntities (void)
714 r_refdef.scene.numtempentities = 0;
715 // grow tempentities buffer on request
716 if (r_refdef.scene.expandtempentities)
718 Con_Printf("CL_NewTempEntity: grow maxtempentities from %i to %i\n", r_refdef.scene.maxtempentities, r_refdef.scene.maxtempentities * 2);
719 r_refdef.scene.maxtempentities *= 2;
720 r_refdef.scene.tempentities = (entity_render_t *)Mem_Realloc(cls.permanentmempool, r_refdef.scene.tempentities, sizeof(entity_render_t) * r_refdef.scene.maxtempentities);
721 r_refdef.scene.expandtempentities = false;
725 entity_render_t *CL_NewTempEntity(double shadertime)
727 entity_render_t *render;
729 if (r_refdef.scene.numentities >= r_refdef.scene.maxentities)
731 if (r_refdef.scene.numtempentities >= r_refdef.scene.maxtempentities)
733 r_refdef.scene.expandtempentities = true; // will be reallocated next frame since current frame may have pointers set already
736 render = &r_refdef.scene.tempentities[r_refdef.scene.numtempentities++];
737 memset (render, 0, sizeof(*render));
738 r_refdef.scene.entities[r_refdef.scene.numentities++] = render;
740 render->shadertime = shadertime;
742 VectorSet(render->colormod, 1, 1, 1);
743 VectorSet(render->glowmod, 1, 1, 1);
747 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
751 if (!modelindex) // sanity check
755 Con_Printf("CL_Effect: framerate %f is < 1\n", framerate);
760 Con_Printf("CL_Effect: framecount %i is < 1\n", framecount);
763 for (i = 0, e = cl.effects;i < cl.max_effects;i++, e++)
768 VectorCopy(org, e->origin);
769 e->modelindex = modelindex;
770 e->starttime = cl.time;
771 e->startframe = startframe;
772 e->endframe = startframe + framecount;
773 e->framerate = framerate;
776 e->frame1time = cl.time;
777 e->frame2time = cl.time;
778 cl.num_effects = max(cl.num_effects, i + 1);
783 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)
788 // then look for anything else
790 for (i = 0;i < cl.max_dlights;i++, dl++)
794 // unable to find one
795 if (i == cl.max_dlights)
798 //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
799 memset (dl, 0, sizeof(*dl));
800 cl.num_dlights = max(cl.num_dlights, i + 1);
801 Matrix4x4_Normalize(&dl->matrix, matrix);
803 Matrix4x4_OriginFromMatrix(&dl->matrix, dl->origin);
804 CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
805 Matrix4x4_SetOrigin(&dl->matrix, dl->origin[0], dl->origin[1], dl->origin[2]);
808 dl->color[1] = green;
810 dl->initialradius = radius;
811 dl->initialcolor[0] = red;
812 dl->initialcolor[1] = green;
813 dl->initialcolor[2] = blue;
814 dl->decay = decay / radius; // changed decay to be a percentage decrease
815 dl->intensity = 1; // this is what gets decayed
817 dl->die = cl.time + lifetime;
820 dl->cubemapname[0] = 0;
821 if (cubemapname && cubemapname[0])
822 strlcpy(dl->cubemapname, cubemapname, sizeof(dl->cubemapname));
824 dl->shadow = shadowenable;
827 dl->coronasizescale = coronasizescale;
828 dl->ambientscale = ambientscale;
829 dl->diffusescale = diffusescale;
830 dl->specularscale = specularscale;
833 static void CL_DecayLightFlashes(void)
839 time = bound(0, cl.time - cl.oldtime, 0.1);
840 oldmax = cl.num_dlights;
842 for (i = 0, dl = cl.dlights;i < oldmax;i++, dl++)
846 dl->intensity -= time * dl->decay;
847 if (cl.time < dl->die && dl->intensity > 0)
849 if (cl_dlights_decayradius.integer)
850 dl->radius = dl->initialradius * dl->intensity;
852 dl->radius = dl->initialradius;
853 if (cl_dlights_decaybrightness.integer)
854 VectorScale(dl->initialcolor, dl->intensity, dl->color);
856 VectorCopy(dl->initialcolor, dl->color);
857 cl.num_dlights = i + 1;
865 // called before entity relinking
866 void CL_RelinkLightFlashes(void)
871 matrix4x4_t tempmatrix;
873 if (r_dynamic.integer)
875 for (i = 0, dl = cl.dlights;i < cl.num_dlights && r_refdef.scene.numlights < MAX_DLIGHTS;i++, dl++)
879 tempmatrix = dl->matrix;
880 Matrix4x4_Scale(&tempmatrix, dl->radius, 1);
881 // we need the corona fading to be persistent
882 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);
883 r_refdef.scene.lights[r_refdef.scene.numlights++] = &dl->rtlight;
890 for (j = 0;j < cl.max_lightstyle;j++)
892 r_refdef.scene.rtlightstylevalue[j] = 1;
893 r_refdef.scene.lightstylevalue[j] = 256;
899 // 'm' is normal light, 'a' is no light, 'z' is double bright
903 for (j = 0;j < cl.max_lightstyle;j++)
905 if (!cl.lightstyle[j].length)
907 r_refdef.scene.rtlightstylevalue[j] = 1;
908 r_refdef.scene.lightstylevalue[j] = 256;
911 // static lightstyle "=value"
912 if (cl.lightstyle[j].map[0] == '=')
914 r_refdef.scene.rtlightstylevalue[j] = atof(cl.lightstyle[j].map + 1);
915 if ( r_lerplightstyles.integer || ((int)f - f) < 0.01)
916 r_refdef.scene.lightstylevalue[j] = r_refdef.scene.rtlightstylevalue[j];
919 k = i % cl.lightstyle[j].length;
920 l = (i-1) % cl.lightstyle[j].length;
921 k = cl.lightstyle[j].map[k] - 'a';
922 l = cl.lightstyle[j].map[l] - 'a';
923 // rtlightstylevalue is always interpolated because it has no bad
924 // consequences for performance
925 // lightstylevalue is subject to a cvar for performance reasons;
926 // skipping lightmap updates on most rendered frames substantially
927 // improves framerates (but makes light fades look bad)
928 r_refdef.scene.rtlightstylevalue[j] = ((k*frac)+(l*(1-frac)))*(22/256.0f);
929 r_refdef.scene.lightstylevalue[j] = r_lerplightstyles.integer ? (unsigned short)(((k*frac)+(l*(1-frac)))*22) : k*22;
933 static void CL_AddQWCTFFlagModel(entity_t *player, int skin)
935 int frame = player->render.framegroupblend[0].frame;
937 entity_render_t *flagrender;
938 matrix4x4_t flagmatrix;
940 // this code taken from QuakeWorld
942 if (frame >= 29 && frame <= 40)
944 if (frame >= 29 && frame <= 34)
946 if (frame == 29) f = f + 2;
947 else if (frame == 30) f = f + 8;
948 else if (frame == 31) f = f + 12;
949 else if (frame == 32) f = f + 11;
950 else if (frame == 33) f = f + 10;
951 else if (frame == 34) f = f + 4;
953 else if (frame >= 35 && frame <= 40)
955 if (frame == 35) f = f + 2;
956 else if (frame == 36) f = f + 10;
957 else if (frame == 37) f = f + 10;
958 else if (frame == 38) f = f + 8;
959 else if (frame == 39) f = f + 4;
960 else if (frame == 40) f = f + 2;
963 else if (frame >= 103 && frame <= 118)
965 if (frame >= 103 && frame <= 104) f = f + 6; //nailattack
966 else if (frame >= 105 && frame <= 106) f = f + 6; //light
967 else if (frame >= 107 && frame <= 112) f = f + 7; //rocketattack
968 else if (frame >= 112 && frame <= 118) f = f + 7; //shotattack
970 // end of code taken from QuakeWorld
972 flagrender = CL_NewTempEntity(player->render.shadertime);
976 flagrender->model = CL_GetModelByIndex(cl.qw_modelindex_flag);
977 flagrender->skinnum = skin;
978 flagrender->alpha = 1;
979 VectorSet(flagrender->colormod, 1, 1, 1);
980 VectorSet(flagrender->glowmod, 1, 1, 1);
981 // attach the flag to the player matrix
982 Matrix4x4_CreateFromQuakeEntity(&flagmatrix, -f, -22, 0, 0, 0, -45, 1);
983 Matrix4x4_Concat(&flagrender->matrix, &player->render.matrix, &flagmatrix);
984 CL_UpdateRenderEntity(flagrender);
987 matrix4x4_t viewmodelmatrix_withbob;
988 matrix4x4_t viewmodelmatrix_nobob;
990 static const vec3_t muzzleflashorigin = {18, 0, 0};
992 void CL_SetEntityColormapColors(entity_render_t *ent, int colormap)
994 const unsigned char *cbcolor;
997 cbcolor = palette_rgb_pantscolormap[colormap & 0xF];
998 VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_pantscolor);
999 cbcolor = palette_rgb_shirtcolormap[(colormap & 0xF0) >> 4];
1000 VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_shirtcolor);
1004 VectorClear(ent->colormap_pantscolor);
1005 VectorClear(ent->colormap_shirtcolor);
1009 // note this is a recursive function, recursionlimit should be 32 or so on the initial call
1010 static void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolate)
1012 const matrix4x4_t *matrix;
1013 matrix4x4_t blendmatrix, tempmatrix, matrix2;
1015 vec_t origin[3], angles[3], lerp;
1018 //entity_persistent_t *p = &e->persistent;
1019 //entity_render_t *r = &e->render;
1020 // skip inactive entities and world
1021 if (!e->state_current.active || e == cl.entities)
1023 if (recursionlimit < 1)
1025 e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
1026 e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
1027 e->render.flags = e->state_current.flags;
1028 e->render.effects = e->state_current.effects;
1029 VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
1030 VectorScale(e->state_current.glowmod, (1.0f / 32.0f), e->render.glowmod);
1031 if(e >= cl.entities && e < cl.entities + cl.num_entities)
1032 e->render.entitynumber = e - cl.entities;
1034 e->render.entitynumber = 0;
1035 if (e->state_current.flags & RENDER_COLORMAPPED)
1036 CL_SetEntityColormapColors(&e->render, e->state_current.colormap);
1037 else if (e->state_current.colormap > 0 && e->state_current.colormap <= cl.maxclients && cl.scores != NULL)
1038 CL_SetEntityColormapColors(&e->render, cl.scores[e->state_current.colormap-1].colors);
1040 CL_SetEntityColormapColors(&e->render, -1);
1041 e->render.skinnum = e->state_current.skin;
1042 if (e->state_current.tagentity)
1044 // attached entity (gun held in player model's hand, etc)
1045 // if the tag entity is currently impossible, skip it
1046 if (e->state_current.tagentity >= cl.num_entities)
1048 t = cl.entities + e->state_current.tagentity;
1049 // if the tag entity is inactive, skip it
1050 if (t->state_current.active)
1052 // update the parent first
1053 CL_UpdateNetworkEntity(t, recursionlimit - 1, interpolate);
1058 // it may still be a CSQC entity... trying to use its
1059 // info from last render frame (better than nothing)
1060 if(!cl.csqc_server2csqcentitynumber[e->state_current.tagentity])
1062 r = cl.csqcrenderentities + cl.csqc_server2csqcentitynumber[e->state_current.tagentity];
1063 if(!r->entitynumber)
1064 return; // neither CSQC nor legacy entity... can't attach
1066 // make relative to the entity
1067 matrix = &r->matrix;
1068 // some properties of the tag entity carry over
1069 e->render.flags |= r->flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
1070 // if a valid tagindex is used, make it relative to that tag instead
1071 if (e->state_current.tagentity && e->state_current.tagindex >= 1 && r->model)
1073 if(!Mod_Alias_GetTagMatrix(r->model, r->frameblend, r->skeleton, e->state_current.tagindex - 1, &blendmatrix)) // i.e. no error
1075 // concat the tag matrices onto the entity matrix
1076 Matrix4x4_Concat(&tempmatrix, &r->matrix, &blendmatrix);
1077 // use the constructed tag matrix
1078 matrix = &tempmatrix;
1082 else if (e->render.flags & RENDER_VIEWMODEL)
1084 // view-relative entity (guns and such)
1085 if (e->render.effects & EF_NOGUNBOB)
1086 matrix = &viewmodelmatrix_nobob; // really attached to view
1088 matrix = &viewmodelmatrix_withbob; // attached to gun bob matrix
1092 // world-relative entity (the normal kind)
1093 matrix = &identitymatrix;
1097 // if it's the predicted player entity, update according to client movement
1098 // but don't lerp if going through a teleporter as it causes a bad lerp
1099 // also don't use the predicted location if fixangle was set on both of
1100 // the most recent server messages, as that cause means you are spectating
1101 // someone or watching a cutscene of some sort
1102 if (cl_nolerp.integer || cls.timedemo)
1103 interpolate = false;
1104 if (e == cl.entities + cl.playerentity && cl.movement_predicted && (!cl.fixangle[1] || !cl.fixangle[0]))
1106 VectorCopy(cl.movement_origin, origin);
1107 VectorSet(angles, 0, cl.viewangles[1], 0);
1109 else if (interpolate && e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1 + cl_lerpexcess.value)
1111 // interpolate the origin and angles
1112 lerp = max(0, lerp);
1113 VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
1115 // this fails at the singularity of euler angles
1116 VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
1117 if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
1118 if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
1119 if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
1120 VectorMA(e->persistent.oldangles, lerp, delta, angles);
1123 vec3_t f0, u0, f1, u1;
1124 AngleVectors(e->persistent.oldangles, f0, NULL, u0);
1125 AngleVectors(e->persistent.newangles, f1, NULL, u1);
1126 VectorMAM(1-lerp, f0, lerp, f1, f0);
1127 VectorMAM(1-lerp, u0, lerp, u1, u0);
1128 AnglesFromVectors(angles, f0, u0, false);
1135 VectorCopy(e->persistent.neworigin, origin);
1136 VectorCopy(e->persistent.newangles, angles);
1139 // model setup and some modelflags
1140 frame = e->state_current.frame;
1141 e->render.model = CL_GetModelByIndex(e->state_current.modelindex);
1142 if (e->render.model)
1144 if (e->render.skinnum >= e->render.model->numskins)
1145 e->render.skinnum = 0;
1146 if (frame >= e->render.model->numframes)
1148 // models can set flags such as EF_ROCKET
1149 // this 0xFF800000 mask is EF_NOMODELFLAGS plus all the higher EF_ flags such as EF_ROCKET
1150 if (!(e->render.effects & 0xFF800000))
1151 e->render.effects |= e->render.model->effects;
1152 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
1153 if (e->render.model->type == mod_alias)
1154 angles[0] = -angles[0];
1155 if ((e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
1157 VectorScale(e->render.colormod, 2, e->render.colormod);
1158 VectorScale(e->render.glowmod, 2, e->render.glowmod);
1161 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
1162 else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
1163 angles[0] = -angles[0];
1164 // NOTE: this must be synced to SV_GetPitchSign!
1166 if ((e->render.effects & EF_ROTATE) && !(e->render.flags & RENDER_VIEWMODEL))
1168 angles[1] = ANGLEMOD(100*cl.time);
1169 if (cl_itembobheight.value)
1170 origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
1174 e->render.skeleton = NULL;
1175 if (e->render.flags & RENDER_COMPLEXANIMATION)
1177 e->render.framegroupblend[0] = e->state_current.framegroupblend[0];
1178 e->render.framegroupblend[1] = e->state_current.framegroupblend[1];
1179 e->render.framegroupblend[2] = e->state_current.framegroupblend[2];
1180 e->render.framegroupblend[3] = e->state_current.framegroupblend[3];
1181 if (e->state_current.skeletonobject.model && e->state_current.skeletonobject.relativetransforms)
1182 e->render.skeleton = &e->state_current.skeletonobject;
1184 else if (e->render.framegroupblend[0].frame == frame)
1186 // update frame lerp fraction
1187 e->render.framegroupblend[0].lerp = 1;
1188 e->render.framegroupblend[1].lerp = 0;
1189 if (e->render.framegroupblend[0].start > e->render.framegroupblend[1].start)
1191 // make sure frame lerp won't last longer than 100ms
1192 // (this mainly helps with models that use framegroups and
1193 // switch between them infrequently)
1194 float maxdelta = cl_lerpanim_maxdelta_server.value;
1196 if(e->render.model->animscenes)
1197 if(e->render.model->animscenes[e->render.framegroupblend[0].frame].framecount > 1 || e->render.model->animscenes[e->render.framegroupblend[1].frame].framecount > 1)
1198 maxdelta = cl_lerpanim_maxdelta_framegroups.value;
1199 maxdelta = max(maxdelta, cl.mtime[0] - cl.mtime[1]);
1200 e->render.framegroupblend[0].lerp = (cl.time - e->render.framegroupblend[0].start) / min(e->render.framegroupblend[0].start - e->render.framegroupblend[1].start, maxdelta);
1201 e->render.framegroupblend[0].lerp = bound(0, e->render.framegroupblend[0].lerp, 1);
1202 e->render.framegroupblend[1].lerp = 1 - e->render.framegroupblend[0].lerp;
1207 // begin a new frame lerp
1208 e->render.framegroupblend[1] = e->render.framegroupblend[0];
1209 e->render.framegroupblend[1].lerp = 1;
1210 e->render.framegroupblend[0].frame = frame;
1211 e->render.framegroupblend[0].start = cl.time;
1212 e->render.framegroupblend[0].lerp = 0;
1215 // set up the render matrix
1218 // attached entity, this requires a matrix multiply (concat)
1219 // FIXME: e->render.scale should go away
1220 Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1221 // concat the matrices to make the entity relative to its tag
1222 Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
1223 // get the origin from the new matrix
1224 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1228 // unattached entities are faster to process
1229 Matrix4x4_CreateFromQuakeEntity(&e->render.matrix, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1232 // tenebrae's sprites are all additive mode (weird)
1233 if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
1234 e->render.flags |= RENDER_ADDITIVE;
1235 // player model is only shown with chase_active on
1236 if (e->state_current.number == cl.viewentity)
1237 e->render.flags |= RENDER_EXTERIORMODEL;
1238 // either fullbright or lit
1239 if(!r_fullbright.integer)
1241 if (!(e->render.effects & EF_FULLBRIGHT))
1242 e->render.flags |= RENDER_LIGHT;
1244 // hide player shadow during intermission or nehahra movie
1245 if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST))
1246 && (e->render.alpha >= 1)
1247 && !(e->render.flags & RENDER_VIEWMODEL)
1248 && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
1249 e->render.flags |= RENDER_SHADOW;
1250 if (e->render.flags & RENDER_VIEWMODEL)
1251 e->render.flags |= RENDER_NOSELFSHADOW;
1252 if (e->render.effects & EF_NOSELFSHADOW)
1253 e->render.flags |= RENDER_NOSELFSHADOW;
1254 if (e->render.effects & EF_NODEPTHTEST)
1255 e->render.flags |= RENDER_NODEPTHTEST;
1256 if (e->render.effects & EF_ADDITIVE)
1257 e->render.flags |= RENDER_ADDITIVE;
1258 if (e->render.effects & EF_DOUBLESIDED)
1259 e->render.flags |= RENDER_DOUBLESIDED;
1260 if (e->render.effects & EF_DYNAMICMODELLIGHT)
1261 e->render.flags |= RENDER_DYNAMICMODELLIGHT;
1263 // make the other useful stuff
1264 e->render.allowdecals = true;
1265 CL_UpdateRenderEntity(&e->render);
1268 // creates light and trails from an entity
1269 static void CL_UpdateNetworkEntityTrail(entity_t *e)
1271 effectnameindex_t trailtype;
1274 // bmodels are treated specially since their origin is usually '0 0 0' and
1275 // their actual geometry is far from '0 0 0'
1276 if (e->render.model && e->render.model->soundfromcenter)
1279 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1280 Matrix4x4_Transform(&e->render.matrix, o, origin);
1283 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1285 // handle particle trails and such effects now that we know where this
1286 // entity is in the world...
1287 trailtype = EFFECT_NONE;
1288 // LadyHavoc: if the entity has no effects, don't check each
1289 if (e->render.effects & (EF_BRIGHTFIELD | EF_FLAME | EF_STARDUST))
1291 if (e->render.effects & EF_BRIGHTFIELD)
1293 if (IS_NEXUIZ_DERIVED(gamemode))
1294 trailtype = EFFECT_TR_NEXUIZPLASMA;
1296 CL_EntityParticles(e);
1298 if (e->render.effects & EF_FLAME)
1299 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);
1300 if (e->render.effects & EF_STARDUST)
1301 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);
1303 if (e->render.internaleffects & (INTEF_FLAG1QW | INTEF_FLAG2QW))
1305 // these are only set on player entities
1306 CL_AddQWCTFFlagModel(e, (e->render.internaleffects & INTEF_FLAG2QW) != 0);
1308 // muzzleflash fades over time
1309 if (e->persistent.muzzleflash > 0)
1310 e->persistent.muzzleflash -= bound(0, cl.time - cl.oldtime, 0.1) * 20;
1311 // LadyHavoc: if the entity has no effects, don't check each
1312 if (e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1314 if (e->render.effects & EF_GIB)
1315 trailtype = EFFECT_TR_BLOOD;
1316 else if (e->render.effects & EF_ZOMGIB)
1317 trailtype = EFFECT_TR_SLIGHTBLOOD;
1318 else if (e->render.effects & EF_TRACER)
1319 trailtype = EFFECT_TR_WIZSPIKE;
1320 else if (e->render.effects & EF_TRACER2)
1321 trailtype = EFFECT_TR_KNIGHTSPIKE;
1322 else if (e->render.effects & EF_ROCKET)
1323 trailtype = EFFECT_TR_ROCKET;
1324 else if (e->render.effects & EF_GRENADE)
1326 // LadyHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1327 trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1329 else if (e->render.effects & EF_TRACER3)
1330 trailtype = EFFECT_TR_VORESPIKE;
1333 if (e->render.flags & RENDER_GLOWTRAIL)
1334 trailtype = EFFECT_TR_GLOWTRAIL;
1335 if (e->state_current.traileffectnum)
1336 trailtype = (effectnameindex_t)e->state_current.traileffectnum;
1337 // check if a trail is allowed (it is not after a teleport for example)
1338 if (trailtype && e->persistent.trail_allowed)
1342 VectorSubtract(e->state_current.origin, e->state_previous.origin, vel);
1343 len = e->state_current.time - e->state_previous.time;
1346 VectorScale(vel, len, vel);
1347 // 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
1348 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);
1350 // now that the entity has survived one trail update it is allowed to
1351 // leave a real trail on later frames
1352 e->persistent.trail_allowed = true;
1353 VectorCopy(origin, e->persistent.trail_origin);
1359 CL_UpdateViewEntities
1362 void CL_UpdateViewEntities(void)
1365 // update any RENDER_VIEWMODEL entities to use the new view matrix
1366 for (i = 1;i < cl.num_entities;i++)
1368 if (cl.entities_active[i])
1370 entity_t *ent = cl.entities + i;
1371 if ((ent->render.flags & RENDER_VIEWMODEL) || ent->state_current.tagentity)
1372 CL_UpdateNetworkEntity(ent, 32, true);
1375 // and of course the engine viewmodel needs updating as well
1376 CL_UpdateNetworkEntity(&cl.viewent, 32, true);
1381 CL_UpdateNetworkCollisionEntities
1384 static void CL_UpdateNetworkCollisionEntities(void)
1389 // start on the entity after the world
1390 cl.num_brushmodel_entities = 0;
1391 for (i = cl.maxclients + 1;i < cl.num_entities;i++)
1393 if (cl.entities_active[i])
1395 ent = cl.entities + i;
1396 if (ent->state_current.active && ent->render.model && ent->render.model->name[0] == '*' && ent->render.model->TraceBox)
1398 // do not interpolate the bmodels for this
1399 CL_UpdateNetworkEntity(ent, 32, false);
1400 cl.brushmodel_entities[cl.num_brushmodel_entities++] = i;
1408 CL_UpdateNetworkEntities
1411 static void CL_UpdateNetworkEntities(void)
1416 // start on the entity after the world
1417 for (i = 1;i < cl.num_entities;i++)
1419 if (cl.entities_active[i])
1421 ent = cl.entities + i;
1422 if (ent->state_current.active)
1424 CL_UpdateNetworkEntity(ent, 32, true);
1425 // view models should never create light/trails
1426 if (!(ent->render.flags & RENDER_VIEWMODEL))
1427 CL_UpdateNetworkEntityTrail(ent);
1431 R_DecalSystem_Reset(&ent->render.decalsystem);
1432 cl.entities_active[i] = false;
1438 static void CL_UpdateViewModel(void)
1442 ent->state_previous = ent->state_current;
1443 ent->state_current = defaultstate;
1444 ent->state_current.time = cl.time;
1445 ent->state_current.number = (unsigned short)-1;
1446 ent->state_current.active = true;
1447 ent->state_current.modelindex = cl.stats[STAT_WEAPON];
1448 ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
1449 ent->state_current.flags = RENDER_VIEWMODEL;
1450 if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
1451 ent->state_current.modelindex = 0;
1452 else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
1454 if (gamemode == GAME_TRANSFUSION)
1455 ent->state_current.alpha = 128;
1457 ent->state_current.modelindex = 0;
1459 ent->state_current.alpha = cl.entities[cl.viewentity].state_current.alpha;
1460 ent->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB));
1462 // reset animation interpolation on weaponmodel if model changed
1463 if (ent->state_previous.modelindex != ent->state_current.modelindex)
1465 ent->render.framegroupblend[0].frame = ent->render.framegroupblend[1].frame = ent->state_current.frame;
1466 ent->render.framegroupblend[0].start = ent->render.framegroupblend[1].start = cl.time;
1467 ent->render.framegroupblend[0].lerp = 1;ent->render.framegroupblend[1].lerp = 0;
1469 CL_UpdateNetworkEntity(ent, 32, true);
1472 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
1473 static void CL_LinkNetworkEntity(entity_t *e)
1475 effectnameindex_t trailtype;
1481 // skip inactive entities and world
1482 if (!e->state_current.active || e == cl.entities)
1484 if (e->state_current.tagentity)
1486 // if the tag entity is currently impossible, skip it
1487 if (e->state_current.tagentity >= cl.num_entities)
1489 // if the tag entity is inactive, skip it
1490 if (!cl.entities[e->state_current.tagentity].state_current.active)
1492 if(!cl.csqc_server2csqcentitynumber[e->state_current.tagentity])
1494 if(!cl.csqcrenderentities[cl.csqc_server2csqcentitynumber[e->state_current.tagentity]].entitynumber)
1496 // if we get here, it's properly csqc networked and attached
1500 // create entity dlights associated with this entity
1501 if (e->render.model && e->render.model->soundfromcenter)
1503 // bmodels are treated specially since their origin is usually '0 0 0'
1505 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1506 Matrix4x4_Transform(&e->render.matrix, o, origin);
1509 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1510 trailtype = EFFECT_NONE;
1515 // LadyHavoc: if the entity has no effects, don't check each
1516 if (e->render.effects & (EF_BRIGHTFIELD | EF_DIMLIGHT | EF_BRIGHTLIGHT | EF_RED | EF_BLUE | EF_FLAME | EF_STARDUST))
1518 if (e->render.effects & EF_BRIGHTFIELD)
1520 if (IS_NEXUIZ_DERIVED(gamemode))
1521 trailtype = EFFECT_TR_NEXUIZPLASMA;
1523 if (e->render.effects & EF_DIMLIGHT)
1525 dlightradius = max(dlightradius, 200);
1526 dlightcolor[0] += 1.50f;
1527 dlightcolor[1] += 1.50f;
1528 dlightcolor[2] += 1.50f;
1530 if (e->render.effects & EF_BRIGHTLIGHT)
1532 dlightradius = max(dlightradius, 400);
1533 dlightcolor[0] += 3.00f;
1534 dlightcolor[1] += 3.00f;
1535 dlightcolor[2] += 3.00f;
1537 // LadyHavoc: more effects
1538 if (e->render.effects & EF_RED) // red
1540 dlightradius = max(dlightradius, 200);
1541 dlightcolor[0] += 1.50f;
1542 dlightcolor[1] += 0.15f;
1543 dlightcolor[2] += 0.15f;
1545 if (e->render.effects & EF_BLUE) // blue
1547 dlightradius = max(dlightradius, 200);
1548 dlightcolor[0] += 0.15f;
1549 dlightcolor[1] += 0.15f;
1550 dlightcolor[2] += 1.50f;
1552 if (e->render.effects & EF_FLAME)
1553 CL_ParticleTrail(EFFECT_EF_FLAME, 1, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false, NULL, NULL, 1);
1554 if (e->render.effects & EF_STARDUST)
1555 CL_ParticleTrail(EFFECT_EF_STARDUST, 1, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false, NULL, NULL, 1);
1557 // muzzleflash fades over time, and is offset a bit
1558 if (e->persistent.muzzleflash > 0 && r_refdef.scene.numlights < MAX_DLIGHTS)
1563 matrix4x4_t tempmatrix;
1564 Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
1565 trace = CL_TraceLine(origin, v2, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, 0, collision_extendmovelength.value, true, false, NULL, false, false);
1566 Matrix4x4_Normalize(&tempmatrix, &e->render.matrix);
1567 Matrix4x4_SetOrigin(&tempmatrix, trace.endpos[0], trace.endpos[1], trace.endpos[2]);
1568 Matrix4x4_Scale(&tempmatrix, 150, 1);
1569 VectorSet(color, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f);
1570 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);
1571 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1573 // LadyHavoc: if the model has no flags, don't check each
1574 if (e->render.model && e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1576 if (e->render.effects & EF_GIB)
1577 trailtype = EFFECT_TR_BLOOD;
1578 else if (e->render.effects & EF_ZOMGIB)
1579 trailtype = EFFECT_TR_SLIGHTBLOOD;
1580 else if (e->render.effects & EF_TRACER)
1581 trailtype = EFFECT_TR_WIZSPIKE;
1582 else if (e->render.effects & EF_TRACER2)
1583 trailtype = EFFECT_TR_KNIGHTSPIKE;
1584 else if (e->render.effects & EF_ROCKET)
1585 trailtype = EFFECT_TR_ROCKET;
1586 else if (e->render.effects & EF_GRENADE)
1588 // LadyHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1589 trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1591 else if (e->render.effects & EF_TRACER3)
1592 trailtype = EFFECT_TR_VORESPIKE;
1594 // LadyHavoc: customizable glow
1595 if (e->state_current.glowsize)
1597 // * 4 for the expansion from 0-255 to 0-1023 range,
1598 // / 255 to scale down byte colors
1599 dlightradius = max(dlightradius, e->state_current.glowsize * 4);
1600 VectorMA(dlightcolor, (1.0f / 255.0f), palette_rgb[e->state_current.glowcolor], dlightcolor);
1603 if ((e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) && r_refdef.scene.numlights < MAX_DLIGHTS)
1605 matrix4x4_t dlightmatrix;
1607 VectorScale(e->state_current.light, (1.0f / 256.0f), light);
1608 light[3] = e->state_current.light[3];
1609 if (light[0] == 0 && light[1] == 0 && light[2] == 0)
1610 VectorSet(light, 1, 1, 1);
1613 // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
1614 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1615 Matrix4x4_Scale(&dlightmatrix, light[3], 1);
1616 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);
1617 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1619 // make the glow dlight
1620 else if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL) && r_refdef.scene.numlights < MAX_DLIGHTS)
1622 matrix4x4_t dlightmatrix;
1623 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1624 // hack to make glowing player light shine on their gun
1625 //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
1626 // Matrix4x4_AdjustOrigin(&dlightmatrix, 0, 0, 30);
1627 Matrix4x4_Scale(&dlightmatrix, dlightradius, 1);
1628 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);
1629 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1632 if (e->render.flags & RENDER_GLOWTRAIL)
1633 trailtype = EFFECT_TR_GLOWTRAIL;
1634 if (e->state_current.traileffectnum)
1635 trailtype = (effectnameindex_t)e->state_current.traileffectnum;
1637 CL_ParticleTrail(trailtype, 1, origin, origin, vec3_origin, vec3_origin, NULL, e->state_current.glowcolor, true, false, NULL, NULL, 1);
1639 // don't show entities with no modelindex (note: this still shows
1640 // entities which have a modelindex that resolved to a NULL model)
1641 if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.scene.numentities < r_refdef.scene.maxentities)
1642 r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
1643 //if (cl.viewentity && e->state_current.number == cl.viewentity)
1644 // Matrix4x4_Print(&e->render.matrix);
1647 static void CL_RelinkWorld(void)
1649 entity_t *ent = &cl.entities[0];
1650 // FIXME: this should be done at load
1651 ent->render.matrix = identitymatrix;
1652 ent->render.flags = RENDER_SHADOW;
1653 if (!r_fullbright.integer)
1654 ent->render.flags |= RENDER_LIGHT;
1655 VectorSet(ent->render.colormod, 1, 1, 1);
1656 VectorSet(ent->render.glowmod, 1, 1, 1);
1657 ent->render.allowdecals = true;
1658 CL_UpdateRenderEntity(&ent->render);
1659 r_refdef.scene.worldentity = &ent->render;
1660 r_refdef.scene.worldmodel = cl.worldmodel;
1662 // if the world is q2bsp, animate the textures
1663 if (ent->render.model && ent->render.model->brush.isq2bsp)
1664 ent->render.framegroupblend[0].frame = (int)(cl.time * 2.0f);
1667 static void CL_RelinkStaticEntities(void)
1671 for (i = 0, e = cl.static_entities;i < cl.num_static_entities && r_refdef.scene.numentities < r_refdef.scene.maxentities;i++, e++)
1673 e->render.flags = 0;
1674 // if the model was not loaded when the static entity was created we
1675 // need to re-fetch the model pointer
1676 e->render.model = CL_GetModelByIndex(e->state_baseline.modelindex);
1677 // either fullbright or lit
1678 if(!r_fullbright.integer)
1680 if (!(e->render.effects & EF_FULLBRIGHT))
1681 e->render.flags |= RENDER_LIGHT;
1683 // hide player shadow during intermission or nehahra movie
1684 if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST)) && (e->render.alpha >= 1))
1685 e->render.flags |= RENDER_SHADOW;
1686 VectorSet(e->render.colormod, 1, 1, 1);
1687 VectorSet(e->render.glowmod, 1, 1, 1);
1688 VM_FrameBlendFromFrameGroupBlend(e->render.frameblend, e->render.framegroupblend, e->render.model, cl.time);
1689 e->render.allowdecals = true;
1690 CL_UpdateRenderEntity(&e->render);
1691 r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
1700 static void CL_RelinkNetworkEntities(void)
1705 // start on the entity after the world
1706 for (i = 1;i < cl.num_entities;i++)
1708 if (cl.entities_active[i])
1710 ent = cl.entities + i;
1711 if (ent->state_current.active)
1712 CL_LinkNetworkEntity(ent);
1714 cl.entities_active[i] = false;
1719 static void CL_RelinkEffects(void)
1723 entity_render_t *entrender;
1726 for (i = 0, e = cl.effects;i < cl.num_effects;i++, e++)
1730 frame = (cl.time - e->starttime) * e->framerate + e->startframe;
1731 intframe = (int)frame;
1732 if (intframe < 0 || intframe >= e->endframe)
1734 memset(e, 0, sizeof(*e));
1735 while (cl.num_effects > 0 && !cl.effects[cl.num_effects - 1].active)
1740 if (intframe != e->frame)
1742 e->frame = intframe;
1743 e->frame1time = e->frame2time;
1744 e->frame2time = cl.time;
1747 // if we're drawing effects, get a new temp entity
1748 // (NewTempEntity adds it to the render entities list for us)
1749 if (r_draweffects.integer && (entrender = CL_NewTempEntity(e->starttime)))
1751 // interpolation stuff
1752 entrender->framegroupblend[0].frame = intframe;
1753 entrender->framegroupblend[0].lerp = 1 - frame - intframe;
1754 entrender->framegroupblend[0].start = e->frame1time;
1755 if (intframe + 1 >= e->endframe)
1757 entrender->framegroupblend[1].frame = 0; // disappear
1758 entrender->framegroupblend[1].lerp = 0;
1759 entrender->framegroupblend[1].start = 0;
1763 entrender->framegroupblend[1].frame = intframe + 1;
1764 entrender->framegroupblend[1].lerp = frame - intframe;
1765 entrender->framegroupblend[1].start = e->frame2time;
1769 entrender->model = CL_GetModelByIndex(e->modelindex);
1770 entrender->alpha = 1;
1771 VectorSet(entrender->colormod, 1, 1, 1);
1772 VectorSet(entrender->glowmod, 1, 1, 1);
1774 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
1775 CL_UpdateRenderEntity(entrender);
1781 void CL_Beam_CalculatePositions(const beam_t *b, vec3_t start, vec3_t end)
1783 VectorCopy(b->start, start);
1784 VectorCopy(b->end, end);
1786 // if coming from the player, update the start position
1787 if (b->entity == cl.viewentity)
1789 if (cl_beams_quakepositionhack.integer && !chase_active.integer)
1791 // LadyHavoc: this is a stupid hack from Quake that makes your
1792 // lightning appear to come from your waist and cover less of your
1794 // in Quake this hack was applied to all players (causing the
1795 // infamous crotch-lightning), but in darkplaces and QuakeWorld it
1796 // only applies to your own lightning, and only in first person
1797 Matrix4x4_OriginFromMatrix(&cl.entities[cl.viewentity].render.matrix, start);
1799 if (cl_beams_instantaimhack.integer)
1801 vec3_t dir, localend;
1803 // LadyHavoc: this updates the beam direction to match your
1805 VectorSubtract(end, start, dir);
1806 len = VectorLength(dir);
1807 VectorNormalize(dir);
1808 VectorSet(localend, len, 0, 0);
1809 Matrix4x4_Transform(&r_refdef.view.matrix, localend, end);
1814 void CL_RelinkBeams(void)
1818 vec3_t dist, org, start, end;
1820 entity_render_t *entrender;
1823 matrix4x4_t tempmatrix;
1825 for (i = 0, b = cl.beams;i < cl.num_beams;i++, b++)
1829 if (b->endtime < cl.time)
1835 CL_Beam_CalculatePositions(b, start, end);
1839 if (cl_beams_lightatend.integer && r_refdef.scene.numlights < MAX_DLIGHTS)
1841 // FIXME: create a matrix from the beam start/end orientation
1843 VectorSet(dlightcolor, 0.3, 0.7, 1);
1844 Matrix4x4_CreateFromQuakeEntity(&tempmatrix, end[0], end[1], end[2], 0, 0, 0, 200);
1845 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);
1846 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1848 if (cl_beams_polygons.integer)
1850 CL_Beam_AddPolygons(b);
1855 // calculate pitch and yaw
1856 // (this is similar to the QuakeC builtin function vectoangles)
1857 VectorSubtract(end, start, dist);
1858 if (dist[1] == 0 && dist[0] == 0)
1868 yaw = atan2(dist[1], dist[0]) * 180 / M_PI;
1872 forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1873 pitch = atan2(dist[2], forward) * 180 / M_PI;
1878 // add new entities for the lightning
1879 VectorCopy (start, org);
1880 d = VectorNormalizeLength(dist);
1883 entrender = CL_NewTempEntity (0);
1886 entrender->model = b->model;
1887 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1888 CL_UpdateRenderEntity(entrender);
1889 VectorMA(org, 30, dist, org);
1894 while (cl.num_beams > 0 && !cl.beams[cl.num_beams - 1].model)
1898 static void CL_RelinkQWNails(void)
1902 entity_render_t *entrender;
1904 for (i = 0;i < cl.qw_num_nails;i++)
1908 // if we're drawing effects, get a new temp entity
1909 // (NewTempEntity adds it to the render entities list for us)
1910 if (!(entrender = CL_NewTempEntity(0)))
1914 entrender->model = CL_GetModelByIndex(cl.qw_modelindex_spike);
1915 entrender->alpha = 1;
1916 VectorSet(entrender->colormod, 1, 1, 1);
1917 VectorSet(entrender->glowmod, 1, 1, 1);
1919 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1);
1920 CL_UpdateRenderEntity(entrender);
1924 static void CL_LerpPlayer(float frac)
1928 cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
1929 for (i = 0;i < 3;i++)
1931 cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
1932 cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
1933 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
1936 // interpolate the angles if playing a demo or spectating someone
1937 if (cls.demoplayback || cl.fixangle[0])
1939 for (i = 0;i < 3;i++)
1941 float d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
1946 cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
1951 void CSQC_RelinkAllEntities (int drawmask)
1955 // the scene mesh is added first for easier debugging (consistent spot in render entities list)
1956 CL_MeshEntities_Scene_AddRenderEntity();
1957 CL_RelinkStaticEntities();
1960 CL_RelinkLightFlashes();
1963 if (drawmask & ENTMASK_ENGINE)
1965 CL_RelinkNetworkEntities();
1966 if (drawmask & ENTMASK_ENGINEVIEWMODELS)
1967 CL_LinkNetworkEntity(&cl.viewent); // link gun model
1971 // update view blend
1979 Update client game world for a new frame
1982 void CL_UpdateWorld(void)
1984 r_refdef.scene.extraupdate = !r_speeds.integer;
1985 r_refdef.scene.numentities = 0;
1986 r_refdef.scene.numlights = 0;
1987 r_refdef.view.matrix = identitymatrix;
1988 r_refdef.view.quality = 1;
1990 cl.num_brushmodel_entities = 0;
1992 if (cls.state == ca_connected && cls.signon == SIGNONS)
1994 // prepare for a new frame
1995 CL_LerpPlayer(CL_LerpPoint());
1996 CL_DecayLightFlashes();
1997 CL_ClearTempEntities();
2001 // if prediction is enabled we have to update all the collidable
2002 // network entities before the prediction code can be run
2003 CL_UpdateNetworkCollisionEntities();
2005 // now update the player prediction
2006 CL_ClientMovement_Replay();
2008 // update the player entity (which may be predicted)
2009 CL_UpdateNetworkEntity(cl.entities + cl.viewentity, 32, true);
2011 // now update the view (which depends on that player entity)
2014 // now update all the network entities and create particle trails
2015 // (some entities may depend on the view)
2016 CL_UpdateNetworkEntities();
2018 // update the engine-based viewmodel
2019 CL_UpdateViewModel();
2021 // when csqc is loaded, it will call this in CSQC_UpdateView
2022 if (!cl.csqc_loaded)
2024 // clear the CL_Mesh_Scene() used for some engine effects
2025 CL_MeshEntities_Scene_Clear();
2026 // add engine entities and effects
2027 CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS);
2030 // decals, particles, and explosions will be updated during rneder
2033 r_refdef.scene.time = cl.time;
2037 ======================
2039 ======================
2041 static void CL_Fog_f(cmd_state_t *cmd)
2043 if (Cmd_Argc (cmd) == 1)
2045 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);
2048 FOG_clear(); // so missing values get good defaults
2049 if(Cmd_Argc(cmd) > 1)
2050 r_refdef.fog_density = atof(Cmd_Argv(cmd, 1));
2051 if(Cmd_Argc(cmd) > 2)
2052 r_refdef.fog_red = atof(Cmd_Argv(cmd, 2));
2053 if(Cmd_Argc(cmd) > 3)
2054 r_refdef.fog_green = atof(Cmd_Argv(cmd, 3));
2055 if(Cmd_Argc(cmd) > 4)
2056 r_refdef.fog_blue = atof(Cmd_Argv(cmd, 4));
2057 if(Cmd_Argc(cmd) > 5)
2058 r_refdef.fog_alpha = atof(Cmd_Argv(cmd, 5));
2059 if(Cmd_Argc(cmd) > 6)
2060 r_refdef.fog_start = atof(Cmd_Argv(cmd, 6));
2061 if(Cmd_Argc(cmd) > 7)
2062 r_refdef.fog_end = atof(Cmd_Argv(cmd, 7));
2063 if(Cmd_Argc(cmd) > 8)
2064 r_refdef.fog_height = atof(Cmd_Argv(cmd, 8));
2065 if(Cmd_Argc(cmd) > 9)
2066 r_refdef.fog_fadedepth = atof(Cmd_Argv(cmd, 9));
2070 ======================
2071 CL_FogHeightTexture_f
2072 ======================
2074 static void CL_Fog_HeightTexture_f(cmd_state_t *cmd)
2076 if (Cmd_Argc (cmd) < 11)
2078 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);
2081 FOG_clear(); // so missing values get good defaults
2082 r_refdef.fog_density = atof(Cmd_Argv(cmd, 1));
2083 r_refdef.fog_red = atof(Cmd_Argv(cmd, 2));
2084 r_refdef.fog_green = atof(Cmd_Argv(cmd, 3));
2085 r_refdef.fog_blue = atof(Cmd_Argv(cmd, 4));
2086 r_refdef.fog_alpha = atof(Cmd_Argv(cmd, 5));
2087 r_refdef.fog_start = atof(Cmd_Argv(cmd, 6));
2088 r_refdef.fog_end = atof(Cmd_Argv(cmd, 7));
2089 r_refdef.fog_height = atof(Cmd_Argv(cmd, 8));
2090 r_refdef.fog_fadedepth = atof(Cmd_Argv(cmd, 9));
2091 strlcpy(r_refdef.fog_height_texturename, Cmd_Argv(cmd, 10), sizeof(r_refdef.fog_height_texturename));
2096 ====================
2099 For program optimization
2100 ====================
2102 static void CL_TimeRefresh_f(cmd_state_t *cmd)
2105 double timestart, timedelta;
2107 r_refdef.scene.extraupdate = false;
2109 timestart = Sys_DirtyTime();
2110 for (i = 0;i < 128;i++)
2112 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);
2113 r_refdef.view.quality = 1;
2116 timedelta = Sys_DirtyTime() - timestart;
2118 Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
2121 static void CL_AreaStats_f(cmd_state_t *cmd)
2123 World_PrintAreaStats(&cl.world, "client");
2126 cl_locnode_t *CL_Locs_FindNearest(const vec3_t point)
2131 vec3_t nearestpoint;
2132 vec_t dist, bestdist;
2135 for (loc = cl.locnodes;loc;loc = loc->next)
2137 for (i = 0;i < 3;i++)
2138 nearestpoint[i] = bound(loc->mins[i], point[i], loc->maxs[i]);
2139 dist = VectorDistance2(nearestpoint, point);
2140 if (bestdist > dist || !best)
2151 void CL_Locs_FindLocationName(char *buffer, size_t buffersize, vec3_t point)
2154 loc = CL_Locs_FindNearest(point);
2156 strlcpy(buffer, loc->name, buffersize);
2158 dpsnprintf(buffer, buffersize, "LOC=%.0f:%.0f:%.0f", point[0], point[1], point[2]);
2161 static void CL_Locs_FreeNode(cl_locnode_t *node)
2163 cl_locnode_t **pointer, **next;
2164 for (pointer = &cl.locnodes;*pointer;pointer = next)
2166 next = &(*pointer)->next;
2167 if (*pointer == node)
2169 *pointer = node->next;
2174 Con_Printf("CL_Locs_FreeNode: no such node! (%p)\n", (void *)node);
2177 static void CL_Locs_AddNode(vec3_t mins, vec3_t maxs, const char *name)
2179 cl_locnode_t *node, **pointer;
2183 namelen = (int)strlen(name);
2184 node = (cl_locnode_t *) Mem_Alloc(cls.levelmempool, sizeof(cl_locnode_t) + namelen + 1);
2185 VectorSet(node->mins, min(mins[0], maxs[0]), min(mins[1], maxs[1]), min(mins[2], maxs[2]));
2186 VectorSet(node->maxs, max(mins[0], maxs[0]), max(mins[1], maxs[1]), max(mins[2], maxs[2]));
2187 node->name = (char *)(node + 1);
2188 memcpy(node->name, name, namelen);
2189 node->name[namelen] = 0;
2190 // link it into the tail of the list to preserve the order
2191 for (pointer = &cl.locnodes;*pointer;pointer = &(*pointer)->next)
2196 static void CL_Locs_Add_f(cmd_state_t *cmd)
2199 if (Cmd_Argc(cmd) != 5 && Cmd_Argc(cmd) != 8)
2201 Con_Printf("usage: %s x y z[ x y z] name\n", Cmd_Argv(cmd, 0));
2204 mins[0] = atof(Cmd_Argv(cmd, 1));
2205 mins[1] = atof(Cmd_Argv(cmd, 2));
2206 mins[2] = atof(Cmd_Argv(cmd, 3));
2207 if (Cmd_Argc(cmd) == 8)
2209 maxs[0] = atof(Cmd_Argv(cmd, 4));
2210 maxs[1] = atof(Cmd_Argv(cmd, 5));
2211 maxs[2] = atof(Cmd_Argv(cmd, 6));
2212 CL_Locs_AddNode(mins, maxs, Cmd_Argv(cmd, 7));
2215 CL_Locs_AddNode(mins, mins, Cmd_Argv(cmd, 4));
2218 static void CL_Locs_RemoveNearest_f(cmd_state_t *cmd)
2221 loc = CL_Locs_FindNearest(r_refdef.view.origin);
2223 CL_Locs_FreeNode(loc);
2225 Con_Printf("no loc point or box found for your location\n");
2228 static void CL_Locs_Clear_f(cmd_state_t *cmd)
2231 CL_Locs_FreeNode(cl.locnodes);
2234 static void CL_Locs_Save_f(cmd_state_t *cmd)
2238 char locfilename[MAX_QPATH];
2241 Con_Printf("No loc points/boxes exist!\n");
2244 if (cls.state != ca_connected || !cl.worldmodel)
2246 Con_Printf("No level loaded!\n");
2249 dpsnprintf(locfilename, sizeof(locfilename), "%s.loc", cl.worldnamenoextension);
2251 outfile = FS_OpenRealFile(locfilename, "w", false);
2254 // if any boxes are used then this is a proquake-format loc file, which
2255 // allows comments, so add some relevant information at the start
2256 for (loc = cl.locnodes;loc;loc = loc->next)
2257 if (!VectorCompare(loc->mins, loc->maxs))
2261 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);
2262 for (loc = cl.locnodes;loc;loc = loc->next)
2263 if (VectorCompare(loc->mins, loc->maxs))
2266 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");
2268 for (loc = cl.locnodes;loc;loc = loc->next)
2270 if (VectorCompare(loc->mins, loc->maxs))
2274 const char *in = loc->name;
2275 char name[MAX_INPUTLINE];
2276 for (len = 0;len < (int)sizeof(name) - 1 && *in;)
2278 if (*in == ' ') {s = "$loc_name_separator";in++;}
2279 else if (!strncmp(in, "SSG", 3)) {s = "$loc_name_ssg";in += 3;}
2280 else if (!strncmp(in, "NG", 2)) {s = "$loc_name_ng";in += 2;}
2281 else if (!strncmp(in, "SNG", 3)) {s = "$loc_name_sng";in += 3;}
2282 else if (!strncmp(in, "GL", 2)) {s = "$loc_name_gl";in += 2;}
2283 else if (!strncmp(in, "RL", 2)) {s = "$loc_name_rl";in += 2;}
2284 else if (!strncmp(in, "LG", 2)) {s = "$loc_name_lg";in += 2;}
2285 else if (!strncmp(in, "GA", 2)) {s = "$loc_name_ga";in += 2;}
2286 else if (!strncmp(in, "YA", 2)) {s = "$loc_name_ya";in += 2;}
2287 else if (!strncmp(in, "RA", 2)) {s = "$loc_name_ra";in += 2;}
2288 else if (!strncmp(in, "MEGA", 4)) {s = "$loc_name_mh";in += 4;}
2292 while (len < (int)sizeof(name) - 1 && *s)
2296 name[len++] = *in++;
2299 FS_Printf(outfile, "%.0f %.0f %.0f %s\n", loc->mins[0]*8, loc->mins[1]*8, loc->mins[2]*8, name);
2302 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);
2307 void CL_Locs_Reload_f(cmd_state_t *cmd)
2309 int i, linenumber, limit, len;
2311 char *filedata, *text, *textend, *linestart, *linetext, *lineend;
2312 fs_offset_t filesize;
2314 char locfilename[MAX_QPATH];
2315 char name[MAX_INPUTLINE];
2317 if (cls.state != ca_connected || !cl.worldmodel)
2319 Con_Printf("No level loaded!\n");
2323 CL_Locs_Clear_f(cmd);
2325 // try maps/something.loc first (LadyHavoc: where I think they should be)
2326 dpsnprintf(locfilename, sizeof(locfilename), "%s.loc", cl.worldnamenoextension);
2327 filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2330 // try proquake name as well (LadyHavoc: I hate path mangling)
2331 dpsnprintf(locfilename, sizeof(locfilename), "locs/%s.loc", cl.worldbasename);
2332 filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2337 textend = filedata + filesize;
2338 for (linenumber = 1;text < textend;linenumber++)
2341 for (;text < textend && *text != '\r' && *text != '\n';text++)
2344 if (text + 1 < textend && *text == '\r' && text[1] == '\n')
2348 // trim trailing whitespace
2349 while (lineend > linestart && ISWHITESPACE(lineend[-1]))
2351 // trim leading whitespace
2352 while (linestart < lineend && ISWHITESPACE(*linestart))
2354 // check if this is a comment
2355 if (linestart + 2 <= lineend && !strncmp(linestart, "//", 2))
2357 linetext = linestart;
2359 for (i = 0;i < limit;i++)
2361 if (linetext >= lineend)
2363 // note: a missing number is interpreted as 0
2365 mins[i] = atof(linetext);
2367 maxs[i - 3] = atof(linetext);
2368 // now advance past the number
2369 while (linetext < lineend && !ISWHITESPACE(*linetext) && *linetext != ',')
2371 // advance through whitespace
2372 if (linetext < lineend)
2374 if (*linetext == ',')
2378 // note: comma can be followed by whitespace
2380 if (ISWHITESPACE(*linetext))
2383 while (linetext < lineend && ISWHITESPACE(*linetext))
2388 // if this is a quoted name, remove the quotes
2391 if (linetext >= lineend || *linetext != '"')
2392 continue; // proquake location names are always quoted
2395 len = min(lineend - linetext, (int)sizeof(name) - 1);
2396 memcpy(name, linetext, len);
2398 // add the box to the list
2399 CL_Locs_AddNode(mins, maxs, name);
2401 // if a point was parsed, it needs to be scaled down by 8 (since
2402 // point-based loc files were invented by a proxy which dealt
2403 // directly with quake protocol coordinates, which are *8), turn
2407 // interpret silly fuhquake macros
2408 for (len = 0;len < (int)sizeof(name) - 1 && linetext < lineend;)
2410 if (*linetext == '$')
2412 if (linetext + 18 <= lineend && !strncmp(linetext, "$loc_name_separator", 19)) {s = " ";linetext += 19;}
2413 else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_ssg", 13)) {s = "SSG";linetext += 13;}
2414 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ng", 12)) {s = "NG";linetext += 12;}
2415 else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_sng", 13)) {s = "SNG";linetext += 13;}
2416 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_gl", 12)) {s = "GL";linetext += 12;}
2417 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_rl", 12)) {s = "RL";linetext += 12;}
2418 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_lg", 12)) {s = "LG";linetext += 12;}
2419 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ga", 12)) {s = "GA";linetext += 12;}
2420 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ya", 12)) {s = "YA";linetext += 12;}
2421 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ra", 12)) {s = "RA";linetext += 12;}
2422 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_mh", 12)) {s = "MEGA";linetext += 12;}
2426 while (len < (int)sizeof(name) - 1 && *s)
2431 name[len++] = *linetext++;
2434 // add the point to the list
2435 VectorScale(mins, (1.0 / 8.0), mins);
2436 CL_Locs_AddNode(mins, mins, name);
2443 entity_t cl_meshentities[NUM_MESHENTITIES];
2444 dp_model_t cl_meshentitymodels[NUM_MESHENTITIES];
2445 const char *cl_meshentitynames[NUM_MESHENTITIES] =
2451 static void CL_MeshEntities_Restart(void)
2455 for (i = 0; i < NUM_MESHENTITIES; i++)
2457 ent = cl_meshentities + i;
2458 Mod_Mesh_Create(ent->render.model, cl_meshentitynames[i]);
2462 static void CL_MeshEntities_Init(void)
2466 for (i = 0; i < NUM_MESHENTITIES; i++)
2468 ent = cl_meshentities + i;
2469 ent->state_current.active = true;
2470 ent->render.model = cl_meshentitymodels + i;
2471 Mod_Mesh_Create(ent->render.model, cl_meshentitynames[i]);
2472 ent->render.alpha = 1;
2473 ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
2474 ent->render.framegroupblend[0].lerp = 1;
2475 ent->render.frameblend[0].lerp = 1;
2476 VectorSet(ent->render.colormod, 1, 1, 1);
2477 VectorSet(ent->render.glowmod, 1, 1, 1);
2478 VectorSet(ent->render.custommodellight_ambient, 1, 1, 1);
2479 VectorSet(ent->render.custommodellight_diffuse, 0, 0, 0);
2480 VectorSet(ent->render.custommodellight_lightdir, 0, 0, 1);
2481 VectorSet(ent->render.render_fullbright, 1, 1, 1);
2482 VectorSet(ent->render.render_glowmod, 0, 0, 0);
2483 VectorSet(ent->render.render_modellight_ambient, 1, 1, 1);
2484 VectorSet(ent->render.render_modellight_diffuse, 0, 0, 0);
2485 VectorSet(ent->render.render_modellight_specular, 0, 0, 0);
2486 VectorSet(ent->render.render_modellight_lightdir, 0, 0, 1);
2487 VectorSet(ent->render.render_lightmap_ambient, 0, 0, 0);
2488 VectorSet(ent->render.render_lightmap_diffuse, 1, 1, 1);
2489 VectorSet(ent->render.render_lightmap_specular, 1, 1, 1);
2490 VectorSet(ent->render.render_rtlight_diffuse, 1, 1, 1);
2491 VectorSet(ent->render.render_rtlight_specular, 1, 1, 1);
2493 Matrix4x4_CreateIdentity(&ent->render.matrix);
2494 CL_UpdateRenderEntity(&ent->render);
2496 cl_meshentities[MESH_UI].render.flags = RENDER_NOSELFSHADOW;
2497 R_RegisterModule("cl_meshentities", CL_MeshEntities_Restart, CL_MeshEntities_Restart, CL_MeshEntities_Restart, CL_MeshEntities_Restart, CL_MeshEntities_Restart);
2500 void CL_MeshEntities_Scene_Clear(void)
2502 Mod_Mesh_Reset(CL_Mesh_Scene());
2505 void CL_MeshEntities_Scene_AddRenderEntity(void)
2507 entity_t* ent = &cl_meshentities[MESH_SCENE];
2508 r_refdef.scene.entities[r_refdef.scene.numentities++] = &ent->render;
2511 void CL_MeshEntities_Scene_FinalizeRenderEntity(void)
2513 entity_t *ent = &cl_meshentities[MESH_SCENE];
2514 Mod_Mesh_Finalize(ent->render.model);
2515 VectorCopy(ent->render.model->normalmins, ent->render.mins);
2516 VectorCopy(ent->render.model->normalmaxs, ent->render.maxs);
2519 static void CL_MeshEntities_Shutdown(void)
2523 extern cvar_t r_overheadsprites_pushback;
2524 extern cvar_t r_fullbright_directed_pitch_relative;
2525 extern cvar_t r_fullbright_directed_pitch;
2526 extern cvar_t r_fullbright_directed_ambient;
2527 extern cvar_t r_fullbright_directed_diffuse;
2528 extern cvar_t r_fullbright_directed;
2529 extern cvar_t r_hdr_glowintensity;
2531 static void CL_UpdateEntityShading_GetDirectedFullbright(vec3_t ambient, vec3_t diffuse, vec3_t worldspacenormal)
2535 VectorSet(ambient, r_fullbright_directed_ambient.value, r_fullbright_directed_ambient.value, r_fullbright_directed_ambient.value);
2536 VectorSet(diffuse, r_fullbright_directed_diffuse.value, r_fullbright_directed_diffuse.value, r_fullbright_directed_diffuse.value);
2538 // Use cl.viewangles and not r_refdef.view.forward here so it is the
2539 // same for all stereo views, and to better handle pitches outside
2540 // [-90, 90] (in_pitch_* cvars allow that).
2541 VectorCopy(cl.viewangles, angles);
2542 if (r_fullbright_directed_pitch_relative.integer) {
2543 angles[PITCH] += r_fullbright_directed_pitch.value;
2546 angles[PITCH] = r_fullbright_directed_pitch.value;
2548 AngleVectors(angles, worldspacenormal, NULL, NULL);
2549 VectorNegate(worldspacenormal, worldspacenormal);
2552 static void CL_UpdateEntityShading_Entity(entity_render_t *ent)
2554 float shadingorigin[3], a[3], c[3], dir[3];
2557 for (q = 0; q < 3; q++)
2558 a[q] = c[q] = dir[q] = 0;
2560 ent->render_lightgrid = false;
2561 ent->render_modellight_forced = false;
2562 ent->render_rtlight_disabled = false;
2564 // pick an appropriate value for render_modellight_origin - if this is an
2565 // attachment we want to use the parent's render_modellight_origin so that
2566 // shading is the same (also important for r_shadows to cast shadows in the
2568 if (VectorLength2(ent->custommodellight_origin))
2570 // CSQC entities always provide this (via CL_GetTagMatrix)
2571 for (q = 0; q < 3; q++)
2572 shadingorigin[q] = ent->custommodellight_origin[q];
2574 else if (ent->entitynumber > 0 && ent->entitynumber < cl.num_entities)
2576 // network entity - follow attachment chain back to a root entity,
2577 int entnum = ent->entitynumber, recursion;
2578 for (recursion = 32; recursion > 0; --recursion)
2580 int parentnum = cl.entities[entnum].state_current.tagentity;
2581 if (parentnum < 1 || parentnum >= cl.num_entities || !cl.entities_active[parentnum])
2585 // grab the root entity's origin
2586 Matrix4x4_OriginFromMatrix(&cl.entities[entnum].render.matrix, shadingorigin);
2590 // not a CSQC entity (which sets custommodellight_origin), not a network
2591 // entity - so it's probably not attached to anything
2592 Matrix4x4_OriginFromMatrix(&ent->matrix, shadingorigin);
2595 if (!(ent->flags & RENDER_LIGHT) || r_fullbright.integer)
2597 // intentionally EF_FULLBRIGHT entity
2598 // the only type that is not scaled by r_refdef.scene.lightmapintensity
2599 // CSQC can still provide its own customized modellight values
2600 ent->render_rtlight_disabled = true;
2601 ent->render_modellight_forced = true;
2602 if (ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
2604 // custom colors provided by CSQC
2605 for (q = 0; q < 3; q++)
2607 a[q] = ent->custommodellight_ambient[q];
2608 c[q] = ent->custommodellight_diffuse[q];
2609 dir[q] = ent->custommodellight_lightdir[q];
2612 else if (r_fullbright_directed.integer)
2613 CL_UpdateEntityShading_GetDirectedFullbright(a, c, dir);
2615 for (q = 0; q < 3; q++)
2620 // fetch the lighting from the worldmodel data
2622 // CSQC can provide its own customized modellight values
2623 if (ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
2625 ent->render_modellight_forced = true;
2626 for (q = 0; q < 3; q++)
2628 a[q] = ent->custommodellight_ambient[q];
2629 c[q] = ent->custommodellight_diffuse[q];
2630 dir[q] = ent->custommodellight_lightdir[q];
2633 else if (ent->model->type == mod_sprite && !(ent->model->data_textures[0].basematerialflags & MATERIALFLAG_FULLBRIGHT))
2635 if (ent->model->sprite.sprnum_type == SPR_OVERHEAD) // apply offset for overhead sprites
2636 shadingorigin[2] = shadingorigin[2] + r_overheadsprites_pushback.value;
2637 R_CompleteLightPoint(a, c, dir, shadingorigin, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
2638 ent->render_modellight_forced = true;
2639 ent->render_rtlight_disabled = true;
2641 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))
2642 && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brushq3.lightgridtexture && mod_q3bsp_lightgrid_texture.integer)
2644 ent->render_lightgrid = true;
2645 // no need to call R_CompleteLightPoint as we base it on render_lightmap_*
2647 else if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint)
2648 R_CompleteLightPoint(a, c, dir, shadingorigin, LP_LIGHTMAP, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
2649 else if (r_fullbright_directed.integer)
2650 CL_UpdateEntityShading_GetDirectedFullbright(a, c, dir);
2652 R_CompleteLightPoint(a, c, dir, shadingorigin, LP_LIGHTMAP, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
2655 for (q = 0; q < 3; q++)
2657 ent->render_fullbright[q] = ent->colormod[q];
2658 ent->render_glowmod[q] = ent->glowmod[q] * r_hdr_glowintensity.value;
2659 ent->render_modellight_ambient[q] = a[q] * ent->colormod[q];
2660 ent->render_modellight_diffuse[q] = c[q] * ent->colormod[q];
2661 ent->render_modellight_specular[q] = c[q];
2662 ent->render_modellight_lightdir[q] = dir[q];
2663 ent->render_lightmap_ambient[q] = ent->colormod[q] * r_refdef.scene.ambientintensity;
2664 ent->render_lightmap_diffuse[q] = ent->colormod[q] * r_refdef.scene.lightmapintensity;
2665 ent->render_lightmap_specular[q] = r_refdef.scene.lightmapintensity;
2666 ent->render_rtlight_diffuse[q] = ent->colormod[q];
2667 ent->render_rtlight_specular[q] = 1;
2670 // these flags disable code paths, make sure it's obvious if they're ignored by storing 0 1 2
2671 if (ent->render_modellight_forced)
2672 for (q = 0; q < 3; q++)
2673 ent->render_lightmap_ambient[q] = ent->render_lightmap_diffuse[q] = ent->render_lightmap_specular[q] = q;
2674 if (ent->render_rtlight_disabled)
2675 for (q = 0; q < 3; q++)
2676 ent->render_rtlight_diffuse[q] = ent->render_rtlight_specular[q] = q;
2678 if (VectorLength2(ent->render_modellight_lightdir) == 0)
2679 VectorSet(ent->render_modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
2680 VectorNormalize(ent->render_modellight_lightdir);
2684 void CL_UpdateEntityShading(void)
2687 CL_UpdateEntityShading_Entity(r_refdef.scene.worldentity);
2688 for (i = 0; i < r_refdef.scene.numentities; i++)
2689 CL_UpdateEntityShading_Entity(r_refdef.scene.entities[i]);
2697 void CL_Shutdown (void)
2699 CL_Screen_Shutdown();
2700 CL_Particles_Shutdown();
2701 CL_Parse_Shutdown();
2702 CL_MeshEntities_Shutdown();
2704 Mem_FreePool (&cls.permanentmempool);
2705 Mem_FreePool (&cls.levelmempool);
2715 if (cls.state == ca_dedicated)
2717 Cmd_AddCommand(CMD_SERVER, "disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
2721 Con_DPrintf("Initializing client\n");
2736 cls.levelmempool = Mem_AllocPool("client (per-level memory)", 0, NULL);
2737 cls.permanentmempool = Mem_AllocPool("client (long term memory)", 0, NULL);
2739 memset(&r_refdef, 0, sizeof(r_refdef));
2740 // max entities sent to renderer per frame
2741 r_refdef.scene.maxentities = MAX_EDICTS + 256 + 512;
2742 r_refdef.scene.entities = (entity_render_t **)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t *) * r_refdef.scene.maxentities);
2744 // max temp entities
2745 r_refdef.scene.maxtempentities = MAX_TEMPENTITIES;
2746 r_refdef.scene.tempentities = (entity_render_t *)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t) * r_refdef.scene.maxtempentities);
2751 // register our commands
2753 Cvar_RegisterVariable (&cl_upspeed);
2754 Cvar_RegisterVariable (&cl_forwardspeed);
2755 Cvar_RegisterVariable (&cl_backspeed);
2756 Cvar_RegisterVariable (&cl_sidespeed);
2757 Cvar_RegisterVariable (&cl_movespeedkey);
2758 Cvar_RegisterVariable (&cl_yawspeed);
2759 Cvar_RegisterVariable (&cl_pitchspeed);
2760 Cvar_RegisterVariable (&cl_anglespeedkey);
2761 Cvar_RegisterVariable (&cl_shownet);
2762 Cvar_RegisterVariable (&cl_nolerp);
2763 Cvar_RegisterVariable (&cl_lerpexcess);
2764 Cvar_RegisterVariable (&cl_lerpanim_maxdelta_server);
2765 Cvar_RegisterVariable (&cl_lerpanim_maxdelta_framegroups);
2766 Cvar_RegisterVariable (&cl_deathfade);
2767 Cvar_RegisterVariable (&lookspring);
2768 Cvar_RegisterVariable (&lookstrafe);
2769 Cvar_RegisterVariable (&sensitivity);
2770 Cvar_RegisterVariable (&freelook);
2772 Cvar_RegisterVariable (&m_pitch);
2773 Cvar_RegisterVariable (&m_yaw);
2774 Cvar_RegisterVariable (&m_forward);
2775 Cvar_RegisterVariable (&m_side);
2777 Cvar_RegisterVariable (&cl_itembobspeed);
2778 Cvar_RegisterVariable (&cl_itembobheight);
2782 Cmd_AddCommand(CMD_CLIENT, "entities", CL_PrintEntities_f, "print information on network entities known to client");
2783 Cmd_AddCommand(CMD_CLIENT, "disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
2784 Cmd_AddCommand(CMD_CLIENT, "connect", CL_Connect_f, "connect to a server by IP address or hostname");
2785 Cmd_AddCommand(CMD_CLIENT | CMD_CLIENT_FROM_SERVER, "reconnect", CL_Reconnect_f, "reconnect to the last server you were on, or resets a quakeworld connection (do not use if currently playing on a netquake server)");
2787 // Support Client-side Model Index List
2788 Cmd_AddCommand(CMD_CLIENT, "cl_modelindexlist", CL_ModelIndexList_f, "list information on all models in the client modelindex");
2789 // Support Client-side Sound Index List
2790 Cmd_AddCommand(CMD_CLIENT, "cl_soundindexlist", CL_SoundIndexList_f, "list all sounds in the client soundindex");
2792 Cmd_AddCommand(CMD_CLIENT, "fog", CL_Fog_f, "set global fog parameters (density red green blue [alpha [mindist [maxdist [top [fadedepth]]]]])");
2793 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)");
2795 Cmd_AddCommand(CMD_CLIENT, "cl_areastats", CL_AreaStats_f, "prints statistics on entity culling during collision traces");
2797 Cvar_RegisterVariable(&r_draweffects);
2798 Cvar_RegisterVariable(&cl_explosions_alpha_start);
2799 Cvar_RegisterVariable(&cl_explosions_alpha_end);
2800 Cvar_RegisterVariable(&cl_explosions_size_start);
2801 Cvar_RegisterVariable(&cl_explosions_size_end);
2802 Cvar_RegisterVariable(&cl_explosions_lifetime);
2803 Cvar_RegisterVariable(&cl_stainmaps);
2804 Cvar_RegisterVariable(&cl_stainmaps_clearonload);
2805 Cvar_RegisterVariable(&cl_beams_polygons);
2806 Cvar_RegisterVariable(&cl_beams_quakepositionhack);
2807 Cvar_RegisterVariable(&cl_beams_instantaimhack);
2808 Cvar_RegisterVariable(&cl_beams_lightatend);
2809 Cvar_RegisterVariable(&cl_noplayershadow);
2810 Cvar_RegisterVariable(&cl_dlights_decayradius);
2811 Cvar_RegisterVariable(&cl_dlights_decaybrightness);
2813 Cvar_RegisterVariable(&cl_prydoncursor);
2814 Cvar_RegisterVariable(&cl_prydoncursor_notrace);
2816 Cvar_RegisterVariable(&cl_deathnoviewmodel);
2818 // for QW connections
2819 Cvar_RegisterVariable(&qport);
2820 Cvar_SetValueQuick(&qport, (rand() * RAND_MAX + rand()) & 0xffff);
2822 Cmd_AddCommand(CMD_CLIENT, "timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs");
2824 Cvar_RegisterVariable(&cl_locs_enable);
2825 Cvar_RegisterVariable(&cl_locs_show);
2826 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)");
2827 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)");
2828 Cmd_AddCommand(CMD_CLIENT, "locs_clear", CL_Locs_Clear_f, "remove all loc points/boxes");
2829 Cmd_AddCommand(CMD_CLIENT, "locs_reload", CL_Locs_Reload_f, "reload .loc file for this map");
2830 Cmd_AddCommand(CMD_CLIENT, "locs_save", CL_Locs_Save_f, "save .loc file for this map containing currently defined points and boxes");
2832 Cvar_RegisterVariable(&csqc_polygons_defaultmaterial_nocullface);
2835 CL_Particles_Init();
2837 CL_MeshEntities_Init();
2842 Cbuf_InsertText(&cmd_client,"menu_start\n");