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 = {0, "csqc_progname","csprogs.dat","name of csprogs.dat file to load"};
36 cvar_t csqc_progcrc = {CVAR_READONLY, "csqc_progcrc","-1","CRC of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1"};
37 cvar_t csqc_progsize = {CVAR_READONLY, "csqc_progsize","-1","file size of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1"};
39 cvar_t cl_shownet = {0, "cl_shownet","0","1 = print packet size, 2 = print packet message list"};
40 cvar_t cl_nolerp = {0, "cl_nolerp", "0","network update smoothing"};
41 cvar_t cl_lerpanim_maxdelta_server = {0, "cl_lerpanim_maxdelta_server", "0.1","maximum frame delta for smoothing between server-controlled animation frames (when 0, one network frame)"};
42 cvar_t cl_lerpanim_maxdelta_framegroups = {0, "cl_lerpanim_maxdelta_framegroups", "0.1","maximum frame delta for smoothing between framegroups (when 0, one network frame)"};
44 cvar_t cl_itembobheight = {0, "cl_itembobheight", "0","how much items bob up and down (try 8)"};
45 cvar_t cl_itembobspeed = {0, "cl_itembobspeed", "0.5","how frequently items bob up and down"};
47 cvar_t lookspring = {CVAR_SAVE, "lookspring","0","returns pitch to level with the floor when no longer holding a pitch key"};
48 cvar_t lookstrafe = {CVAR_SAVE, "lookstrafe","0","move instead of turning"};
49 cvar_t sensitivity = {CVAR_SAVE, "sensitivity","3","mouse speed multiplier"};
51 cvar_t m_pitch = {CVAR_SAVE, "m_pitch","0.022","mouse pitch speed multiplier"};
52 cvar_t m_yaw = {CVAR_SAVE, "m_yaw","0.022","mouse yaw speed multiplier"};
53 cvar_t m_forward = {CVAR_SAVE, "m_forward","1","mouse forward speed multiplier"};
54 cvar_t m_side = {CVAR_SAVE, "m_side","0.8","mouse side speed multiplier"};
56 cvar_t freelook = {CVAR_SAVE, "freelook", "1","mouse controls pitch instead of forward/back"};
58 cvar_t cl_autodemo = {CVAR_SAVE, "cl_autodemo", "0", "records every game played, using the date/time and map name to name the demo file" };
59 cvar_t cl_autodemo_nameformat = {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)" };
60 cvar_t cl_autodemo_delete = {0, "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" };
62 cvar_t r_draweffects = {0, "r_draweffects", "1","renders temporary sprite effects"};
64 cvar_t cl_explosions_alpha_start = {CVAR_SAVE, "cl_explosions_alpha_start", "1.5","starting alpha of an explosion shell"};
65 cvar_t cl_explosions_alpha_end = {CVAR_SAVE, "cl_explosions_alpha_end", "0","end alpha of an explosion shell (just before it disappears)"};
66 cvar_t cl_explosions_size_start = {CVAR_SAVE, "cl_explosions_size_start", "16","starting size of an explosion shell"};
67 cvar_t cl_explosions_size_end = {CVAR_SAVE, "cl_explosions_size_end", "128","ending alpha of an explosion shell (just before it disappears)"};
68 cvar_t cl_explosions_lifetime = {CVAR_SAVE, "cl_explosions_lifetime", "0.5","how long an explosion shell lasts"};
70 cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "0","stains lightmaps, much faster than decals but blurred"};
71 cvar_t cl_stainmaps_clearonload = {CVAR_SAVE, "cl_stainmaps_clearonload", "1","clear stainmaps on map restart"};
73 cvar_t cl_beams_polygons = {CVAR_SAVE, "cl_beams_polygons", "1","use beam polygons instead of models"};
74 cvar_t cl_beams_quakepositionhack = {CVAR_SAVE, "cl_beams_quakepositionhack", "1", "makes your lightning gun appear to fire from your waist (as in Quake and QuakeWorld)"};
75 cvar_t cl_beams_instantaimhack = {CVAR_SAVE, "cl_beams_instantaimhack", "0", "makes your lightning gun aiming update instantly"};
76 cvar_t cl_beams_lightatend = {CVAR_SAVE, "cl_beams_lightatend", "0", "make a light at the end of the beam"};
78 cvar_t cl_deathfade = {CVAR_SAVE, "cl_deathfade", "0", "fade screen to dark red when dead, value represents how fast the fade is (higher is faster)"};
80 cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0","hide player shadow"};
82 cvar_t cl_dlights_decayradius = {CVAR_SAVE, "cl_dlights_decayradius", "1", "reduces size of light flashes over time"};
83 cvar_t cl_dlights_decaybrightness = {CVAR_SAVE, "cl_dlights_decaybrightness", "1", "reduces brightness of light flashes over time"};
85 cvar_t qport = {0, "qport", "0", "identification key for playing on qw servers (allows you to maintain a connection to a quakeworld server even if your port changes)"};
87 cvar_t cl_prydoncursor = {0, "cl_prydoncursor", "0", "enables a mouse pointer which is able to click on entities in the world, useful for point and click mods, see PRYDON_CLIENTCURSOR extension in dpextensions.qc"};
88 cvar_t cl_prydoncursor_notrace = {0, "cl_prydoncursor_notrace", "0", "disables traceline used in prydon cursor reporting to the game, saving some cpu time"};
90 cvar_t cl_deathnoviewmodel = {0, "cl_deathnoviewmodel", "1", "hides gun model when dead"};
92 cvar_t cl_locs_enable = {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)"};
93 cvar_t cl_locs_show = {0, "locs_show", "0", "shows defined locations for editing purposes"};
95 extern cvar_t r_equalize_entities_fullbright;
101 =====================
104 =====================
106 void CL_VM_ShutDown (void);
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
146 cl.max_decals = MAX_DECALS_INITIAL; // grows dynamically
153 cl.csqcrenderentities = NULL;
154 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
155 cl.entities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char));
156 cl.static_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_static_entities * sizeof(entity_t));
157 cl.effects = (cl_effect_t *)Mem_Alloc(cls.levelmempool, cl.max_effects * sizeof(cl_effect_t));
158 cl.beams = (beam_t *)Mem_Alloc(cls.levelmempool, cl.max_beams * sizeof(beam_t));
159 cl.dlights = (dlight_t *)Mem_Alloc(cls.levelmempool, cl.max_dlights * sizeof(dlight_t));
160 cl.lightstyle = (lightstyle_t *)Mem_Alloc(cls.levelmempool, cl.max_lightstyle * sizeof(lightstyle_t));
161 cl.brushmodel_entities = (int *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(int));
162 cl.particles = (particle_t *) Mem_Alloc(cls.levelmempool, cl.max_particles * sizeof(particle_t));
163 cl.decals = (decal_t *) Mem_Alloc(cls.levelmempool, cl.max_decals * sizeof(decal_t));
166 // LordHavoc: have to set up the baseline info for alpha and other stuff
167 for (i = 0;i < cl.max_entities;i++)
169 cl.entities[i].state_baseline = defaultstate;
170 cl.entities[i].state_previous = defaultstate;
171 cl.entities[i].state_current = defaultstate;
174 if (gamemode == GAME_NEXUIZ || gamemode == GAME_XONOTIC)
176 VectorSet(cl.playerstandmins, -16, -16, -24);
177 VectorSet(cl.playerstandmaxs, 16, 16, 45);
178 VectorSet(cl.playercrouchmins, -16, -16, -24);
179 VectorSet(cl.playercrouchmaxs, 16, 16, 25);
183 VectorSet(cl.playerstandmins, -16, -16, -24);
184 VectorSet(cl.playerstandmaxs, 16, 16, 24);
185 VectorSet(cl.playercrouchmins, -16, -16, -24);
186 VectorSet(cl.playercrouchmaxs, 16, 16, 24);
189 // disable until we get textures for it
192 ent = &cl.entities[0];
193 // entire entity array was cleared, so just fill in a few fields
194 ent->state_current.active = true;
195 ent->render.model = cl.worldmodel = NULL; // no world model yet
196 ent->render.alpha = 1;
197 ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
198 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, 0, 0, 0, 0, 0, 0, 1);
199 ent->render.allowdecals = true;
200 CL_UpdateRenderEntity(&ent->render);
202 // noclip is turned off at start
203 noclip_anglehack = false;
205 // mark all frames invalid for delta
206 memset(cl.qw_deltasequence, -1, sizeof(cl.qw_deltasequence));
208 // set bestweapon data back to Quake data
209 IN_BestWeapon_ResetData();
214 void CL_SetInfo(const char *key, const char *value, qboolean send, qboolean allowstarkey, qboolean allowmodel, qboolean quiet)
217 qboolean fail = false;
218 if (!allowstarkey && key[0] == '*')
220 if (!allowmodel && (!strcasecmp(key, "pmodel") || !strcasecmp(key, "emodel")))
222 for (i = 0;key[i];i++)
223 if (ISWHITESPACE(key[i]) || key[i] == '\"')
225 for (i = 0;value[i];i++)
226 if (value[i] == '\r' || value[i] == '\n' || value[i] == '\"')
231 Con_Printf("Can't setinfo \"%s\" \"%s\"\n", key, value);
234 InfoString_SetValue(cls.userinfo, sizeof(cls.userinfo), key, value);
235 if (cls.state == ca_connected && cls.netcon)
237 if (cls.protocol == PROTOCOL_QUAKEWORLD)
239 MSG_WriteByte(&cls.netcon->message, qw_clc_stringcmd);
240 MSG_WriteString(&cls.netcon->message, va("setinfo \"%s\" \"%s\"", key, value));
242 else if (!strcasecmp(key, "name"))
244 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
245 MSG_WriteString(&cls.netcon->message, va("name \"%s\"", value));
247 else if (!strcasecmp(key, "playermodel"))
249 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
250 MSG_WriteString(&cls.netcon->message, va("playermodel \"%s\"", value));
252 else if (!strcasecmp(key, "playerskin"))
254 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
255 MSG_WriteString(&cls.netcon->message, va("playerskin \"%s\"", value));
257 else if (!strcasecmp(key, "topcolor"))
259 // don't send anything, the combined color code will be updated manually
261 else if (!strcasecmp(key, "bottomcolor"))
263 // don't send anything, the combined color code will be updated manually
265 else if (!strcasecmp(key, "rate"))
267 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
268 MSG_WriteString(&cls.netcon->message, va("rate \"%s\"", value));
273 void CL_ExpandEntities(int num)
275 int i, oldmaxentities;
276 entity_t *oldentities;
277 if (num >= cl.max_entities)
280 Sys_Error("CL_ExpandEntities: cl.entities not initialized");
281 if (num >= MAX_EDICTS)
282 Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
283 oldmaxentities = cl.max_entities;
284 oldentities = cl.entities;
285 cl.max_entities = (num & ~255) + 256;
286 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
287 memcpy(cl.entities, oldentities, oldmaxentities * sizeof(entity_t));
288 Mem_Free(oldentities);
289 for (i = oldmaxentities;i < cl.max_entities;i++)
291 cl.entities[i].state_baseline = defaultstate;
292 cl.entities[i].state_previous = defaultstate;
293 cl.entities[i].state_current = defaultstate;
298 void CL_ExpandCSQCRenderEntities(int num)
301 int oldmaxcsqcrenderentities;
302 entity_render_t *oldcsqcrenderentities;
303 if (num >= cl.max_csqcrenderentities)
305 if (num >= MAX_EDICTS)
306 Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
307 oldmaxcsqcrenderentities = cl.max_csqcrenderentities;
308 oldcsqcrenderentities = cl.csqcrenderentities;
309 cl.max_csqcrenderentities = (num & ~255) + 256;
310 cl.csqcrenderentities = (entity_render_t *)Mem_Alloc(cls.levelmempool, cl.max_csqcrenderentities * sizeof(entity_render_t));
311 if (oldcsqcrenderentities)
313 memcpy(cl.csqcrenderentities, oldcsqcrenderentities, oldmaxcsqcrenderentities * sizeof(entity_render_t));
314 for (i = 0;i < r_refdef.scene.numentities;i++)
315 if(r_refdef.scene.entities[i] >= oldcsqcrenderentities && r_refdef.scene.entities[i] < (oldcsqcrenderentities + oldmaxcsqcrenderentities))
316 r_refdef.scene.entities[i] = cl.csqcrenderentities + (r_refdef.scene.entities[i] - oldcsqcrenderentities);
317 Mem_Free(oldcsqcrenderentities);
323 =====================
326 Sends a disconnect message to the server
327 This is also called on Host_Error, so it shouldn't cause any errors
328 =====================
330 void CL_Disconnect(void)
332 if (cls.state == ca_dedicated)
335 if (COM_CheckParm("-profilegameonly"))
336 Sys_AllowProfiling(false);
338 Curl_Clear_forthismap();
340 Con_DPrintf("CL_Disconnect\n");
342 Cvar_SetValueQuick(&csqc_progcrc, -1);
343 Cvar_SetValueQuick(&csqc_progsize, -1);
345 // stop sounds (especially looping!)
348 cl.parsingtextexpectingpingforscores = 0; // just in case no reply has come yet
350 // clear contents blends
351 cl.cshifts[0].percent = 0;
352 cl.cshifts[1].percent = 0;
353 cl.cshifts[2].percent = 0;
354 cl.cshifts[3].percent = 0;
356 cl.worldmodel = NULL;
358 CL_Parse_ErrorCleanUp();
360 if (cls.demoplayback)
365 unsigned char bufdata[8];
366 if (cls.demorecording)
369 // send disconnect message 3 times to improve chances of server
370 // receiving it (but it still fails sometimes)
371 memset(&buf, 0, sizeof(buf));
373 buf.maxsize = sizeof(bufdata);
374 if (cls.protocol == PROTOCOL_QUAKEWORLD)
376 Con_DPrint("Sending drop command\n");
377 MSG_WriteByte(&buf, qw_clc_stringcmd);
378 MSG_WriteString(&buf, "drop");
382 Con_DPrint("Sending clc_disconnect\n");
383 MSG_WriteByte(&buf, clc_disconnect);
385 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
386 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
387 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
388 NetConn_Close(cls.netcon);
391 cls.state = ca_disconnected;
393 cls.demoplayback = cls.timedemo = false;
397 void CL_Disconnect_f(void)
401 Host_ShutdownServer ();
408 =====================
409 CL_EstablishConnection
411 Host should be either "local" or a net address
412 =====================
414 void CL_EstablishConnection(const char *host, int firstarg)
416 if (cls.state == ca_dedicated)
419 // clear menu's connect error message
420 M_Update_Return_Reason("");
423 // stop demo loop in case this fails
424 if (cls.demoplayback)
427 // if downloads are running, cancel their finishing action
428 Curl_Clear_forthismap();
430 // make sure the client ports are open before attempting to connect
431 NetConn_UpdateSockets();
433 // run a network frame
434 //NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
436 if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
438 cls.connect_trying = true;
439 cls.connect_remainingtries = 3;
440 cls.connect_nextsendtime = 0;
442 // only NOW, set connect_userinfo
446 *cls.connect_userinfo = 0;
447 for(i = firstarg; i+2 <= Cmd_Argc(); i += 2)
448 InfoString_SetValue(cls.connect_userinfo, sizeof(cls.connect_userinfo), Cmd_Argv(i), Cmd_Argv(i+1));
450 else if(firstarg < -1)
452 // -1: keep as is (reconnect)
454 *cls.connect_userinfo = 0;
457 M_Update_Return_Reason("Trying to connect...");
459 // run several network frames to jump into the game quickly
462 // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
463 // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
464 // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
465 // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
470 Con_Print("Unable to find a suitable network socket to connect to server.\n");
471 M_Update_Return_Reason("No network");
480 static void CL_PrintEntities_f(void)
485 for (i = 0, ent = cl.entities;i < cl.num_entities;i++, ent++)
487 const char* modelname;
489 if (!ent->state_current.active)
492 if (ent->render.model)
493 modelname = ent->render.model->name;
495 modelname = "--no model--";
496 Con_Printf("%3i: %-25s:%4i (%5i %5i %5i) [%3i %3i %3i] %4.2f %5.3f\n", i, modelname, ent->render.framegroupblend[0].frame, (int) ent->state_current.origin[0], (int) ent->state_current.origin[1], (int) ent->state_current.origin[2], (int) ent->state_current.angles[0] % 360, (int) ent->state_current.angles[1] % 360, (int) ent->state_current.angles[2] % 360, ent->render.scale, ent->render.alpha);
504 List information on all models in the client modelindex
507 static void CL_ModelIndexList_f(void)
513 Con_Printf("%3s: %-30s %-8s %-8s\n", "ID", "Name", "Type", "Triangles");
515 for (i = -MAX_MODELS;i < MAX_MODELS;i++)
517 model = CL_GetModelByIndex(i);
518 if(model->loaded || i == 1)
519 Con_Printf("%3i: %-30s %-8s %-10i\n", i, model->name, model->modeldatatypestring, model->surfmesh.num_triangles);
521 Con_Printf("%3i: %-30s %-30s\n", i, model->name, "--no local model found--");
530 List all sounds in the client soundindex
533 static void CL_SoundIndexList_f(void)
537 while(cl.sound_precache[i] && i != MAX_SOUNDS)
539 Con_Printf("%i : %s\n", i, cl.sound_precache[i]->name);
546 CL_UpdateRenderEntity
548 Updates inversematrix, animation interpolation factors, scale, and mins/maxs
551 void CL_UpdateRenderEntity(entity_render_t *ent)
555 dp_model_t *model = ent->model;
556 // update the inverse matrix for the renderer
557 Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
558 // update the animation blend state
559 VM_FrameBlendFromFrameGroupBlend(ent->frameblend, ent->framegroupblend, ent->model);
560 // we need the matrix origin to center the box
561 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
562 // update entity->render.scale because the renderer needs it
563 ent->scale = scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
566 // NOTE: this directly extracts vector components from the matrix, which relies on the matrix orientation!
567 #ifdef MATRIX4x4_OPENGLORIENTATION
568 if (ent->matrix.m[0][2] != 0 || ent->matrix.m[1][2] != 0)
570 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
574 VectorMA(org, scale, model->rotatedmins, ent->mins);
575 VectorMA(org, scale, model->rotatedmaxs, ent->maxs);
577 #ifdef MATRIX4x4_OPENGLORIENTATION
578 else if (ent->matrix.m[1][0] != 0 || ent->matrix.m[0][1] != 0)
580 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
584 VectorMA(org, scale, model->yawmins, ent->mins);
585 VectorMA(org, scale, model->yawmaxs, ent->maxs);
589 VectorMA(org, scale, model->normalmins, ent->mins);
590 VectorMA(org, scale, model->normalmaxs, ent->maxs);
595 ent->mins[0] = org[0] - 16;
596 ent->mins[1] = org[1] - 16;
597 ent->mins[2] = org[2] - 16;
598 ent->maxs[0] = org[0] + 16;
599 ent->maxs[1] = org[1] + 16;
600 ent->maxs[2] = org[2] + 16;
608 Determines the fraction between the last two messages that the objects
612 static float CL_LerpPoint(void)
616 if (cl_nettimesyncboundmode.integer == 1)
617 cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
619 // LordHavoc: lerp in listen games as the server is being capped below the client (usually)
620 if (cl.mtime[0] <= cl.mtime[1])
622 cl.time = cl.mtime[0];
626 f = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]);
627 return bound(0, f, 1);
630 void CL_ClearTempEntities (void)
632 r_refdef.scene.numtempentities = 0;
635 entity_render_t *CL_NewTempEntity(double shadertime)
637 entity_render_t *render;
639 if (r_refdef.scene.numentities >= r_refdef.scene.maxentities)
641 if (r_refdef.scene.numtempentities >= r_refdef.scene.maxtempentities)
643 render = &r_refdef.scene.tempentities[r_refdef.scene.numtempentities++];
644 memset (render, 0, sizeof(*render));
645 r_refdef.scene.entities[r_refdef.scene.numentities++] = render;
647 render->shadertime = shadertime;
649 VectorSet(render->colormod, 1, 1, 1);
650 VectorSet(render->glowmod, 1, 1, 1);
654 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
658 if (!modelindex) // sanity check
662 Con_Printf("CL_Effect: framerate %f is < 1\n", framerate);
667 Con_Printf("CL_Effect: framecount %i is < 1\n", framecount);
670 for (i = 0, e = cl.effects;i < cl.max_effects;i++, e++)
675 VectorCopy(org, e->origin);
676 e->modelindex = modelindex;
677 e->starttime = cl.time;
678 e->startframe = startframe;
679 e->endframe = startframe + framecount;
680 e->framerate = framerate;
683 e->frame1time = cl.time;
684 e->frame2time = cl.time;
685 cl.num_effects = max(cl.num_effects, i + 1);
690 void CL_AllocLightFlash(entity_render_t *ent, matrix4x4_t *matrix, float radius, float red, float green, float blue, float decay, float lifetime, int cubemapnum, int style, int shadowenable, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
695 // then look for anything else
697 for (i = 0;i < cl.max_dlights;i++, dl++)
701 // unable to find one
702 if (i == cl.max_dlights)
705 //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
706 memset (dl, 0, sizeof(*dl));
707 cl.num_dlights = max(cl.num_dlights, i + 1);
708 Matrix4x4_Normalize(&dl->matrix, matrix);
710 Matrix4x4_OriginFromMatrix(&dl->matrix, dl->origin);
711 CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
712 Matrix4x4_SetOrigin(&dl->matrix, dl->origin[0], dl->origin[1], dl->origin[2]);
715 dl->color[1] = green;
717 dl->initialradius = radius;
718 dl->initialcolor[0] = red;
719 dl->initialcolor[1] = green;
720 dl->initialcolor[2] = blue;
721 dl->decay = decay / radius; // changed decay to be a percentage decrease
722 dl->intensity = 1; // this is what gets decayed
724 dl->die = cl.time + lifetime;
728 dpsnprintf(dl->cubemapname, sizeof(dl->cubemapname), "cubemaps/%i", cubemapnum);
730 dl->cubemapname[0] = 0;
732 dl->shadow = shadowenable;
735 dl->coronasizescale = coronasizescale;
736 dl->ambientscale = ambientscale;
737 dl->diffusescale = diffusescale;
738 dl->specularscale = specularscale;
741 void CL_DecayLightFlashes(void)
747 time = bound(0, cl.time - cl.oldtime, 0.1);
748 oldmax = cl.num_dlights;
750 for (i = 0, dl = cl.dlights;i < oldmax;i++, dl++)
754 dl->intensity -= time * dl->decay;
755 if (cl.time < dl->die && dl->intensity > 0)
757 if (cl_dlights_decayradius.integer)
758 dl->radius = dl->initialradius * dl->intensity;
760 dl->radius = dl->initialradius;
761 if (cl_dlights_decaybrightness.integer)
762 VectorScale(dl->initialcolor, dl->intensity, dl->color);
764 VectorCopy(dl->initialcolor, dl->color);
765 cl.num_dlights = i + 1;
773 // called before entity relinking
774 void CL_RelinkLightFlashes(void)
779 matrix4x4_t tempmatrix;
781 if (r_dynamic.integer)
783 for (i = 0, dl = cl.dlights;i < cl.num_dlights && r_refdef.scene.numlights < MAX_DLIGHTS;i++, dl++)
787 tempmatrix = dl->matrix;
788 Matrix4x4_Scale(&tempmatrix, dl->radius, 1);
789 // we need the corona fading to be persistent
790 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);
791 r_refdef.scene.lights[r_refdef.scene.numlights++] = &dl->rtlight;
798 for (j = 0;j < cl.max_lightstyle;j++)
800 r_refdef.scene.rtlightstylevalue[j] = 1;
801 r_refdef.scene.lightstylevalue[j] = 256;
807 // 'm' is normal light, 'a' is no light, 'z' is double bright
811 for (j = 0;j < cl.max_lightstyle;j++)
813 if (!cl.lightstyle[j].length)
815 r_refdef.scene.rtlightstylevalue[j] = 1;
816 r_refdef.scene.lightstylevalue[j] = 256;
819 // static lightstyle "=value"
820 if (cl.lightstyle[j].map[0] == '=')
822 r_refdef.scene.rtlightstylevalue[j] = atof(cl.lightstyle[j].map + 1);
823 if ( r_lerplightstyles.integer || ((int)f - f) < 0.01)
824 r_refdef.scene.lightstylevalue[j] = r_refdef.scene.rtlightstylevalue[j];
827 k = i % cl.lightstyle[j].length;
828 l = (i-1) % cl.lightstyle[j].length;
829 k = cl.lightstyle[j].map[k] - 'a';
830 l = cl.lightstyle[j].map[l] - 'a';
831 // rtlightstylevalue is always interpolated because it has no bad
832 // consequences for performance
833 // lightstylevalue is subject to a cvar for performance reasons;
834 // skipping lightmap updates on most rendered frames substantially
835 // improves framerates (but makes light fades look bad)
836 r_refdef.scene.rtlightstylevalue[j] = ((k*frac)+(l*(1-frac)))*(22/256.0f);
837 r_refdef.scene.lightstylevalue[j] = r_lerplightstyles.integer ? (unsigned short)(((k*frac)+(l*(1-frac)))*22) : k*22;
841 void CL_AddQWCTFFlagModel(entity_t *player, int skin)
843 int frame = player->render.framegroupblend[0].frame;
845 entity_render_t *flagrender;
846 matrix4x4_t flagmatrix;
848 // this code taken from QuakeWorld
850 if (frame >= 29 && frame <= 40)
852 if (frame >= 29 && frame <= 34)
854 if (frame == 29) f = f + 2;
855 else if (frame == 30) f = f + 8;
856 else if (frame == 31) f = f + 12;
857 else if (frame == 32) f = f + 11;
858 else if (frame == 33) f = f + 10;
859 else if (frame == 34) f = f + 4;
861 else if (frame >= 35 && frame <= 40)
863 if (frame == 35) f = f + 2;
864 else if (frame == 36) f = f + 10;
865 else if (frame == 37) f = f + 10;
866 else if (frame == 38) f = f + 8;
867 else if (frame == 39) f = f + 4;
868 else if (frame == 40) f = f + 2;
871 else if (frame >= 103 && frame <= 118)
873 if (frame >= 103 && frame <= 104) f = f + 6; //nailattack
874 else if (frame >= 105 && frame <= 106) f = f + 6; //light
875 else if (frame >= 107 && frame <= 112) f = f + 7; //rocketattack
876 else if (frame >= 112 && frame <= 118) f = f + 7; //shotattack
878 // end of code taken from QuakeWorld
880 flagrender = CL_NewTempEntity(player->render.shadertime);
884 flagrender->model = CL_GetModelByIndex(cl.qw_modelindex_flag);
885 flagrender->skinnum = skin;
886 flagrender->alpha = 1;
887 VectorSet(flagrender->colormod, 1, 1, 1);
888 VectorSet(flagrender->glowmod, 1, 1, 1);
889 // attach the flag to the player matrix
890 Matrix4x4_CreateFromQuakeEntity(&flagmatrix, -f, -22, 0, 0, 0, -45, 1);
891 Matrix4x4_Concat(&flagrender->matrix, &player->render.matrix, &flagmatrix);
892 CL_UpdateRenderEntity(flagrender);
895 matrix4x4_t viewmodelmatrix;
897 static const vec3_t muzzleflashorigin = {18, 0, 0};
899 extern void V_DriftPitch(void);
900 extern void V_FadeViewFlashs(void);
901 extern void V_CalcViewBlend(void);
902 extern void V_CalcRefdef(void);
904 void CL_SetEntityColormapColors(entity_render_t *ent, int colormap)
906 const unsigned char *cbcolor;
909 cbcolor = palette_rgb_pantscolormap[colormap & 0xF];
910 VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_pantscolor);
911 cbcolor = palette_rgb_shirtcolormap[(colormap & 0xF0) >> 4];
912 VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_shirtcolor);
916 VectorClear(ent->colormap_pantscolor);
917 VectorClear(ent->colormap_shirtcolor);
921 // note this is a recursive function, recursionlimit should be 32 or so on the initial call
922 void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolate)
924 const matrix4x4_t *matrix;
925 matrix4x4_t blendmatrix, tempmatrix, matrix2;
927 float origin[3], angles[3], lerp;
930 //entity_persistent_t *p = &e->persistent;
931 //entity_render_t *r = &e->render;
932 // skip inactive entities and world
933 if (!e->state_current.active || e == cl.entities)
935 if (recursionlimit < 1)
937 e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
938 e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
939 e->render.flags = e->state_current.flags;
940 e->render.effects = e->state_current.effects;
941 VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
942 VectorScale(e->state_current.glowmod, (1.0f / 32.0f), e->render.glowmod);
943 if(e >= cl.entities && e < cl.entities + cl.num_entities)
944 e->render.entitynumber = e - cl.entities;
946 e->render.entitynumber = 0;
947 if (e->state_current.flags & RENDER_COLORMAPPED)
948 CL_SetEntityColormapColors(&e->render, e->state_current.colormap);
949 else if (e->state_current.colormap > 0 && e->state_current.colormap <= cl.maxclients && cl.scores != NULL)
950 CL_SetEntityColormapColors(&e->render, cl.scores[e->state_current.colormap-1].colors);
952 CL_SetEntityColormapColors(&e->render, -1);
953 e->render.skinnum = e->state_current.skin;
954 if (e->state_current.tagentity)
956 // attached entity (gun held in player model's hand, etc)
957 // if the tag entity is currently impossible, skip it
958 if (e->state_current.tagentity >= cl.num_entities)
960 t = cl.entities + e->state_current.tagentity;
961 // if the tag entity is inactive, skip it
962 if (t->state_current.active)
964 // update the parent first
965 CL_UpdateNetworkEntity(t, recursionlimit - 1, interpolate);
970 // it may still be a CSQC entity... trying to use its
971 // info from last render frame (better than nothing)
972 if(!cl.csqc_server2csqcentitynumber[e->state_current.tagentity])
974 r = cl.csqcrenderentities + cl.csqc_server2csqcentitynumber[e->state_current.tagentity];
976 return; // neither CSQC nor legacy entity... can't attach
978 // make relative to the entity
980 // some properties of the tag entity carry over
981 e->render.flags |= r->flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
982 // if a valid tagindex is used, make it relative to that tag instead
983 if (e->state_current.tagentity && e->state_current.tagindex >= 1 && r->model)
985 if(!Mod_Alias_GetTagMatrix(r->model, r->frameblend, r->skeleton, e->state_current.tagindex - 1, &blendmatrix)) // i.e. no error
987 // concat the tag matrices onto the entity matrix
988 Matrix4x4_Concat(&tempmatrix, &r->matrix, &blendmatrix);
989 // use the constructed tag matrix
990 matrix = &tempmatrix;
994 else if (e->render.flags & RENDER_VIEWMODEL)
996 // view-relative entity (guns and such)
997 if (e->render.effects & EF_NOGUNBOB)
998 matrix = &r_refdef.view.matrix; // really attached to view
1000 matrix = &viewmodelmatrix; // attached to gun bob matrix
1004 // world-relative entity (the normal kind)
1005 matrix = &identitymatrix;
1009 // if it's the predicted player entity, update according to client movement
1010 // but don't lerp if going through a teleporter as it causes a bad lerp
1011 // also don't use the predicted location if fixangle was set on both of
1012 // the most recent server messages, as that cause means you are spectating
1013 // someone or watching a cutscene of some sort
1014 if (cl_nolerp.integer || cls.timedemo)
1015 interpolate = false;
1016 if (e == cl.entities + cl.playerentity && cl.movement_predicted && (!cl.fixangle[1] || !cl.fixangle[0]))
1018 VectorCopy(cl.movement_origin, origin);
1019 VectorSet(angles, 0, cl.viewangles[1], 0);
1021 else if (interpolate && e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1)
1023 // interpolate the origin and angles
1024 lerp = max(0, lerp);
1025 VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
1027 // this fails at the singularity of euler angles
1028 VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
1029 if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
1030 if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
1031 if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
1032 VectorMA(e->persistent.oldangles, lerp, delta, angles);
1035 vec3_t f0, u0, f1, u1;
1036 AngleVectors(e->persistent.oldangles, f0, NULL, u0);
1037 AngleVectors(e->persistent.newangles, f1, NULL, u1);
1038 VectorMAM(1-lerp, f0, lerp, f1, f0);
1039 VectorMAM(1-lerp, u0, lerp, u1, u0);
1040 AnglesFromVectors(angles, f0, u0, false);
1047 VectorCopy(e->persistent.neworigin, origin);
1048 VectorCopy(e->persistent.newangles, angles);
1051 // model setup and some modelflags
1052 frame = e->state_current.frame;
1053 e->render.model = CL_GetModelByIndex(e->state_current.modelindex);
1054 if (e->render.model)
1056 if (e->render.skinnum >= e->render.model->numskins)
1057 e->render.skinnum = 0;
1058 if (frame >= e->render.model->numframes)
1060 // models can set flags such as EF_ROCKET
1061 // this 0xFF800000 mask is EF_NOMODELFLAGS plus all the higher EF_ flags such as EF_ROCKET
1062 if (!(e->render.effects & 0xFF800000))
1063 e->render.effects |= e->render.model->effects;
1064 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
1065 if (e->render.model->type == mod_alias)
1066 angles[0] = -angles[0];
1067 if ((e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
1069 VectorScale(e->render.colormod, 2, e->render.colormod);
1070 VectorScale(e->render.glowmod, 2, e->render.glowmod);
1073 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
1074 else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
1075 angles[0] = -angles[0];
1076 // NOTE: this must be synced to SV_GetPitchSign!
1078 if ((e->render.effects & EF_ROTATE) && !(e->render.flags & RENDER_VIEWMODEL))
1080 angles[1] = ANGLEMOD(100*cl.time);
1081 if (cl_itembobheight.value)
1082 origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
1086 if (e->render.framegroupblend[0].frame == frame)
1088 // update frame lerp fraction
1089 e->render.framegroupblend[0].lerp = 1;
1090 e->render.framegroupblend[1].lerp = 0;
1091 if (e->render.framegroupblend[0].start > e->render.framegroupblend[1].start)
1093 // make sure frame lerp won't last longer than 100ms
1094 // (this mainly helps with models that use framegroups and
1095 // switch between them infrequently)
1096 float maxdelta = cl_lerpanim_maxdelta_server.value;
1098 if(e->render.model->animscenes)
1099 if(e->render.model->animscenes[e->render.framegroupblend[0].frame].framecount > 1 || e->render.model->animscenes[e->render.framegroupblend[1].frame].framecount > 1)
1100 maxdelta = cl_lerpanim_maxdelta_framegroups.value;
1101 maxdelta = max(maxdelta, cl.mtime[0] - cl.mtime[1]);
1102 e->render.framegroupblend[0].lerp = (cl.time - e->render.framegroupblend[0].start) / min(e->render.framegroupblend[0].start - e->render.framegroupblend[1].start, maxdelta);
1103 e->render.framegroupblend[0].lerp = bound(0, e->render.framegroupblend[0].lerp, 1);
1104 e->render.framegroupblend[1].lerp = 1 - e->render.framegroupblend[0].lerp;
1109 // begin a new frame lerp
1110 e->render.framegroupblend[1] = e->render.framegroupblend[0];
1111 e->render.framegroupblend[1].lerp = 1;
1112 e->render.framegroupblend[0].frame = frame;
1113 e->render.framegroupblend[0].start = cl.time;
1114 e->render.framegroupblend[0].lerp = 0;
1117 // set up the render matrix
1120 // attached entity, this requires a matrix multiply (concat)
1121 // FIXME: e->render.scale should go away
1122 Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1123 // concat the matrices to make the entity relative to its tag
1124 Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
1125 // get the origin from the new matrix
1126 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1130 // unattached entities are faster to process
1131 Matrix4x4_CreateFromQuakeEntity(&e->render.matrix, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1134 // tenebrae's sprites are all additive mode (weird)
1135 if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
1136 e->render.flags |= RENDER_ADDITIVE;
1137 // player model is only shown with chase_active on
1138 if (e->state_current.number == cl.viewentity)
1139 e->render.flags |= RENDER_EXTERIORMODEL;
1140 // either fullbright or lit
1141 if(!r_fullbright.integer)
1143 if (!(e->render.effects & EF_FULLBRIGHT))
1144 e->render.flags |= RENDER_LIGHT;
1145 else if(r_equalize_entities_fullbright.integer)
1146 e->render.flags |= RENDER_LIGHT | RENDER_EQUALIZE;
1148 // hide player shadow during intermission or nehahra movie
1149 if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST))
1150 && (e->render.alpha >= 1)
1151 && !(e->render.flags & RENDER_VIEWMODEL)
1152 && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
1153 e->render.flags |= RENDER_SHADOW;
1154 if (e->render.flags & RENDER_VIEWMODEL)
1155 e->render.flags |= RENDER_NOSELFSHADOW;
1156 if (e->render.effects & EF_NOSELFSHADOW)
1157 e->render.flags |= RENDER_NOSELFSHADOW;
1158 if (e->render.effects & EF_NODEPTHTEST)
1159 e->render.flags |= RENDER_NODEPTHTEST;
1160 if (e->render.effects & EF_ADDITIVE)
1161 e->render.flags |= RENDER_ADDITIVE;
1162 if (e->render.effects & EF_DOUBLESIDED)
1163 e->render.flags |= RENDER_DOUBLESIDED;
1165 // make the other useful stuff
1166 e->render.allowdecals = true;
1167 CL_UpdateRenderEntity(&e->render);
1170 // creates light and trails from an entity
1171 void CL_UpdateNetworkEntityTrail(entity_t *e)
1173 effectnameindex_t trailtype;
1176 // bmodels are treated specially since their origin is usually '0 0 0' and
1177 // their actual geometry is far from '0 0 0'
1178 if (e->render.model && e->render.model->soundfromcenter)
1181 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1182 Matrix4x4_Transform(&e->render.matrix, o, origin);
1185 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1187 // handle particle trails and such effects now that we know where this
1188 // entity is in the world...
1189 trailtype = EFFECT_NONE;
1190 // LordHavoc: if the entity has no effects, don't check each
1191 if (e->render.effects & (EF_BRIGHTFIELD | EF_FLAME | EF_STARDUST))
1193 if (e->render.effects & EF_BRIGHTFIELD)
1195 if (gamemode == GAME_NEXUIZ || gamemode == GAME_XONOTIC)
1196 trailtype = EFFECT_TR_NEXUIZPLASMA;
1198 CL_EntityParticles(e);
1200 if (e->render.effects & EF_FLAME)
1201 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);
1202 if (e->render.effects & EF_STARDUST)
1203 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);
1205 if (e->render.internaleffects & (INTEF_FLAG1QW | INTEF_FLAG2QW))
1207 // these are only set on player entities
1208 CL_AddQWCTFFlagModel(e, (e->render.internaleffects & INTEF_FLAG2QW) != 0);
1210 // muzzleflash fades over time
1211 if (e->persistent.muzzleflash > 0)
1212 e->persistent.muzzleflash -= bound(0, cl.time - cl.oldtime, 0.1) * 20;
1213 // LordHavoc: if the entity has no effects, don't check each
1214 if (e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1216 if (e->render.effects & EF_GIB)
1217 trailtype = EFFECT_TR_BLOOD;
1218 else if (e->render.effects & EF_ZOMGIB)
1219 trailtype = EFFECT_TR_SLIGHTBLOOD;
1220 else if (e->render.effects & EF_TRACER)
1221 trailtype = EFFECT_TR_WIZSPIKE;
1222 else if (e->render.effects & EF_TRACER2)
1223 trailtype = EFFECT_TR_KNIGHTSPIKE;
1224 else if (e->render.effects & EF_ROCKET)
1225 trailtype = EFFECT_TR_ROCKET;
1226 else if (e->render.effects & EF_GRENADE)
1228 // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1229 trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1231 else if (e->render.effects & EF_TRACER3)
1232 trailtype = EFFECT_TR_VORESPIKE;
1235 if (e->render.flags & RENDER_GLOWTRAIL)
1236 trailtype = EFFECT_TR_GLOWTRAIL;
1237 // check if a trail is allowed (it is not after a teleport for example)
1238 if (trailtype && e->persistent.trail_allowed)
1242 VectorSubtract(e->state_current.origin, e->state_previous.origin, vel);
1243 len = e->state_current.time - e->state_previous.time;
1246 VectorScale(vel, len, vel);
1247 CL_ParticleTrail(trailtype, 1, e->persistent.trail_origin, origin, vel, vel, e, e->state_current.glowcolor, false, true, NULL, NULL);
1249 // now that the entity has survived one trail update it is allowed to
1250 // leave a real trail on later frames
1251 e->persistent.trail_allowed = true;
1252 VectorCopy(origin, e->persistent.trail_origin);
1258 CL_UpdateViewEntities
1261 void CL_UpdateViewEntities(void)
1264 // update any RENDER_VIEWMODEL entities to use the new view matrix
1265 for (i = 1;i < cl.num_entities;i++)
1267 if (cl.entities_active[i])
1269 entity_t *ent = cl.entities + i;
1270 if ((ent->render.flags & RENDER_VIEWMODEL) || ent->state_current.tagentity)
1271 CL_UpdateNetworkEntity(ent, 32, true);
1274 // and of course the engine viewmodel needs updating as well
1275 CL_UpdateNetworkEntity(&cl.viewent, 32, true);
1280 CL_UpdateNetworkCollisionEntities
1283 void CL_UpdateNetworkCollisionEntities(void)
1288 // start on the entity after the world
1289 cl.num_brushmodel_entities = 0;
1290 for (i = cl.maxclients + 1;i < cl.num_entities;i++)
1292 if (cl.entities_active[i])
1294 ent = cl.entities + i;
1295 if (ent->state_current.active && ent->render.model && ent->render.model->name[0] == '*' && ent->render.model->TraceBox)
1297 // do not interpolate the bmodels for this
1298 CL_UpdateNetworkEntity(ent, 32, false);
1299 cl.brushmodel_entities[cl.num_brushmodel_entities++] = i;
1305 extern void R_DecalSystem_Reset(decalsystem_t *decalsystem);
1309 CL_UpdateNetworkEntities
1312 void CL_UpdateNetworkEntities(void)
1317 // start on the entity after the world
1318 for (i = 1;i < cl.num_entities;i++)
1320 if (cl.entities_active[i])
1322 ent = cl.entities + i;
1323 if (ent->state_current.active)
1325 CL_UpdateNetworkEntity(ent, 32, true);
1326 // view models should never create light/trails
1327 if (!(ent->render.flags & RENDER_VIEWMODEL))
1328 CL_UpdateNetworkEntityTrail(ent);
1332 R_DecalSystem_Reset(&ent->render.decalsystem);
1333 cl.entities_active[i] = false;
1339 void CL_UpdateViewModel(void)
1343 ent->state_previous = ent->state_current;
1344 ent->state_current = defaultstate;
1345 ent->state_current.time = cl.time;
1346 ent->state_current.number = (unsigned short)-1;
1347 ent->state_current.active = true;
1348 ent->state_current.modelindex = cl.stats[STAT_WEAPON];
1349 ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
1350 ent->state_current.flags = RENDER_VIEWMODEL;
1351 if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
1352 ent->state_current.modelindex = 0;
1353 else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
1355 if (gamemode == GAME_TRANSFUSION)
1356 ent->state_current.alpha = 128;
1358 ent->state_current.modelindex = 0;
1360 ent->state_current.alpha = cl.entities[cl.viewentity].state_current.alpha;
1361 ent->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB));
1363 // reset animation interpolation on weaponmodel if model changed
1364 if (ent->state_previous.modelindex != ent->state_current.modelindex)
1366 ent->render.framegroupblend[0].frame = ent->render.framegroupblend[1].frame = ent->state_current.frame;
1367 ent->render.framegroupblend[0].start = ent->render.framegroupblend[1].start = cl.time;
1368 ent->render.framegroupblend[0].lerp = 1;ent->render.framegroupblend[1].lerp = 0;
1370 CL_UpdateNetworkEntity(ent, 32, true);
1373 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
1374 void CL_LinkNetworkEntity(entity_t *e)
1376 effectnameindex_t trailtype;
1381 // skip inactive entities and world
1382 if (!e->state_current.active || e == cl.entities)
1384 if (e->state_current.tagentity)
1386 // if the tag entity is currently impossible, skip it
1387 if (e->state_current.tagentity >= cl.num_entities)
1389 // if the tag entity is inactive, skip it
1390 if (!cl.entities[e->state_current.tagentity].state_current.active)
1392 if(!cl.csqc_server2csqcentitynumber[e->state_current.tagentity])
1394 if(!cl.csqcrenderentities[cl.csqc_server2csqcentitynumber[e->state_current.tagentity]].entitynumber)
1396 // if we get here, it's properly csqc networked and attached
1400 // create entity dlights associated with this entity
1401 if (e->render.model && e->render.model->soundfromcenter)
1403 // bmodels are treated specially since their origin is usually '0 0 0'
1405 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1406 Matrix4x4_Transform(&e->render.matrix, o, origin);
1409 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1410 trailtype = EFFECT_NONE;
1415 // LordHavoc: if the entity has no effects, don't check each
1416 if (e->render.effects & (EF_BRIGHTFIELD | EF_DIMLIGHT | EF_BRIGHTLIGHT | EF_RED | EF_BLUE | EF_FLAME | EF_STARDUST))
1418 if (e->render.effects & EF_BRIGHTFIELD)
1420 if (gamemode == GAME_NEXUIZ || gamemode == GAME_XONOTIC)
1421 trailtype = EFFECT_TR_NEXUIZPLASMA;
1423 if (e->render.effects & EF_DIMLIGHT)
1425 dlightradius = max(dlightradius, 200);
1426 dlightcolor[0] += 1.50f;
1427 dlightcolor[1] += 1.50f;
1428 dlightcolor[2] += 1.50f;
1430 if (e->render.effects & EF_BRIGHTLIGHT)
1432 dlightradius = max(dlightradius, 400);
1433 dlightcolor[0] += 3.00f;
1434 dlightcolor[1] += 3.00f;
1435 dlightcolor[2] += 3.00f;
1437 // LordHavoc: more effects
1438 if (e->render.effects & EF_RED) // red
1440 dlightradius = max(dlightradius, 200);
1441 dlightcolor[0] += 1.50f;
1442 dlightcolor[1] += 0.15f;
1443 dlightcolor[2] += 0.15f;
1445 if (e->render.effects & EF_BLUE) // blue
1447 dlightradius = max(dlightradius, 200);
1448 dlightcolor[0] += 0.15f;
1449 dlightcolor[1] += 0.15f;
1450 dlightcolor[2] += 1.50f;
1452 if (e->render.effects & EF_FLAME)
1453 CL_ParticleTrail(EFFECT_EF_FLAME, 1, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false, NULL, NULL);
1454 if (e->render.effects & EF_STARDUST)
1455 CL_ParticleTrail(EFFECT_EF_STARDUST, 1, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false, NULL, NULL);
1457 // muzzleflash fades over time, and is offset a bit
1458 if (e->persistent.muzzleflash > 0 && r_refdef.scene.numlights < MAX_DLIGHTS)
1463 matrix4x4_t tempmatrix;
1464 Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
1465 trace = CL_TraceLine(origin, v2, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, true, false, NULL, false, false);
1466 Matrix4x4_Normalize(&tempmatrix, &e->render.matrix);
1467 Matrix4x4_SetOrigin(&tempmatrix, trace.endpos[0], trace.endpos[1], trace.endpos[2]);
1468 Matrix4x4_Scale(&tempmatrix, 150, 1);
1469 VectorSet(color, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f);
1470 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);
1471 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1473 // LordHavoc: if the model has no flags, don't check each
1474 if (e->render.model && e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1476 if (e->render.effects & EF_GIB)
1477 trailtype = EFFECT_TR_BLOOD;
1478 else if (e->render.effects & EF_ZOMGIB)
1479 trailtype = EFFECT_TR_SLIGHTBLOOD;
1480 else if (e->render.effects & EF_TRACER)
1481 trailtype = EFFECT_TR_WIZSPIKE;
1482 else if (e->render.effects & EF_TRACER2)
1483 trailtype = EFFECT_TR_KNIGHTSPIKE;
1484 else if (e->render.effects & EF_ROCKET)
1485 trailtype = EFFECT_TR_ROCKET;
1486 else if (e->render.effects & EF_GRENADE)
1488 // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1489 trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1491 else if (e->render.effects & EF_TRACER3)
1492 trailtype = EFFECT_TR_VORESPIKE;
1494 // LordHavoc: customizable glow
1495 if (e->state_current.glowsize)
1497 // * 4 for the expansion from 0-255 to 0-1023 range,
1498 // / 255 to scale down byte colors
1499 dlightradius = max(dlightradius, e->state_current.glowsize * 4);
1500 VectorMA(dlightcolor, (1.0f / 255.0f), palette_rgb[e->state_current.glowcolor], dlightcolor);
1503 if ((e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) && r_refdef.scene.numlights < MAX_DLIGHTS)
1505 matrix4x4_t dlightmatrix;
1507 VectorScale(e->state_current.light, (1.0f / 256.0f), light);
1508 light[3] = e->state_current.light[3];
1509 if (light[0] == 0 && light[1] == 0 && light[2] == 0)
1510 VectorSet(light, 1, 1, 1);
1513 // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
1514 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1515 Matrix4x4_Scale(&dlightmatrix, light[3], 1);
1516 R_RTLight_Update(&r_refdef.scene.templights[r_refdef.scene.numlights], false, &dlightmatrix, light, e->state_current.lightstyle, e->state_current.skin > 0 ? va("cubemaps/%i", e->state_current.skin) : NULL, !(e->state_current.lightpflags & PFLAGS_NOSHADOW), (e->state_current.lightpflags & PFLAGS_CORONA) != 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1517 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1519 // make the glow dlight
1520 else if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL) && r_refdef.scene.numlights < MAX_DLIGHTS)
1522 matrix4x4_t dlightmatrix;
1523 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1524 // hack to make glowing player light shine on their gun
1525 //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
1526 // Matrix4x4_AdjustOrigin(&dlightmatrix, 0, 0, 30);
1527 Matrix4x4_Scale(&dlightmatrix, dlightradius, 1);
1528 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);
1529 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1532 if (e->render.flags & RENDER_GLOWTRAIL)
1533 trailtype = EFFECT_TR_GLOWTRAIL;
1535 CL_ParticleTrail(trailtype, 1, origin, origin, vec3_origin, vec3_origin, NULL, e->state_current.glowcolor, true, false, NULL, NULL);
1537 // don't show entities with no modelindex (note: this still shows
1538 // entities which have a modelindex that resolved to a NULL model)
1539 if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.scene.numentities < r_refdef.scene.maxentities)
1540 r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
1541 //if (cl.viewentity && e->state_current.number == cl.viewentity)
1542 // Matrix4x4_Print(&e->render.matrix);
1545 void CL_RelinkWorld(void)
1547 entity_t *ent = &cl.entities[0];
1548 // FIXME: this should be done at load
1549 ent->render.matrix = identitymatrix;
1550 ent->render.flags = RENDER_SHADOW;
1551 if (!r_fullbright.integer)
1552 ent->render.flags |= RENDER_LIGHT;
1553 VectorSet(ent->render.colormod, 1, 1, 1);
1554 VectorSet(ent->render.glowmod, 1, 1, 1);
1555 ent->render.allowdecals = true;
1556 CL_UpdateRenderEntity(&ent->render);
1557 r_refdef.scene.worldentity = &ent->render;
1558 r_refdef.scene.worldmodel = cl.worldmodel;
1561 static void CL_RelinkStaticEntities(void)
1565 for (i = 0, e = cl.static_entities;i < cl.num_static_entities && r_refdef.scene.numentities < r_refdef.scene.maxentities;i++, e++)
1567 e->render.flags = 0;
1568 // if the model was not loaded when the static entity was created we
1569 // need to re-fetch the model pointer
1570 e->render.model = CL_GetModelByIndex(e->state_baseline.modelindex);
1571 // either fullbright or lit
1572 if(!r_fullbright.integer)
1574 if (!(e->render.effects & EF_FULLBRIGHT))
1575 e->render.flags |= RENDER_LIGHT;
1576 else if(r_equalize_entities_fullbright.integer)
1577 e->render.flags |= RENDER_LIGHT | RENDER_EQUALIZE;
1579 // hide player shadow during intermission or nehahra movie
1580 if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST)) && (e->render.alpha >= 1))
1581 e->render.flags |= RENDER_SHADOW;
1582 VectorSet(e->render.colormod, 1, 1, 1);
1583 VectorSet(e->render.glowmod, 1, 1, 1);
1584 VM_FrameBlendFromFrameGroupBlend(e->render.frameblend, e->render.framegroupblend, e->render.model);
1585 e->render.allowdecals = true;
1586 CL_UpdateRenderEntity(&e->render);
1587 r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
1596 static void CL_RelinkNetworkEntities(void)
1601 // start on the entity after the world
1602 for (i = 1;i < cl.num_entities;i++)
1604 if (cl.entities_active[i])
1606 ent = cl.entities + i;
1607 if (ent->state_current.active)
1608 CL_LinkNetworkEntity(ent);
1610 cl.entities_active[i] = false;
1615 static void CL_RelinkEffects(void)
1619 entity_render_t *entrender;
1622 for (i = 0, e = cl.effects;i < cl.num_effects;i++, e++)
1626 frame = (cl.time - e->starttime) * e->framerate + e->startframe;
1627 intframe = (int)frame;
1628 if (intframe < 0 || intframe >= e->endframe)
1630 memset(e, 0, sizeof(*e));
1631 while (cl.num_effects > 0 && !cl.effects[cl.num_effects - 1].active)
1636 if (intframe != e->frame)
1638 e->frame = intframe;
1639 e->frame1time = e->frame2time;
1640 e->frame2time = cl.time;
1643 // if we're drawing effects, get a new temp entity
1644 // (NewTempEntity adds it to the render entities list for us)
1645 if (r_draweffects.integer && (entrender = CL_NewTempEntity(e->starttime)))
1647 // interpolation stuff
1648 entrender->framegroupblend[0].frame = intframe;
1649 entrender->framegroupblend[0].lerp = 1 - frame - intframe;
1650 entrender->framegroupblend[0].start = e->frame1time;
1651 if (intframe + 1 >= e->endframe)
1653 entrender->framegroupblend[1].frame = 0; // disappear
1654 entrender->framegroupblend[1].lerp = 0;
1655 entrender->framegroupblend[1].start = 0;
1659 entrender->framegroupblend[1].frame = intframe + 1;
1660 entrender->framegroupblend[1].lerp = frame - intframe;
1661 entrender->framegroupblend[1].start = e->frame2time;
1665 entrender->model = CL_GetModelByIndex(e->modelindex);
1666 entrender->alpha = 1;
1667 VectorSet(entrender->colormod, 1, 1, 1);
1668 VectorSet(entrender->glowmod, 1, 1, 1);
1670 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
1671 CL_UpdateRenderEntity(entrender);
1677 void CL_Beam_CalculatePositions(const beam_t *b, vec3_t start, vec3_t end)
1679 VectorCopy(b->start, start);
1680 VectorCopy(b->end, end);
1682 // if coming from the player, update the start position
1683 if (b->entity == cl.viewentity)
1685 if (cl_beams_quakepositionhack.integer && !chase_active.integer)
1687 // LordHavoc: this is a stupid hack from Quake that makes your
1688 // lightning appear to come from your waist and cover less of your
1690 // in Quake this hack was applied to all players (causing the
1691 // infamous crotch-lightning), but in darkplaces and QuakeWorld it
1692 // only applies to your own lightning, and only in first person
1693 Matrix4x4_OriginFromMatrix(&cl.entities[cl.viewentity].render.matrix, start);
1695 if (cl_beams_instantaimhack.integer)
1697 vec3_t dir, localend;
1699 // LordHavoc: this updates the beam direction to match your
1701 VectorSubtract(end, start, dir);
1702 len = VectorLength(dir);
1703 VectorNormalize(dir);
1704 VectorSet(localend, len, 0, 0);
1705 Matrix4x4_Transform(&r_refdef.view.matrix, localend, end);
1710 void CL_RelinkBeams(void)
1714 vec3_t dist, org, start, end;
1716 entity_render_t *entrender;
1719 matrix4x4_t tempmatrix;
1721 for (i = 0, b = cl.beams;i < cl.num_beams;i++, b++)
1725 if (b->endtime < cl.time)
1731 CL_Beam_CalculatePositions(b, start, end);
1735 if (cl_beams_lightatend.integer && r_refdef.scene.numlights < MAX_DLIGHTS)
1737 // FIXME: create a matrix from the beam start/end orientation
1739 VectorSet(dlightcolor, 0.3, 0.7, 1);
1740 Matrix4x4_CreateFromQuakeEntity(&tempmatrix, end[0], end[1], end[2], 0, 0, 0, 200);
1741 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);
1742 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1744 if (cl_beams_polygons.integer)
1748 // calculate pitch and yaw
1749 // (this is similar to the QuakeC builtin function vectoangles)
1750 VectorSubtract(end, start, dist);
1751 if (dist[1] == 0 && dist[0] == 0)
1761 yaw = atan2(dist[1], dist[0]) * 180 / M_PI;
1765 forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1766 pitch = atan2(dist[2], forward) * 180 / M_PI;
1771 // add new entities for the lightning
1772 VectorCopy (start, org);
1773 d = VectorNormalizeLength(dist);
1776 entrender = CL_NewTempEntity (0);
1779 //VectorCopy (org, ent->render.origin);
1780 entrender->model = b->model;
1781 //ent->render.effects = EF_FULLBRIGHT;
1782 //ent->render.angles[0] = pitch;
1783 //ent->render.angles[1] = yaw;
1784 //ent->render.angles[2] = rand()%360;
1785 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1786 CL_UpdateRenderEntity(entrender);
1787 VectorMA(org, 30, dist, org);
1792 while (cl.num_beams > 0 && !cl.beams[cl.num_beams - 1].model)
1796 static void CL_RelinkQWNails(void)
1800 entity_render_t *entrender;
1802 for (i = 0;i < cl.qw_num_nails;i++)
1806 // if we're drawing effects, get a new temp entity
1807 // (NewTempEntity adds it to the render entities list for us)
1808 if (!(entrender = CL_NewTempEntity(0)))
1812 entrender->model = CL_GetModelByIndex(cl.qw_modelindex_spike);
1813 entrender->alpha = 1;
1814 VectorSet(entrender->colormod, 1, 1, 1);
1815 VectorSet(entrender->glowmod, 1, 1, 1);
1817 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1);
1818 CL_UpdateRenderEntity(entrender);
1822 void CL_LerpPlayer(float frac)
1826 cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
1827 for (i = 0;i < 3;i++)
1829 cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
1830 cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
1831 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
1834 // interpolate the angles if playing a demo or spectating someone
1835 if (cls.demoplayback || cl.fixangle[0])
1837 for (i = 0;i < 3;i++)
1839 float d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
1844 cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
1849 void CSQC_RelinkAllEntities (int drawmask)
1853 CL_RelinkStaticEntities();
1858 if (drawmask & ENTMASK_ENGINE)
1860 CL_RelinkNetworkEntities();
1861 if (drawmask & ENTMASK_ENGINEVIEWMODELS)
1862 CL_LinkNetworkEntity(&cl.viewent); // link gun model
1866 // update view blend
1874 Update client game world for a new frame
1877 void CL_UpdateWorld(void)
1879 r_refdef.scene.extraupdate = !r_speeds.integer;
1880 r_refdef.scene.numentities = 0;
1881 r_refdef.scene.numlights = 0;
1882 r_refdef.view.matrix = identitymatrix;
1883 r_refdef.view.quality = 1;
1885 cl.num_brushmodel_entities = 0;
1887 if (cls.state == ca_connected && cls.signon == SIGNONS)
1889 // prepare for a new frame
1890 CL_LerpPlayer(CL_LerpPoint());
1891 CL_DecayLightFlashes();
1892 CL_ClearTempEntities();
1896 // if prediction is enabled we have to update all the collidable
1897 // network entities before the prediction code can be run
1898 CL_UpdateNetworkCollisionEntities();
1900 // now update the player prediction
1901 CL_ClientMovement_Replay();
1903 // update the player entity (which may be predicted)
1904 CL_UpdateNetworkEntity(cl.entities + cl.viewentity, 32, true);
1906 // now update the view (which depends on that player entity)
1909 // now update all the network entities and create particle trails
1910 // (some entities may depend on the view)
1911 CL_UpdateNetworkEntities();
1913 // update the engine-based viewmodel
1914 CL_UpdateViewModel();
1916 CL_RelinkLightFlashes();
1917 CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS);
1919 // decals, particles, and explosions will be updated during rneder
1922 r_refdef.scene.time = cl.time;
1925 // LordHavoc: pausedemo command
1926 static void CL_PauseDemo_f (void)
1928 cls.demopaused = !cls.demopaused;
1930 Con_Print("Demo paused\n");
1932 Con_Print("Demo unpaused\n");
1936 ======================
1938 ======================
1940 static void CL_Fog_f (void)
1942 if (Cmd_Argc () == 1)
1944 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);
1947 FOG_clear(); // so missing values get good defaults
1949 r_refdef.fog_density = atof(Cmd_Argv(1));
1951 r_refdef.fog_red = atof(Cmd_Argv(2));
1953 r_refdef.fog_green = atof(Cmd_Argv(3));
1955 r_refdef.fog_blue = atof(Cmd_Argv(4));
1957 r_refdef.fog_alpha = atof(Cmd_Argv(5));
1959 r_refdef.fog_start = atof(Cmd_Argv(6));
1961 r_refdef.fog_end = atof(Cmd_Argv(7));
1963 r_refdef.fog_height = atof(Cmd_Argv(8));
1965 r_refdef.fog_fadedepth = atof(Cmd_Argv(9));
1969 ======================
1970 CL_FogHeightTexture_f
1971 ======================
1973 static void CL_Fog_HeightTexture_f (void)
1975 if (Cmd_Argc () < 11)
1977 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);
1980 FOG_clear(); // so missing values get good defaults
1981 r_refdef.fog_density = atof(Cmd_Argv(1));
1982 r_refdef.fog_red = atof(Cmd_Argv(2));
1983 r_refdef.fog_green = atof(Cmd_Argv(3));
1984 r_refdef.fog_blue = atof(Cmd_Argv(4));
1985 r_refdef.fog_alpha = atof(Cmd_Argv(5));
1986 r_refdef.fog_start = atof(Cmd_Argv(6));
1987 r_refdef.fog_end = atof(Cmd_Argv(7));
1988 r_refdef.fog_height = atof(Cmd_Argv(8));
1989 r_refdef.fog_fadedepth = atof(Cmd_Argv(9));
1990 strlcpy(r_refdef.fog_height_texturename, Cmd_Argv(10), sizeof(r_refdef.fog_height_texturename));
1995 ====================
1998 For program optimization
1999 ====================
2001 static void CL_TimeRefresh_f (void)
2004 float timestart, timedelta;
2006 r_refdef.scene.extraupdate = false;
2008 timestart = Sys_DoubleTime();
2009 for (i = 0;i < 128;i++)
2011 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);
2012 r_refdef.view.quality = 1;
2015 timedelta = Sys_DoubleTime() - timestart;
2017 Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
2020 void CL_AreaStats_f(void)
2022 World_PrintAreaStats(&cl.world, "client");
2025 cl_locnode_t *CL_Locs_FindNearest(const vec3_t point)
2030 vec3_t nearestpoint;
2031 vec_t dist, bestdist;
2034 for (loc = cl.locnodes;loc;loc = loc->next)
2036 for (i = 0;i < 3;i++)
2037 nearestpoint[i] = bound(loc->mins[i], point[i], loc->maxs[i]);
2038 dist = VectorDistance2(nearestpoint, point);
2039 if (bestdist > dist || !best)
2050 void CL_Locs_FindLocationName(char *buffer, size_t buffersize, vec3_t point)
2053 loc = CL_Locs_FindNearest(point);
2055 strlcpy(buffer, loc->name, buffersize);
2057 dpsnprintf(buffer, buffersize, "LOC=%.0f:%.0f:%.0f", point[0], point[1], point[2]);
2060 void CL_Locs_FreeNode(cl_locnode_t *node)
2062 cl_locnode_t **pointer, **next;
2063 for (pointer = &cl.locnodes;*pointer;pointer = next)
2065 next = &(*pointer)->next;
2066 if (*pointer == node)
2068 *pointer = node->next;
2073 Con_Printf("CL_Locs_FreeNode: no such node! (%p)\n", (void *)node);
2076 void CL_Locs_AddNode(vec3_t mins, vec3_t maxs, const char *name)
2078 cl_locnode_t *node, **pointer;
2082 namelen = strlen(name);
2083 node = (cl_locnode_t *) Mem_Alloc(cls.levelmempool, sizeof(cl_locnode_t) + namelen + 1);
2084 VectorSet(node->mins, min(mins[0], maxs[0]), min(mins[1], maxs[1]), min(mins[2], maxs[2]));
2085 VectorSet(node->maxs, max(mins[0], maxs[0]), max(mins[1], maxs[1]), max(mins[2], maxs[2]));
2086 node->name = (char *)(node + 1);
2087 memcpy(node->name, name, namelen);
2088 node->name[namelen] = 0;
2089 // link it into the tail of the list to preserve the order
2090 for (pointer = &cl.locnodes;*pointer;pointer = &(*pointer)->next)
2095 void CL_Locs_Add_f(void)
2098 if (Cmd_Argc() != 5 && Cmd_Argc() != 8)
2100 Con_Printf("usage: %s x y z[ x y z] name\n", Cmd_Argv(0));
2103 mins[0] = atof(Cmd_Argv(1));
2104 mins[1] = atof(Cmd_Argv(2));
2105 mins[2] = atof(Cmd_Argv(3));
2106 if (Cmd_Argc() == 8)
2108 maxs[0] = atof(Cmd_Argv(4));
2109 maxs[1] = atof(Cmd_Argv(5));
2110 maxs[2] = atof(Cmd_Argv(6));
2111 CL_Locs_AddNode(mins, maxs, Cmd_Argv(7));
2114 CL_Locs_AddNode(mins, mins, Cmd_Argv(4));
2117 void CL_Locs_RemoveNearest_f(void)
2120 loc = CL_Locs_FindNearest(r_refdef.view.origin);
2122 CL_Locs_FreeNode(loc);
2124 Con_Printf("no loc point or box found for your location\n");
2127 void CL_Locs_Clear_f(void)
2130 CL_Locs_FreeNode(cl.locnodes);
2133 void CL_Locs_Save_f(void)
2137 char locfilename[MAX_QPATH];
2140 Con_Printf("No loc points/boxes exist!\n");
2143 if (cls.state != ca_connected || !cl.worldmodel)
2145 Con_Printf("No level loaded!\n");
2148 dpsnprintf(locfilename, sizeof(locfilename), "%s.loc", cl.worldnamenoextension);
2150 outfile = FS_OpenRealFile(locfilename, "w", false);
2153 // if any boxes are used then this is a proquake-format loc file, which
2154 // allows comments, so add some relevant information at the start
2155 for (loc = cl.locnodes;loc;loc = loc->next)
2156 if (!VectorCompare(loc->mins, loc->maxs))
2160 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);
2161 for (loc = cl.locnodes;loc;loc = loc->next)
2162 if (VectorCompare(loc->mins, loc->maxs))
2165 Con_Printf("Warning: writing loc file containing a mixture of qizmo-style points and proquake-style boxes may not work in qizmo or proquake!\n");
2167 for (loc = cl.locnodes;loc;loc = loc->next)
2169 if (VectorCompare(loc->mins, loc->maxs))
2173 const char *in = loc->name;
2174 char name[MAX_INPUTLINE];
2175 for (len = 0;len < (int)sizeof(name) - 1 && *in;)
2177 if (*in == ' ') {s = "$loc_name_separator";in++;}
2178 else if (!strncmp(in, "SSG", 3)) {s = "$loc_name_ssg";in += 3;}
2179 else if (!strncmp(in, "NG", 2)) {s = "$loc_name_ng";in += 2;}
2180 else if (!strncmp(in, "SNG", 3)) {s = "$loc_name_sng";in += 3;}
2181 else if (!strncmp(in, "GL", 2)) {s = "$loc_name_gl";in += 2;}
2182 else if (!strncmp(in, "RL", 2)) {s = "$loc_name_rl";in += 2;}
2183 else if (!strncmp(in, "LG", 2)) {s = "$loc_name_lg";in += 2;}
2184 else if (!strncmp(in, "GA", 2)) {s = "$loc_name_ga";in += 2;}
2185 else if (!strncmp(in, "YA", 2)) {s = "$loc_name_ya";in += 2;}
2186 else if (!strncmp(in, "RA", 2)) {s = "$loc_name_ra";in += 2;}
2187 else if (!strncmp(in, "MEGA", 4)) {s = "$loc_name_mh";in += 4;}
2191 while (len < (int)sizeof(name) - 1 && *s)
2195 name[len++] = *in++;
2198 FS_Printf(outfile, "%.0f %.0f %.0f %s\n", loc->mins[0]*8, loc->mins[1]*8, loc->mins[2]*8, name);
2201 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);
2206 void CL_Locs_Reload_f(void)
2208 int i, linenumber, limit, len;
2210 char *filedata, *text, *textend, *linestart, *linetext, *lineend;
2211 fs_offset_t filesize;
2213 char locfilename[MAX_QPATH];
2214 char name[MAX_INPUTLINE];
2216 if (cls.state != ca_connected || !cl.worldmodel)
2218 Con_Printf("No level loaded!\n");
2224 // try maps/something.loc first (LordHavoc: where I think they should be)
2225 dpsnprintf(locfilename, sizeof(locfilename), "%s.loc", cl.worldnamenoextension);
2226 filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2229 // try proquake name as well (LordHavoc: I hate path mangling)
2230 dpsnprintf(locfilename, sizeof(locfilename), "locs/%s.loc", cl.worldbasename);
2231 filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2236 textend = filedata + filesize;
2237 for (linenumber = 1;text < textend;linenumber++)
2240 for (;text < textend && *text != '\r' && *text != '\n';text++)
2243 if (text + 1 < textend && *text == '\r' && text[1] == '\n')
2247 // trim trailing whitespace
2248 while (lineend > linestart && ISWHITESPACE(lineend[-1]))
2250 // trim leading whitespace
2251 while (linestart < lineend && ISWHITESPACE(*linestart))
2253 // check if this is a comment
2254 if (linestart + 2 <= lineend && !strncmp(linestart, "//", 2))
2256 linetext = linestart;
2258 for (i = 0;i < limit;i++)
2260 if (linetext >= lineend)
2262 // note: a missing number is interpreted as 0
2264 mins[i] = atof(linetext);
2266 maxs[i - 3] = atof(linetext);
2267 // now advance past the number
2268 while (linetext < lineend && !ISWHITESPACE(*linetext) && *linetext != ',')
2270 // advance through whitespace
2271 if (linetext < lineend)
2273 if (*linetext == ',')
2277 // note: comma can be followed by whitespace
2279 if (ISWHITESPACE(*linetext))
2282 while (linetext < lineend && ISWHITESPACE(*linetext))
2287 // if this is a quoted name, remove the quotes
2290 if (linetext >= lineend || *linetext != '"')
2291 continue; // proquake location names are always quoted
2294 len = min(lineend - linetext, (int)sizeof(name) - 1);
2295 memcpy(name, linetext, len);
2297 // add the box to the list
2298 CL_Locs_AddNode(mins, maxs, name);
2300 // if a point was parsed, it needs to be scaled down by 8 (since
2301 // point-based loc files were invented by a proxy which dealt
2302 // directly with quake protocol coordinates, which are *8), turn
2306 // interpret silly fuhquake macros
2307 for (len = 0;len < (int)sizeof(name) - 1 && linetext < lineend;)
2309 if (*linetext == '$')
2311 if (linetext + 18 <= lineend && !strncmp(linetext, "$loc_name_separator", 19)) {s = " ";linetext += 19;}
2312 else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_ssg", 13)) {s = "SSG";linetext += 13;}
2313 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ng", 12)) {s = "NG";linetext += 12;}
2314 else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_sng", 13)) {s = "SNG";linetext += 13;}
2315 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_gl", 12)) {s = "GL";linetext += 12;}
2316 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_rl", 12)) {s = "RL";linetext += 12;}
2317 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_lg", 12)) {s = "LG";linetext += 12;}
2318 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ga", 12)) {s = "GA";linetext += 12;}
2319 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ya", 12)) {s = "YA";linetext += 12;}
2320 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ra", 12)) {s = "RA";linetext += 12;}
2321 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_mh", 12)) {s = "MEGA";linetext += 12;}
2325 while (len < (int)sizeof(name) - 1 && *s)
2330 name[len++] = *linetext++;
2333 // add the point to the list
2334 VectorScale(mins, (1.0 / 8.0), mins);
2335 CL_Locs_AddNode(mins, mins, name);
2347 void CL_Shutdown (void)
2349 CL_Screen_Shutdown();
2350 CL_Particles_Shutdown();
2351 CL_Parse_Shutdown();
2353 Mem_FreePool (&cls.permanentmempool);
2354 Mem_FreePool (&cls.levelmempool);
2364 cls.levelmempool = Mem_AllocPool("client (per-level memory)", 0, NULL);
2365 cls.permanentmempool = Mem_AllocPool("client (long term memory)", 0, NULL);
2367 memset(&r_refdef, 0, sizeof(r_refdef));
2368 // max entities sent to renderer per frame
2369 r_refdef.scene.maxentities = MAX_EDICTS + 256 + 512;
2370 r_refdef.scene.entities = (entity_render_t **)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t *) * r_refdef.scene.maxentities);
2372 r_refdef.scene.maxtempentities = MAX_TEMPENTITIES; // FIXME: make this grow
2373 r_refdef.scene.tempentities = (entity_render_t *)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t) * r_refdef.scene.maxtempentities);
2378 // register our commands
2380 Cvar_RegisterVariable (&cl_upspeed);
2381 Cvar_RegisterVariable (&cl_forwardspeed);
2382 Cvar_RegisterVariable (&cl_backspeed);
2383 Cvar_RegisterVariable (&cl_sidespeed);
2384 Cvar_RegisterVariable (&cl_movespeedkey);
2385 Cvar_RegisterVariable (&cl_yawspeed);
2386 Cvar_RegisterVariable (&cl_pitchspeed);
2387 Cvar_RegisterVariable (&cl_anglespeedkey);
2388 Cvar_RegisterVariable (&cl_shownet);
2389 Cvar_RegisterVariable (&cl_nolerp);
2390 Cvar_RegisterVariable (&cl_lerpanim_maxdelta_server);
2391 Cvar_RegisterVariable (&cl_lerpanim_maxdelta_framegroups);
2392 Cvar_RegisterVariable (&cl_deathfade);
2393 Cvar_RegisterVariable (&lookspring);
2394 Cvar_RegisterVariable (&lookstrafe);
2395 Cvar_RegisterVariable (&sensitivity);
2396 Cvar_RegisterVariable (&freelook);
2398 Cvar_RegisterVariable (&m_pitch);
2399 Cvar_RegisterVariable (&m_yaw);
2400 Cvar_RegisterVariable (&m_forward);
2401 Cvar_RegisterVariable (&m_side);
2403 Cvar_RegisterVariable (&cl_itembobspeed);
2404 Cvar_RegisterVariable (&cl_itembobheight);
2406 Cmd_AddCommand ("entities", CL_PrintEntities_f, "print information on network entities known to client");
2407 Cmd_AddCommand ("disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
2408 Cmd_AddCommand ("record", CL_Record_f, "record a demo");
2409 Cmd_AddCommand ("stop", CL_Stop_f, "stop recording or playing a demo");
2410 Cmd_AddCommand ("playdemo", CL_PlayDemo_f, "watch a demo file");
2411 Cmd_AddCommand ("timedemo", CL_TimeDemo_f, "play back a demo as fast as possible and save statistics to benchmark.log");
2413 // Support Client-side Model Index List
2414 Cmd_AddCommand ("cl_modelindexlist", CL_ModelIndexList_f, "list information on all models in the client modelindex");
2415 // Support Client-side Sound Index List
2416 Cmd_AddCommand ("cl_soundindexlist", CL_SoundIndexList_f, "list all sounds in the client soundindex");
2418 Cvar_RegisterVariable (&cl_autodemo);
2419 Cvar_RegisterVariable (&cl_autodemo_nameformat);
2420 Cvar_RegisterVariable (&cl_autodemo_delete);
2422 Cmd_AddCommand ("fog", CL_Fog_f, "set global fog parameters (density red green blue [alpha [mindist [maxdist [top [fadedepth]]]]])");
2423 Cmd_AddCommand ("fog_heighttexture", CL_Fog_HeightTexture_f, "set global fog parameters (density red green blue alpha mindist maxdist top depth textures/mapname/fogheight.tga)");
2425 // LordHavoc: added pausedemo
2426 Cmd_AddCommand ("pausedemo", CL_PauseDemo_f, "pause demo playback (can also safely pause demo recording if using QUAKE, QUAKEDP or NEHAHRAMOVIE protocol, useful for making movies)");
2428 Cmd_AddCommand ("cl_areastats", CL_AreaStats_f, "prints statistics on entity culling during collision traces");
2430 Cvar_RegisterVariable(&r_draweffects);
2431 Cvar_RegisterVariable(&cl_explosions_alpha_start);
2432 Cvar_RegisterVariable(&cl_explosions_alpha_end);
2433 Cvar_RegisterVariable(&cl_explosions_size_start);
2434 Cvar_RegisterVariable(&cl_explosions_size_end);
2435 Cvar_RegisterVariable(&cl_explosions_lifetime);
2436 Cvar_RegisterVariable(&cl_stainmaps);
2437 Cvar_RegisterVariable(&cl_stainmaps_clearonload);
2438 Cvar_RegisterVariable(&cl_beams_polygons);
2439 Cvar_RegisterVariable(&cl_beams_quakepositionhack);
2440 Cvar_RegisterVariable(&cl_beams_instantaimhack);
2441 Cvar_RegisterVariable(&cl_beams_lightatend);
2442 Cvar_RegisterVariable(&cl_noplayershadow);
2443 Cvar_RegisterVariable(&cl_dlights_decayradius);
2444 Cvar_RegisterVariable(&cl_dlights_decaybrightness);
2446 Cvar_RegisterVariable(&cl_prydoncursor);
2447 Cvar_RegisterVariable(&cl_prydoncursor_notrace);
2449 Cvar_RegisterVariable(&cl_deathnoviewmodel);
2451 // for QW connections
2452 Cvar_RegisterVariable(&qport);
2453 Cvar_SetValueQuick(&qport, (rand() * RAND_MAX + rand()) & 0xffff);
2455 Cmd_AddCommand("timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs");
2457 Cvar_RegisterVariable(&cl_locs_enable);
2458 Cvar_RegisterVariable(&cl_locs_show);
2459 Cmd_AddCommand("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)");
2460 Cmd_AddCommand("locs_removenearest", CL_Locs_RemoveNearest_f, "remove the nearest point or box (note: you need to be very near a box to remove it)");
2461 Cmd_AddCommand("locs_clear", CL_Locs_Clear_f, "remove all loc points/boxes");
2462 Cmd_AddCommand("locs_reload", CL_Locs_Reload_f, "reload .loc file for this map");
2463 Cmd_AddCommand("locs_save", CL_Locs_Save_f, "save .loc file for this map containing currently defined points and boxes");
2466 CL_Particles_Init();