2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
20 // cl_main.c -- client main loop
23 #include "cl_collision.h"
31 // we need to declare some mouse variables here, because the menu system
32 // references them even when on a unix system.
34 cvar_t csqc_progname = {0, "csqc_progname","csprogs.dat","name of csprogs.dat file to load"};
35 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"};
36 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"};
37 cvar_t csqc_usedemoprogs = {0, "csqc_usedemoprogs","1","use csprogs stored in demos"};
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_lerpexcess = {0, "cl_lerpexcess", "0","maximum allowed lerp excess (hides, not fixes, some packet loss)"};
42 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)"};
43 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)"};
45 cvar_t cl_itembobheight = {0, "cl_itembobheight", "0","how much items bob up and down (try 8)"};
46 cvar_t cl_itembobspeed = {0, "cl_itembobspeed", "0.5","how frequently items bob up and down"};
48 cvar_t lookspring = {CVAR_SAVE, "lookspring","0","returns pitch to level with the floor when no longer holding a pitch key"};
49 cvar_t lookstrafe = {CVAR_SAVE, "lookstrafe","0","move instead of turning"};
50 cvar_t sensitivity = {CVAR_SAVE, "sensitivity","3","mouse speed multiplier"};
52 cvar_t m_pitch = {CVAR_SAVE, "m_pitch","0.022","mouse pitch speed multiplier"};
53 cvar_t m_yaw = {CVAR_SAVE, "m_yaw","0.022","mouse yaw speed multiplier"};
54 cvar_t m_forward = {CVAR_SAVE, "m_forward","1","mouse forward speed multiplier"};
55 cvar_t m_side = {CVAR_SAVE, "m_side","0.8","mouse side speed multiplier"};
57 cvar_t freelook = {CVAR_SAVE, "freelook", "1","mouse controls pitch instead of forward/back"};
59 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" };
60 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)" };
61 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" };
63 cvar_t r_draweffects = {0, "r_draweffects", "1","renders temporary sprite effects"};
65 cvar_t cl_explosions_alpha_start = {CVAR_SAVE, "cl_explosions_alpha_start", "1.5","starting alpha of an explosion shell"};
66 cvar_t cl_explosions_alpha_end = {CVAR_SAVE, "cl_explosions_alpha_end", "0","end alpha of an explosion shell (just before it disappears)"};
67 cvar_t cl_explosions_size_start = {CVAR_SAVE, "cl_explosions_size_start", "16","starting size of an explosion shell"};
68 cvar_t cl_explosions_size_end = {CVAR_SAVE, "cl_explosions_size_end", "128","ending alpha of an explosion shell (just before it disappears)"};
69 cvar_t cl_explosions_lifetime = {CVAR_SAVE, "cl_explosions_lifetime", "0.5","how long an explosion shell lasts"};
71 cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "0","stains lightmaps, much faster than decals but blurred"};
72 cvar_t cl_stainmaps_clearonload = {CVAR_SAVE, "cl_stainmaps_clearonload", "1","clear stainmaps on map restart"};
74 cvar_t cl_beams_polygons = {CVAR_SAVE, "cl_beams_polygons", "1","use beam polygons instead of models"};
75 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)"};
76 cvar_t cl_beams_instantaimhack = {CVAR_SAVE, "cl_beams_instantaimhack", "0", "makes your lightning gun aiming update instantly"};
77 cvar_t cl_beams_lightatend = {CVAR_SAVE, "cl_beams_lightatend", "0", "make a light at the end of the beam"};
79 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)"};
81 cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0","hide player shadow"};
83 cvar_t cl_dlights_decayradius = {CVAR_SAVE, "cl_dlights_decayradius", "1", "reduces size of light flashes over time"};
84 cvar_t cl_dlights_decaybrightness = {CVAR_SAVE, "cl_dlights_decaybrightness", "1", "reduces brightness of light flashes over time"};
86 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)"};
88 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"};
89 cvar_t cl_prydoncursor_notrace = {0, "cl_prydoncursor_notrace", "0", "disables traceline used in prydon cursor reporting to the game, saving some cpu time"};
91 cvar_t cl_deathnoviewmodel = {0, "cl_deathnoviewmodel", "1", "hides gun model when dead"};
93 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)"};
94 cvar_t cl_locs_show = {0, "locs_show", "0", "shows defined locations for editing purposes"};
96 extern cvar_t r_equalize_entities_fullbright;
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
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 (IS_NEXUIZ_DERIVED(gamemode))
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;
219 if (!allowstarkey && key[0] == '*')
221 if (!allowmodel && (!strcasecmp(key, "pmodel") || !strcasecmp(key, "emodel")))
223 for (i = 0;key[i];i++)
224 if (ISWHITESPACE(key[i]) || key[i] == '\"')
226 for (i = 0;value[i];i++)
227 if (value[i] == '\r' || value[i] == '\n' || value[i] == '\"')
232 Con_Printf("Can't setinfo \"%s\" \"%s\"\n", key, value);
235 InfoString_SetValue(cls.userinfo, sizeof(cls.userinfo), key, value);
236 if (cls.state == ca_connected && cls.netcon)
238 if (cls.protocol == PROTOCOL_QUAKEWORLD)
240 MSG_WriteByte(&cls.netcon->message, qw_clc_stringcmd);
241 MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "setinfo \"%s\" \"%s\"", key, value));
243 else if (!strcasecmp(key, "name"))
245 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
246 MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "name \"%s\"", value));
248 else if (!strcasecmp(key, "playermodel"))
250 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
251 MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "playermodel \"%s\"", value));
253 else if (!strcasecmp(key, "playerskin"))
255 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
256 MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "playerskin \"%s\"", value));
258 else if (!strcasecmp(key, "topcolor"))
260 // don't send anything, the combined color code will be updated manually
262 else if (!strcasecmp(key, "bottomcolor"))
264 // don't send anything, the combined color code will be updated manually
266 else if (!strcasecmp(key, "rate"))
268 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
269 MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "rate \"%s\"", value));
271 else if (!strcasecmp(key, "rate_burstsize"))
273 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
274 MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "rate_burstsize \"%s\"", value));
279 void CL_ExpandEntities(int num)
281 int i, oldmaxentities;
282 entity_t *oldentities;
283 if (num >= cl.max_entities)
286 Sys_Error("CL_ExpandEntities: cl.entities not initialized");
287 if (num >= MAX_EDICTS)
288 Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
289 oldmaxentities = cl.max_entities;
290 oldentities = cl.entities;
291 cl.max_entities = (num & ~255) + 256;
292 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
293 memcpy(cl.entities, oldentities, oldmaxentities * sizeof(entity_t));
294 Mem_Free(oldentities);
295 for (i = oldmaxentities;i < cl.max_entities;i++)
297 cl.entities[i].state_baseline = defaultstate;
298 cl.entities[i].state_previous = defaultstate;
299 cl.entities[i].state_current = defaultstate;
304 void CL_ExpandCSQCRenderEntities(int num)
307 int oldmaxcsqcrenderentities;
308 entity_render_t *oldcsqcrenderentities;
309 if (num >= cl.max_csqcrenderentities)
311 if (num >= MAX_EDICTS)
312 Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
313 oldmaxcsqcrenderentities = cl.max_csqcrenderentities;
314 oldcsqcrenderentities = cl.csqcrenderentities;
315 cl.max_csqcrenderentities = (num & ~255) + 256;
316 cl.csqcrenderentities = (entity_render_t *)Mem_Alloc(cls.levelmempool, cl.max_csqcrenderentities * sizeof(entity_render_t));
317 if (oldcsqcrenderentities)
319 memcpy(cl.csqcrenderentities, oldcsqcrenderentities, oldmaxcsqcrenderentities * sizeof(entity_render_t));
320 for (i = 0;i < r_refdef.scene.numentities;i++)
321 if(r_refdef.scene.entities[i] >= oldcsqcrenderentities && r_refdef.scene.entities[i] < (oldcsqcrenderentities + oldmaxcsqcrenderentities))
322 r_refdef.scene.entities[i] = cl.csqcrenderentities + (r_refdef.scene.entities[i] - oldcsqcrenderentities);
323 Mem_Free(oldcsqcrenderentities);
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)
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);
397 cls.state = ca_disconnected;
398 cl.islocalgame = false;
400 cls.demoplayback = cls.timedemo = false;
404 void CL_Disconnect_f(void)
408 Host_ShutdownServer ();
415 =====================
416 CL_EstablishConnection
418 Host should be either "local" or a net address
419 =====================
421 void CL_EstablishConnection(const char *host, int firstarg)
423 if (cls.state == ca_dedicated)
426 // don't connect to a server if we're benchmarking a demo
427 if (COM_CheckParm("-benchmark"))
430 // clear menu's connect error message
432 M_Update_Return_Reason("");
436 // stop demo loop in case this fails
437 if (cls.demoplayback)
440 // if downloads are running, cancel their finishing action
441 Curl_Clear_forthismap();
443 // make sure the client ports are open before attempting to connect
444 NetConn_UpdateSockets();
446 if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
448 cls.connect_trying = true;
449 cls.connect_remainingtries = 3;
450 cls.connect_nextsendtime = 0;
452 // only NOW, set connect_userinfo
456 *cls.connect_userinfo = 0;
457 for(i = firstarg; i+2 <= Cmd_Argc(); i += 2)
458 InfoString_SetValue(cls.connect_userinfo, sizeof(cls.connect_userinfo), Cmd_Argv(i), Cmd_Argv(i+1));
460 else if(firstarg < -1)
462 // -1: keep as is (reconnect)
464 *cls.connect_userinfo = 0;
468 M_Update_Return_Reason("Trying to connect...");
473 Con_Print("Unable to find a suitable network socket to connect to server.\n");
475 M_Update_Return_Reason("No network");
485 static void CL_PrintEntities_f(void)
490 for (i = 0, ent = cl.entities;i < cl.num_entities;i++, ent++)
492 const char* modelname;
494 if (!ent->state_current.active)
497 if (ent->render.model)
498 modelname = ent->render.model->name;
500 modelname = "--no model--";
501 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);
509 List information on all models in the client modelindex
512 static void CL_ModelIndexList_f(void)
518 Con_Printf("%3s: %-30s %-8s %-8s\n", "ID", "Name", "Type", "Triangles");
520 for (i = -MAX_MODELS;i < MAX_MODELS;i++)
522 model = CL_GetModelByIndex(i);
525 if(model->loaded || i == 1)
526 Con_Printf("%3i: %-30s %-8s %-10i\n", i, model->name, model->modeldatatypestring, model->surfmesh.num_triangles);
528 Con_Printf("%3i: %-30s %-30s\n", i, model->name, "--no local model found--");
537 List all sounds in the client soundindex
540 static void CL_SoundIndexList_f(void)
544 while(cl.sound_precache[i] && i != MAX_SOUNDS)
546 Con_Printf("%i : %s\n", i, cl.sound_precache[i]->name);
553 CL_UpdateRenderEntity
555 Updates inversematrix, animation interpolation factors, scale, and mins/maxs
558 void CL_UpdateRenderEntity(entity_render_t *ent)
562 dp_model_t *model = ent->model;
563 // update the inverse matrix for the renderer
564 Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
565 // update the animation blend state
566 VM_FrameBlendFromFrameGroupBlend(ent->frameblend, ent->framegroupblend, ent->model, cl.time);
567 // we need the matrix origin to center the box
568 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
569 // update entity->render.scale because the renderer needs it
570 ent->scale = scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
573 // NOTE: this directly extracts vector components from the matrix, which relies on the matrix orientation!
574 #ifdef MATRIX4x4_OPENGLORIENTATION
575 if (ent->matrix.m[0][2] != 0 || ent->matrix.m[1][2] != 0)
577 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
581 VectorMA(org, scale, model->rotatedmins, ent->mins);
582 VectorMA(org, scale, model->rotatedmaxs, ent->maxs);
584 #ifdef MATRIX4x4_OPENGLORIENTATION
585 else if (ent->matrix.m[1][0] != 0 || ent->matrix.m[0][1] != 0)
587 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
591 VectorMA(org, scale, model->yawmins, ent->mins);
592 VectorMA(org, scale, model->yawmaxs, ent->maxs);
596 VectorMA(org, scale, model->normalmins, ent->mins);
597 VectorMA(org, scale, model->normalmaxs, ent->maxs);
602 ent->mins[0] = org[0] - 16;
603 ent->mins[1] = org[1] - 16;
604 ent->mins[2] = org[2] - 16;
605 ent->maxs[0] = org[0] + 16;
606 ent->maxs[1] = org[1] + 16;
607 ent->maxs[2] = org[2] + 16;
615 Determines the fraction between the last two messages that the objects
619 static float CL_LerpPoint(void)
623 if (cl_nettimesyncboundmode.integer == 1)
624 cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
626 // LordHavoc: lerp in listen games as the server is being capped below the client (usually)
627 if (cl.mtime[0] <= cl.mtime[1])
629 cl.time = cl.mtime[0];
633 f = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]);
634 return bound(0, f, 1 + cl_lerpexcess.value);
637 void CL_ClearTempEntities (void)
639 r_refdef.scene.numtempentities = 0;
640 // grow tempentities buffer on request
641 if (r_refdef.scene.expandtempentities)
643 Con_Printf("CL_NewTempEntity: grow maxtempentities from %i to %i\n", r_refdef.scene.maxtempentities, r_refdef.scene.maxtempentities * 2);
644 r_refdef.scene.maxtempentities *= 2;
645 r_refdef.scene.tempentities = (entity_render_t *)Mem_Realloc(cls.permanentmempool, r_refdef.scene.tempentities, sizeof(entity_render_t) * r_refdef.scene.maxtempentities);
646 r_refdef.scene.expandtempentities = false;
650 entity_render_t *CL_NewTempEntity(double shadertime)
652 entity_render_t *render;
654 if (r_refdef.scene.numentities >= r_refdef.scene.maxentities)
656 if (r_refdef.scene.numtempentities >= r_refdef.scene.maxtempentities)
658 r_refdef.scene.expandtempentities = true; // will be reallocated next frame since current frame may have pointers set already
661 render = &r_refdef.scene.tempentities[r_refdef.scene.numtempentities++];
662 memset (render, 0, sizeof(*render));
663 r_refdef.scene.entities[r_refdef.scene.numentities++] = render;
665 render->shadertime = shadertime;
667 VectorSet(render->colormod, 1, 1, 1);
668 VectorSet(render->glowmod, 1, 1, 1);
672 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
676 if (!modelindex) // sanity check
680 Con_Printf("CL_Effect: framerate %f is < 1\n", framerate);
685 Con_Printf("CL_Effect: framecount %i is < 1\n", framecount);
688 for (i = 0, e = cl.effects;i < cl.max_effects;i++, e++)
693 VectorCopy(org, e->origin);
694 e->modelindex = modelindex;
695 e->starttime = cl.time;
696 e->startframe = startframe;
697 e->endframe = startframe + framecount;
698 e->framerate = framerate;
701 e->frame1time = cl.time;
702 e->frame2time = cl.time;
703 cl.num_effects = max(cl.num_effects, i + 1);
708 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)
713 // then look for anything else
715 for (i = 0;i < cl.max_dlights;i++, dl++)
719 // unable to find one
720 if (i == cl.max_dlights)
723 //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
724 memset (dl, 0, sizeof(*dl));
725 cl.num_dlights = max(cl.num_dlights, i + 1);
726 Matrix4x4_Normalize(&dl->matrix, matrix);
728 Matrix4x4_OriginFromMatrix(&dl->matrix, dl->origin);
729 CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
730 Matrix4x4_SetOrigin(&dl->matrix, dl->origin[0], dl->origin[1], dl->origin[2]);
733 dl->color[1] = green;
735 dl->initialradius = radius;
736 dl->initialcolor[0] = red;
737 dl->initialcolor[1] = green;
738 dl->initialcolor[2] = blue;
739 dl->decay = decay / radius; // changed decay to be a percentage decrease
740 dl->intensity = 1; // this is what gets decayed
742 dl->die = cl.time + lifetime;
746 dpsnprintf(dl->cubemapname, sizeof(dl->cubemapname), "cubemaps/%i", cubemapnum);
748 dl->cubemapname[0] = 0;
750 dl->shadow = shadowenable;
753 dl->coronasizescale = coronasizescale;
754 dl->ambientscale = ambientscale;
755 dl->diffusescale = diffusescale;
756 dl->specularscale = specularscale;
759 static void CL_DecayLightFlashes(void)
765 time = bound(0, cl.time - cl.oldtime, 0.1);
766 oldmax = cl.num_dlights;
768 for (i = 0, dl = cl.dlights;i < oldmax;i++, dl++)
772 dl->intensity -= time * dl->decay;
773 if (cl.time < dl->die && dl->intensity > 0)
775 if (cl_dlights_decayradius.integer)
776 dl->radius = dl->initialradius * dl->intensity;
778 dl->radius = dl->initialradius;
779 if (cl_dlights_decaybrightness.integer)
780 VectorScale(dl->initialcolor, dl->intensity, dl->color);
782 VectorCopy(dl->initialcolor, dl->color);
783 cl.num_dlights = i + 1;
791 // called before entity relinking
792 void CL_RelinkLightFlashes(void)
797 matrix4x4_t tempmatrix;
799 if (r_dynamic.integer)
801 for (i = 0, dl = cl.dlights;i < cl.num_dlights && r_refdef.scene.numlights < MAX_DLIGHTS;i++, dl++)
805 tempmatrix = dl->matrix;
806 Matrix4x4_Scale(&tempmatrix, dl->radius, 1);
807 // we need the corona fading to be persistent
808 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);
809 r_refdef.scene.lights[r_refdef.scene.numlights++] = &dl->rtlight;
816 for (j = 0;j < cl.max_lightstyle;j++)
818 r_refdef.scene.rtlightstylevalue[j] = 1;
819 r_refdef.scene.lightstylevalue[j] = 256;
825 // 'm' is normal light, 'a' is no light, 'z' is double bright
829 for (j = 0;j < cl.max_lightstyle;j++)
831 if (!cl.lightstyle[j].length)
833 r_refdef.scene.rtlightstylevalue[j] = 1;
834 r_refdef.scene.lightstylevalue[j] = 256;
837 // static lightstyle "=value"
838 if (cl.lightstyle[j].map[0] == '=')
840 r_refdef.scene.rtlightstylevalue[j] = atof(cl.lightstyle[j].map + 1);
841 if ( r_lerplightstyles.integer || ((int)f - f) < 0.01)
842 r_refdef.scene.lightstylevalue[j] = r_refdef.scene.rtlightstylevalue[j];
845 k = i % cl.lightstyle[j].length;
846 l = (i-1) % cl.lightstyle[j].length;
847 k = cl.lightstyle[j].map[k] - 'a';
848 l = cl.lightstyle[j].map[l] - 'a';
849 // rtlightstylevalue is always interpolated because it has no bad
850 // consequences for performance
851 // lightstylevalue is subject to a cvar for performance reasons;
852 // skipping lightmap updates on most rendered frames substantially
853 // improves framerates (but makes light fades look bad)
854 r_refdef.scene.rtlightstylevalue[j] = ((k*frac)+(l*(1-frac)))*(22/256.0f);
855 r_refdef.scene.lightstylevalue[j] = r_lerplightstyles.integer ? (unsigned short)(((k*frac)+(l*(1-frac)))*22) : k*22;
859 static void CL_AddQWCTFFlagModel(entity_t *player, int skin)
861 int frame = player->render.framegroupblend[0].frame;
863 entity_render_t *flagrender;
864 matrix4x4_t flagmatrix;
866 // this code taken from QuakeWorld
868 if (frame >= 29 && frame <= 40)
870 if (frame >= 29 && frame <= 34)
872 if (frame == 29) f = f + 2;
873 else if (frame == 30) f = f + 8;
874 else if (frame == 31) f = f + 12;
875 else if (frame == 32) f = f + 11;
876 else if (frame == 33) f = f + 10;
877 else if (frame == 34) f = f + 4;
879 else if (frame >= 35 && frame <= 40)
881 if (frame == 35) f = f + 2;
882 else if (frame == 36) f = f + 10;
883 else if (frame == 37) f = f + 10;
884 else if (frame == 38) f = f + 8;
885 else if (frame == 39) f = f + 4;
886 else if (frame == 40) f = f + 2;
889 else if (frame >= 103 && frame <= 118)
891 if (frame >= 103 && frame <= 104) f = f + 6; //nailattack
892 else if (frame >= 105 && frame <= 106) f = f + 6; //light
893 else if (frame >= 107 && frame <= 112) f = f + 7; //rocketattack
894 else if (frame >= 112 && frame <= 118) f = f + 7; //shotattack
896 // end of code taken from QuakeWorld
898 flagrender = CL_NewTempEntity(player->render.shadertime);
902 flagrender->model = CL_GetModelByIndex(cl.qw_modelindex_flag);
903 flagrender->skinnum = skin;
904 flagrender->alpha = 1;
905 VectorSet(flagrender->colormod, 1, 1, 1);
906 VectorSet(flagrender->glowmod, 1, 1, 1);
907 // attach the flag to the player matrix
908 Matrix4x4_CreateFromQuakeEntity(&flagmatrix, -f, -22, 0, 0, 0, -45, 1);
909 Matrix4x4_Concat(&flagrender->matrix, &player->render.matrix, &flagmatrix);
910 CL_UpdateRenderEntity(flagrender);
913 matrix4x4_t viewmodelmatrix_withbob;
914 matrix4x4_t viewmodelmatrix_nobob;
916 static const vec3_t muzzleflashorigin = {18, 0, 0};
918 void CL_SetEntityColormapColors(entity_render_t *ent, int colormap)
920 const unsigned char *cbcolor;
923 cbcolor = palette_rgb_pantscolormap[colormap & 0xF];
924 VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_pantscolor);
925 cbcolor = palette_rgb_shirtcolormap[(colormap & 0xF0) >> 4];
926 VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_shirtcolor);
930 VectorClear(ent->colormap_pantscolor);
931 VectorClear(ent->colormap_shirtcolor);
935 // note this is a recursive function, recursionlimit should be 32 or so on the initial call
936 static void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolate)
938 const matrix4x4_t *matrix;
939 matrix4x4_t blendmatrix, tempmatrix, matrix2;
941 vec_t origin[3], angles[3], lerp;
944 //entity_persistent_t *p = &e->persistent;
945 //entity_render_t *r = &e->render;
946 // skip inactive entities and world
947 if (!e->state_current.active || e == cl.entities)
949 if (recursionlimit < 1)
951 e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
952 e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
953 e->render.flags = e->state_current.flags;
954 e->render.effects = e->state_current.effects;
955 VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
956 VectorScale(e->state_current.glowmod, (1.0f / 32.0f), e->render.glowmod);
957 if(e >= cl.entities && e < cl.entities + cl.num_entities)
958 e->render.entitynumber = e - cl.entities;
960 e->render.entitynumber = 0;
961 if (e->state_current.flags & RENDER_COLORMAPPED)
962 CL_SetEntityColormapColors(&e->render, e->state_current.colormap);
963 else if (e->state_current.colormap > 0 && e->state_current.colormap <= cl.maxclients && cl.scores != NULL)
964 CL_SetEntityColormapColors(&e->render, cl.scores[e->state_current.colormap-1].colors);
966 CL_SetEntityColormapColors(&e->render, -1);
967 e->render.skinnum = e->state_current.skin;
968 if (e->state_current.tagentity)
970 // attached entity (gun held in player model's hand, etc)
971 // if the tag entity is currently impossible, skip it
972 if (e->state_current.tagentity >= cl.num_entities)
974 t = cl.entities + e->state_current.tagentity;
975 // if the tag entity is inactive, skip it
976 if (t->state_current.active)
978 // update the parent first
979 CL_UpdateNetworkEntity(t, recursionlimit - 1, interpolate);
984 // it may still be a CSQC entity... trying to use its
985 // info from last render frame (better than nothing)
986 if(!cl.csqc_server2csqcentitynumber[e->state_current.tagentity])
988 r = cl.csqcrenderentities + cl.csqc_server2csqcentitynumber[e->state_current.tagentity];
990 return; // neither CSQC nor legacy entity... can't attach
992 // make relative to the entity
994 // some properties of the tag entity carry over
995 e->render.flags |= r->flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
996 // if a valid tagindex is used, make it relative to that tag instead
997 if (e->state_current.tagentity && e->state_current.tagindex >= 1 && r->model)
999 if(!Mod_Alias_GetTagMatrix(r->model, r->frameblend, r->skeleton, e->state_current.tagindex - 1, &blendmatrix)) // i.e. no error
1001 // concat the tag matrices onto the entity matrix
1002 Matrix4x4_Concat(&tempmatrix, &r->matrix, &blendmatrix);
1003 // use the constructed tag matrix
1004 matrix = &tempmatrix;
1008 else if (e->render.flags & RENDER_VIEWMODEL)
1010 // view-relative entity (guns and such)
1011 if (e->render.effects & EF_NOGUNBOB)
1012 matrix = &viewmodelmatrix_nobob; // really attached to view
1014 matrix = &viewmodelmatrix_withbob; // attached to gun bob matrix
1018 // world-relative entity (the normal kind)
1019 matrix = &identitymatrix;
1023 // if it's the predicted player entity, update according to client movement
1024 // but don't lerp if going through a teleporter as it causes a bad lerp
1025 // also don't use the predicted location if fixangle was set on both of
1026 // the most recent server messages, as that cause means you are spectating
1027 // someone or watching a cutscene of some sort
1028 if (cl_nolerp.integer || cls.timedemo)
1029 interpolate = false;
1030 if (e == cl.entities + cl.playerentity && cl.movement_predicted && (!cl.fixangle[1] || !cl.fixangle[0]))
1032 VectorCopy(cl.movement_origin, origin);
1033 VectorSet(angles, 0, cl.viewangles[1], 0);
1035 else if (interpolate && e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1 + cl_lerpexcess.value)
1037 // interpolate the origin and angles
1038 lerp = max(0, lerp);
1039 VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
1041 // this fails at the singularity of euler angles
1042 VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
1043 if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
1044 if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
1045 if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
1046 VectorMA(e->persistent.oldangles, lerp, delta, angles);
1049 vec3_t f0, u0, f1, u1;
1050 AngleVectors(e->persistent.oldangles, f0, NULL, u0);
1051 AngleVectors(e->persistent.newangles, f1, NULL, u1);
1052 VectorMAM(1-lerp, f0, lerp, f1, f0);
1053 VectorMAM(1-lerp, u0, lerp, u1, u0);
1054 AnglesFromVectors(angles, f0, u0, false);
1061 VectorCopy(e->persistent.neworigin, origin);
1062 VectorCopy(e->persistent.newangles, angles);
1065 // model setup and some modelflags
1066 frame = e->state_current.frame;
1067 e->render.model = CL_GetModelByIndex(e->state_current.modelindex);
1068 if (e->render.model)
1070 if (e->render.skinnum >= e->render.model->numskins)
1071 e->render.skinnum = 0;
1072 if (frame >= e->render.model->numframes)
1074 // models can set flags such as EF_ROCKET
1075 // this 0xFF800000 mask is EF_NOMODELFLAGS plus all the higher EF_ flags such as EF_ROCKET
1076 if (!(e->render.effects & 0xFF800000))
1077 e->render.effects |= e->render.model->effects;
1078 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
1079 if (e->render.model->type == mod_alias)
1080 angles[0] = -angles[0];
1081 if ((e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
1083 VectorScale(e->render.colormod, 2, e->render.colormod);
1084 VectorScale(e->render.glowmod, 2, e->render.glowmod);
1087 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
1088 else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
1089 angles[0] = -angles[0];
1090 // NOTE: this must be synced to SV_GetPitchSign!
1092 if ((e->render.effects & EF_ROTATE) && !(e->render.flags & RENDER_VIEWMODEL))
1094 angles[1] = ANGLEMOD(100*cl.time);
1095 if (cl_itembobheight.value)
1096 origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
1100 e->render.skeleton = NULL;
1101 if (e->render.flags & RENDER_COMPLEXANIMATION)
1103 e->render.framegroupblend[0] = e->state_current.framegroupblend[0];
1104 e->render.framegroupblend[1] = e->state_current.framegroupblend[1];
1105 e->render.framegroupblend[2] = e->state_current.framegroupblend[2];
1106 e->render.framegroupblend[3] = e->state_current.framegroupblend[3];
1107 if (e->state_current.skeletonobject.model && e->state_current.skeletonobject.relativetransforms)
1108 e->render.skeleton = &e->state_current.skeletonobject;
1110 else if (e->render.framegroupblend[0].frame == frame)
1112 // update frame lerp fraction
1113 e->render.framegroupblend[0].lerp = 1;
1114 e->render.framegroupblend[1].lerp = 0;
1115 if (e->render.framegroupblend[0].start > e->render.framegroupblend[1].start)
1117 // make sure frame lerp won't last longer than 100ms
1118 // (this mainly helps with models that use framegroups and
1119 // switch between them infrequently)
1120 float maxdelta = cl_lerpanim_maxdelta_server.value;
1122 if(e->render.model->animscenes)
1123 if(e->render.model->animscenes[e->render.framegroupblend[0].frame].framecount > 1 || e->render.model->animscenes[e->render.framegroupblend[1].frame].framecount > 1)
1124 maxdelta = cl_lerpanim_maxdelta_framegroups.value;
1125 maxdelta = max(maxdelta, cl.mtime[0] - cl.mtime[1]);
1126 e->render.framegroupblend[0].lerp = (cl.time - e->render.framegroupblend[0].start) / min(e->render.framegroupblend[0].start - e->render.framegroupblend[1].start, maxdelta);
1127 e->render.framegroupblend[0].lerp = bound(0, e->render.framegroupblend[0].lerp, 1);
1128 e->render.framegroupblend[1].lerp = 1 - e->render.framegroupblend[0].lerp;
1133 // begin a new frame lerp
1134 e->render.framegroupblend[1] = e->render.framegroupblend[0];
1135 e->render.framegroupblend[1].lerp = 1;
1136 e->render.framegroupblend[0].frame = frame;
1137 e->render.framegroupblend[0].start = cl.time;
1138 e->render.framegroupblend[0].lerp = 0;
1141 // set up the render matrix
1144 // attached entity, this requires a matrix multiply (concat)
1145 // FIXME: e->render.scale should go away
1146 Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1147 // concat the matrices to make the entity relative to its tag
1148 Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
1149 // get the origin from the new matrix
1150 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1154 // unattached entities are faster to process
1155 Matrix4x4_CreateFromQuakeEntity(&e->render.matrix, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1158 // tenebrae's sprites are all additive mode (weird)
1159 if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
1160 e->render.flags |= RENDER_ADDITIVE;
1161 // player model is only shown with chase_active on
1162 if (e->state_current.number == cl.viewentity)
1163 e->render.flags |= RENDER_EXTERIORMODEL;
1164 // either fullbright or lit
1165 if(!r_fullbright.integer)
1167 if (!(e->render.effects & EF_FULLBRIGHT))
1168 e->render.flags |= RENDER_LIGHT;
1169 else if(r_equalize_entities_fullbright.integer)
1170 e->render.flags |= RENDER_LIGHT | RENDER_EQUALIZE;
1172 // hide player shadow during intermission or nehahra movie
1173 if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST))
1174 && (e->render.alpha >= 1)
1175 && !(e->render.flags & RENDER_VIEWMODEL)
1176 && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
1177 e->render.flags |= RENDER_SHADOW;
1178 if (e->render.flags & RENDER_VIEWMODEL)
1179 e->render.flags |= RENDER_NOSELFSHADOW;
1180 if (e->render.effects & EF_NOSELFSHADOW)
1181 e->render.flags |= RENDER_NOSELFSHADOW;
1182 if (e->render.effects & EF_NODEPTHTEST)
1183 e->render.flags |= RENDER_NODEPTHTEST;
1184 if (e->render.effects & EF_ADDITIVE)
1185 e->render.flags |= RENDER_ADDITIVE;
1186 if (e->render.effects & EF_DOUBLESIDED)
1187 e->render.flags |= RENDER_DOUBLESIDED;
1188 if (e->render.effects & EF_DYNAMICMODELLIGHT)
1189 e->render.flags |= RENDER_DYNAMICMODELLIGHT;
1191 // make the other useful stuff
1192 e->render.allowdecals = true;
1193 CL_UpdateRenderEntity(&e->render);
1196 // creates light and trails from an entity
1197 static void CL_UpdateNetworkEntityTrail(entity_t *e)
1199 effectnameindex_t trailtype;
1202 // bmodels are treated specially since their origin is usually '0 0 0' and
1203 // their actual geometry is far from '0 0 0'
1204 if (e->render.model && e->render.model->soundfromcenter)
1207 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1208 Matrix4x4_Transform(&e->render.matrix, o, origin);
1211 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1213 // handle particle trails and such effects now that we know where this
1214 // entity is in the world...
1215 trailtype = EFFECT_NONE;
1216 // LordHavoc: if the entity has no effects, don't check each
1217 if (e->render.effects & (EF_BRIGHTFIELD | EF_FLAME | EF_STARDUST))
1219 if (e->render.effects & EF_BRIGHTFIELD)
1221 if (IS_NEXUIZ_DERIVED(gamemode))
1222 trailtype = EFFECT_TR_NEXUIZPLASMA;
1224 CL_EntityParticles(e);
1226 if (e->render.effects & EF_FLAME)
1227 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);
1228 if (e->render.effects & EF_STARDUST)
1229 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);
1231 if (e->render.internaleffects & (INTEF_FLAG1QW | INTEF_FLAG2QW))
1233 // these are only set on player entities
1234 CL_AddQWCTFFlagModel(e, (e->render.internaleffects & INTEF_FLAG2QW) != 0);
1236 // muzzleflash fades over time
1237 if (e->persistent.muzzleflash > 0)
1238 e->persistent.muzzleflash -= bound(0, cl.time - cl.oldtime, 0.1) * 20;
1239 // LordHavoc: if the entity has no effects, don't check each
1240 if (e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1242 if (e->render.effects & EF_GIB)
1243 trailtype = EFFECT_TR_BLOOD;
1244 else if (e->render.effects & EF_ZOMGIB)
1245 trailtype = EFFECT_TR_SLIGHTBLOOD;
1246 else if (e->render.effects & EF_TRACER)
1247 trailtype = EFFECT_TR_WIZSPIKE;
1248 else if (e->render.effects & EF_TRACER2)
1249 trailtype = EFFECT_TR_KNIGHTSPIKE;
1250 else if (e->render.effects & EF_ROCKET)
1251 trailtype = EFFECT_TR_ROCKET;
1252 else if (e->render.effects & EF_GRENADE)
1254 // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1255 trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1257 else if (e->render.effects & EF_TRACER3)
1258 trailtype = EFFECT_TR_VORESPIKE;
1261 if (e->render.flags & RENDER_GLOWTRAIL)
1262 trailtype = EFFECT_TR_GLOWTRAIL;
1263 if (e->state_current.traileffectnum)
1264 trailtype = (effectnameindex_t)e->state_current.traileffectnum;
1265 // check if a trail is allowed (it is not after a teleport for example)
1266 if (trailtype && e->persistent.trail_allowed)
1270 VectorSubtract(e->state_current.origin, e->state_previous.origin, vel);
1271 len = e->state_current.time - e->state_previous.time;
1274 VectorScale(vel, len, vel);
1275 // 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
1276 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);
1278 // now that the entity has survived one trail update it is allowed to
1279 // leave a real trail on later frames
1280 e->persistent.trail_allowed = true;
1281 VectorCopy(origin, e->persistent.trail_origin);
1287 CL_UpdateViewEntities
1290 void CL_UpdateViewEntities(void)
1293 // update any RENDER_VIEWMODEL entities to use the new view matrix
1294 for (i = 1;i < cl.num_entities;i++)
1296 if (cl.entities_active[i])
1298 entity_t *ent = cl.entities + i;
1299 if ((ent->render.flags & RENDER_VIEWMODEL) || ent->state_current.tagentity)
1300 CL_UpdateNetworkEntity(ent, 32, true);
1303 // and of course the engine viewmodel needs updating as well
1304 CL_UpdateNetworkEntity(&cl.viewent, 32, true);
1309 CL_UpdateNetworkCollisionEntities
1312 static void CL_UpdateNetworkCollisionEntities(void)
1317 // start on the entity after the world
1318 cl.num_brushmodel_entities = 0;
1319 for (i = cl.maxclients + 1;i < cl.num_entities;i++)
1321 if (cl.entities_active[i])
1323 ent = cl.entities + i;
1324 if (ent->state_current.active && ent->render.model && ent->render.model->name[0] == '*' && ent->render.model->TraceBox)
1326 // do not interpolate the bmodels for this
1327 CL_UpdateNetworkEntity(ent, 32, false);
1328 cl.brushmodel_entities[cl.num_brushmodel_entities++] = i;
1336 CL_UpdateNetworkEntities
1339 static void CL_UpdateNetworkEntities(void)
1344 // start on the entity after the world
1345 for (i = 1;i < cl.num_entities;i++)
1347 if (cl.entities_active[i])
1349 ent = cl.entities + i;
1350 if (ent->state_current.active)
1352 CL_UpdateNetworkEntity(ent, 32, true);
1353 // view models should never create light/trails
1354 if (!(ent->render.flags & RENDER_VIEWMODEL))
1355 CL_UpdateNetworkEntityTrail(ent);
1359 R_DecalSystem_Reset(&ent->render.decalsystem);
1360 cl.entities_active[i] = false;
1366 static void CL_UpdateViewModel(void)
1370 ent->state_previous = ent->state_current;
1371 ent->state_current = defaultstate;
1372 ent->state_current.time = cl.time;
1373 ent->state_current.number = (unsigned short)-1;
1374 ent->state_current.active = true;
1375 ent->state_current.modelindex = cl.stats[STAT_WEAPON];
1376 ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
1377 ent->state_current.flags = RENDER_VIEWMODEL;
1378 if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
1379 ent->state_current.modelindex = 0;
1380 else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
1382 if (gamemode == GAME_TRANSFUSION)
1383 ent->state_current.alpha = 128;
1385 ent->state_current.modelindex = 0;
1387 ent->state_current.alpha = cl.entities[cl.viewentity].state_current.alpha;
1388 ent->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB));
1390 // reset animation interpolation on weaponmodel if model changed
1391 if (ent->state_previous.modelindex != ent->state_current.modelindex)
1393 ent->render.framegroupblend[0].frame = ent->render.framegroupblend[1].frame = ent->state_current.frame;
1394 ent->render.framegroupblend[0].start = ent->render.framegroupblend[1].start = cl.time;
1395 ent->render.framegroupblend[0].lerp = 1;ent->render.framegroupblend[1].lerp = 0;
1397 CL_UpdateNetworkEntity(ent, 32, true);
1400 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
1401 static void CL_LinkNetworkEntity(entity_t *e)
1403 effectnameindex_t trailtype;
1409 // skip inactive entities and world
1410 if (!e->state_current.active || e == cl.entities)
1412 if (e->state_current.tagentity)
1414 // if the tag entity is currently impossible, skip it
1415 if (e->state_current.tagentity >= cl.num_entities)
1417 // if the tag entity is inactive, skip it
1418 if (!cl.entities[e->state_current.tagentity].state_current.active)
1420 if(!cl.csqc_server2csqcentitynumber[e->state_current.tagentity])
1422 if(!cl.csqcrenderentities[cl.csqc_server2csqcentitynumber[e->state_current.tagentity]].entitynumber)
1424 // if we get here, it's properly csqc networked and attached
1428 // create entity dlights associated with this entity
1429 if (e->render.model && e->render.model->soundfromcenter)
1431 // bmodels are treated specially since their origin is usually '0 0 0'
1433 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1434 Matrix4x4_Transform(&e->render.matrix, o, origin);
1437 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1438 trailtype = EFFECT_NONE;
1443 // LordHavoc: if the entity has no effects, don't check each
1444 if (e->render.effects & (EF_BRIGHTFIELD | EF_DIMLIGHT | EF_BRIGHTLIGHT | EF_RED | EF_BLUE | EF_FLAME | EF_STARDUST))
1446 if (e->render.effects & EF_BRIGHTFIELD)
1448 if (IS_NEXUIZ_DERIVED(gamemode))
1449 trailtype = EFFECT_TR_NEXUIZPLASMA;
1451 if (e->render.effects & EF_DIMLIGHT)
1453 dlightradius = max(dlightradius, 200);
1454 dlightcolor[0] += 1.50f;
1455 dlightcolor[1] += 1.50f;
1456 dlightcolor[2] += 1.50f;
1458 if (e->render.effects & EF_BRIGHTLIGHT)
1460 dlightradius = max(dlightradius, 400);
1461 dlightcolor[0] += 3.00f;
1462 dlightcolor[1] += 3.00f;
1463 dlightcolor[2] += 3.00f;
1465 // LordHavoc: more effects
1466 if (e->render.effects & EF_RED) // red
1468 dlightradius = max(dlightradius, 200);
1469 dlightcolor[0] += 1.50f;
1470 dlightcolor[1] += 0.15f;
1471 dlightcolor[2] += 0.15f;
1473 if (e->render.effects & EF_BLUE) // blue
1475 dlightradius = max(dlightradius, 200);
1476 dlightcolor[0] += 0.15f;
1477 dlightcolor[1] += 0.15f;
1478 dlightcolor[2] += 1.50f;
1480 if (e->render.effects & EF_FLAME)
1481 CL_ParticleTrail(EFFECT_EF_FLAME, 1, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false, NULL, NULL, 1);
1482 if (e->render.effects & EF_STARDUST)
1483 CL_ParticleTrail(EFFECT_EF_STARDUST, 1, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false, NULL, NULL, 1);
1485 // muzzleflash fades over time, and is offset a bit
1486 if (e->persistent.muzzleflash > 0 && r_refdef.scene.numlights < MAX_DLIGHTS)
1491 matrix4x4_t tempmatrix;
1492 Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
1493 trace = CL_TraceLine(origin, v2, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, 0, collision_extendmovelength.value, true, false, NULL, false, false);
1494 Matrix4x4_Normalize(&tempmatrix, &e->render.matrix);
1495 Matrix4x4_SetOrigin(&tempmatrix, trace.endpos[0], trace.endpos[1], trace.endpos[2]);
1496 Matrix4x4_Scale(&tempmatrix, 150, 1);
1497 VectorSet(color, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f);
1498 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);
1499 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1501 // LordHavoc: if the model has no flags, don't check each
1502 if (e->render.model && e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1504 if (e->render.effects & EF_GIB)
1505 trailtype = EFFECT_TR_BLOOD;
1506 else if (e->render.effects & EF_ZOMGIB)
1507 trailtype = EFFECT_TR_SLIGHTBLOOD;
1508 else if (e->render.effects & EF_TRACER)
1509 trailtype = EFFECT_TR_WIZSPIKE;
1510 else if (e->render.effects & EF_TRACER2)
1511 trailtype = EFFECT_TR_KNIGHTSPIKE;
1512 else if (e->render.effects & EF_ROCKET)
1513 trailtype = EFFECT_TR_ROCKET;
1514 else if (e->render.effects & EF_GRENADE)
1516 // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1517 trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1519 else if (e->render.effects & EF_TRACER3)
1520 trailtype = EFFECT_TR_VORESPIKE;
1522 // LordHavoc: customizable glow
1523 if (e->state_current.glowsize)
1525 // * 4 for the expansion from 0-255 to 0-1023 range,
1526 // / 255 to scale down byte colors
1527 dlightradius = max(dlightradius, e->state_current.glowsize * 4);
1528 VectorMA(dlightcolor, (1.0f / 255.0f), palette_rgb[e->state_current.glowcolor], dlightcolor);
1531 if ((e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) && r_refdef.scene.numlights < MAX_DLIGHTS)
1533 matrix4x4_t dlightmatrix;
1535 VectorScale(e->state_current.light, (1.0f / 256.0f), light);
1536 light[3] = e->state_current.light[3];
1537 if (light[0] == 0 && light[1] == 0 && light[2] == 0)
1538 VectorSet(light, 1, 1, 1);
1541 // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
1542 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1543 Matrix4x4_Scale(&dlightmatrix, light[3], 1);
1544 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);
1545 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1547 // make the glow dlight
1548 else if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL) && r_refdef.scene.numlights < MAX_DLIGHTS)
1550 matrix4x4_t dlightmatrix;
1551 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1552 // hack to make glowing player light shine on their gun
1553 //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
1554 // Matrix4x4_AdjustOrigin(&dlightmatrix, 0, 0, 30);
1555 Matrix4x4_Scale(&dlightmatrix, dlightradius, 1);
1556 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);
1557 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1560 if (e->render.flags & RENDER_GLOWTRAIL)
1561 trailtype = EFFECT_TR_GLOWTRAIL;
1562 if (e->state_current.traileffectnum)
1563 trailtype = (effectnameindex_t)e->state_current.traileffectnum;
1565 CL_ParticleTrail(trailtype, 1, origin, origin, vec3_origin, vec3_origin, NULL, e->state_current.glowcolor, true, false, NULL, NULL, 1);
1567 // don't show entities with no modelindex (note: this still shows
1568 // entities which have a modelindex that resolved to a NULL model)
1569 if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.scene.numentities < r_refdef.scene.maxentities)
1570 r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
1571 //if (cl.viewentity && e->state_current.number == cl.viewentity)
1572 // Matrix4x4_Print(&e->render.matrix);
1575 static void CL_RelinkWorld(void)
1577 entity_t *ent = &cl.entities[0];
1578 // FIXME: this should be done at load
1579 ent->render.matrix = identitymatrix;
1580 ent->render.flags = RENDER_SHADOW;
1581 if (!r_fullbright.integer)
1582 ent->render.flags |= RENDER_LIGHT;
1583 VectorSet(ent->render.colormod, 1, 1, 1);
1584 VectorSet(ent->render.glowmod, 1, 1, 1);
1585 ent->render.allowdecals = true;
1586 CL_UpdateRenderEntity(&ent->render);
1587 r_refdef.scene.worldentity = &ent->render;
1588 r_refdef.scene.worldmodel = cl.worldmodel;
1590 // if the world is q2bsp, animate the textures
1591 if (ent->render.model && ent->render.model->brush.isq2bsp)
1592 ent->render.framegroupblend[0].frame = (int)(cl.time * 2.0f);
1595 static void CL_RelinkStaticEntities(void)
1599 for (i = 0, e = cl.static_entities;i < cl.num_static_entities && r_refdef.scene.numentities < r_refdef.scene.maxentities;i++, e++)
1601 e->render.flags = 0;
1602 // if the model was not loaded when the static entity was created we
1603 // need to re-fetch the model pointer
1604 e->render.model = CL_GetModelByIndex(e->state_baseline.modelindex);
1605 // either fullbright or lit
1606 if(!r_fullbright.integer)
1608 if (!(e->render.effects & EF_FULLBRIGHT))
1609 e->render.flags |= RENDER_LIGHT;
1610 else if(r_equalize_entities_fullbright.integer)
1611 e->render.flags |= RENDER_LIGHT | RENDER_EQUALIZE;
1613 // hide player shadow during intermission or nehahra movie
1614 if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST)) && (e->render.alpha >= 1))
1615 e->render.flags |= RENDER_SHADOW;
1616 VectorSet(e->render.colormod, 1, 1, 1);
1617 VectorSet(e->render.glowmod, 1, 1, 1);
1618 VM_FrameBlendFromFrameGroupBlend(e->render.frameblend, e->render.framegroupblend, e->render.model, cl.time);
1619 e->render.allowdecals = true;
1620 CL_UpdateRenderEntity(&e->render);
1621 r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
1630 static void CL_RelinkNetworkEntities(void)
1635 // start on the entity after the world
1636 for (i = 1;i < cl.num_entities;i++)
1638 if (cl.entities_active[i])
1640 ent = cl.entities + i;
1641 if (ent->state_current.active)
1642 CL_LinkNetworkEntity(ent);
1644 cl.entities_active[i] = false;
1649 static void CL_RelinkEffects(void)
1653 entity_render_t *entrender;
1656 for (i = 0, e = cl.effects;i < cl.num_effects;i++, e++)
1660 frame = (cl.time - e->starttime) * e->framerate + e->startframe;
1661 intframe = (int)frame;
1662 if (intframe < 0 || intframe >= e->endframe)
1664 memset(e, 0, sizeof(*e));
1665 while (cl.num_effects > 0 && !cl.effects[cl.num_effects - 1].active)
1670 if (intframe != e->frame)
1672 e->frame = intframe;
1673 e->frame1time = e->frame2time;
1674 e->frame2time = cl.time;
1677 // if we're drawing effects, get a new temp entity
1678 // (NewTempEntity adds it to the render entities list for us)
1679 if (r_draweffects.integer && (entrender = CL_NewTempEntity(e->starttime)))
1681 // interpolation stuff
1682 entrender->framegroupblend[0].frame = intframe;
1683 entrender->framegroupblend[0].lerp = 1 - frame - intframe;
1684 entrender->framegroupblend[0].start = e->frame1time;
1685 if (intframe + 1 >= e->endframe)
1687 entrender->framegroupblend[1].frame = 0; // disappear
1688 entrender->framegroupblend[1].lerp = 0;
1689 entrender->framegroupblend[1].start = 0;
1693 entrender->framegroupblend[1].frame = intframe + 1;
1694 entrender->framegroupblend[1].lerp = frame - intframe;
1695 entrender->framegroupblend[1].start = e->frame2time;
1699 entrender->model = CL_GetModelByIndex(e->modelindex);
1700 entrender->alpha = 1;
1701 VectorSet(entrender->colormod, 1, 1, 1);
1702 VectorSet(entrender->glowmod, 1, 1, 1);
1704 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
1705 CL_UpdateRenderEntity(entrender);
1711 void CL_Beam_CalculatePositions(const beam_t *b, vec3_t start, vec3_t end)
1713 VectorCopy(b->start, start);
1714 VectorCopy(b->end, end);
1716 // if coming from the player, update the start position
1717 if (b->entity == cl.viewentity)
1719 if (cl_beams_quakepositionhack.integer && !chase_active.integer)
1721 // LordHavoc: this is a stupid hack from Quake that makes your
1722 // lightning appear to come from your waist and cover less of your
1724 // in Quake this hack was applied to all players (causing the
1725 // infamous crotch-lightning), but in darkplaces and QuakeWorld it
1726 // only applies to your own lightning, and only in first person
1727 Matrix4x4_OriginFromMatrix(&cl.entities[cl.viewentity].render.matrix, start);
1729 if (cl_beams_instantaimhack.integer)
1731 vec3_t dir, localend;
1733 // LordHavoc: this updates the beam direction to match your
1735 VectorSubtract(end, start, dir);
1736 len = VectorLength(dir);
1737 VectorNormalize(dir);
1738 VectorSet(localend, len, 0, 0);
1739 Matrix4x4_Transform(&r_refdef.view.matrix, localend, end);
1744 void CL_RelinkBeams(void)
1748 vec3_t dist, org, start, end;
1750 entity_render_t *entrender;
1753 matrix4x4_t tempmatrix;
1755 for (i = 0, b = cl.beams;i < cl.num_beams;i++, b++)
1759 if (b->endtime < cl.time)
1765 CL_Beam_CalculatePositions(b, start, end);
1769 if (cl_beams_lightatend.integer && r_refdef.scene.numlights < MAX_DLIGHTS)
1771 // FIXME: create a matrix from the beam start/end orientation
1773 VectorSet(dlightcolor, 0.3, 0.7, 1);
1774 Matrix4x4_CreateFromQuakeEntity(&tempmatrix, end[0], end[1], end[2], 0, 0, 0, 200);
1775 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);
1776 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1778 if (cl_beams_polygons.integer)
1780 CL_Beam_AddPolygons(b);
1785 // calculate pitch and yaw
1786 // (this is similar to the QuakeC builtin function vectoangles)
1787 VectorSubtract(end, start, dist);
1788 if (dist[1] == 0 && dist[0] == 0)
1798 yaw = atan2(dist[1], dist[0]) * 180 / M_PI;
1802 forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1803 pitch = atan2(dist[2], forward) * 180 / M_PI;
1808 // add new entities for the lightning
1809 VectorCopy (start, org);
1810 d = VectorNormalizeLength(dist);
1813 entrender = CL_NewTempEntity (0);
1816 entrender->model = b->model;
1817 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1818 CL_UpdateRenderEntity(entrender);
1819 VectorMA(org, 30, dist, org);
1824 while (cl.num_beams > 0 && !cl.beams[cl.num_beams - 1].model)
1828 static void CL_RelinkQWNails(void)
1832 entity_render_t *entrender;
1834 for (i = 0;i < cl.qw_num_nails;i++)
1838 // if we're drawing effects, get a new temp entity
1839 // (NewTempEntity adds it to the render entities list for us)
1840 if (!(entrender = CL_NewTempEntity(0)))
1844 entrender->model = CL_GetModelByIndex(cl.qw_modelindex_spike);
1845 entrender->alpha = 1;
1846 VectorSet(entrender->colormod, 1, 1, 1);
1847 VectorSet(entrender->glowmod, 1, 1, 1);
1849 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1);
1850 CL_UpdateRenderEntity(entrender);
1854 static void CL_LerpPlayer(float frac)
1858 cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
1859 for (i = 0;i < 3;i++)
1861 cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
1862 cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
1863 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
1866 // interpolate the angles if playing a demo or spectating someone
1867 if (cls.demoplayback || cl.fixangle[0])
1869 for (i = 0;i < 3;i++)
1871 float d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
1876 cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
1881 void CSQC_RelinkAllEntities (int drawmask)
1885 CL_RelinkStaticEntities();
1888 CL_RelinkLightFlashes();
1891 if (drawmask & ENTMASK_ENGINE)
1893 CL_RelinkNetworkEntities();
1894 if (drawmask & ENTMASK_ENGINEVIEWMODELS)
1895 CL_LinkNetworkEntity(&cl.viewent); // link gun model
1899 // update view blend
1902 CL_MeshEntities_AddToScene();
1909 Update client game world for a new frame
1912 void CL_UpdateWorld(void)
1914 r_refdef.scene.extraupdate = !r_speeds.integer;
1915 r_refdef.scene.numentities = 0;
1916 r_refdef.scene.numlights = 0;
1917 r_refdef.view.matrix = identitymatrix;
1918 r_refdef.view.quality = 1;
1920 cl.num_brushmodel_entities = 0;
1922 if (cls.state == ca_connected && cls.signon == SIGNONS)
1924 // prepare for a new frame
1925 CL_LerpPlayer(CL_LerpPoint());
1926 CL_DecayLightFlashes();
1927 CL_ClearTempEntities();
1931 // if prediction is enabled we have to update all the collidable
1932 // network entities before the prediction code can be run
1933 CL_UpdateNetworkCollisionEntities();
1935 // now update the player prediction
1936 CL_ClientMovement_Replay();
1938 // update the player entity (which may be predicted)
1939 CL_UpdateNetworkEntity(cl.entities + cl.viewentity, 32, true);
1941 // now update the view (which depends on that player entity)
1944 // now update all the network entities and create particle trails
1945 // (some entities may depend on the view)
1946 CL_UpdateNetworkEntities();
1948 // update the engine-based viewmodel
1949 CL_UpdateViewModel();
1951 // when csqc is loaded, it will call this in CSQC_UpdateView
1952 if (!cl.csqc_loaded)
1953 CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS);
1955 // decals, particles, and explosions will be updated during rneder
1958 r_refdef.scene.time = cl.time;
1961 // LordHavoc: pausedemo command
1962 static void CL_PauseDemo_f (void)
1964 cls.demopaused = !cls.demopaused;
1966 Con_Print("Demo paused\n");
1968 Con_Print("Demo unpaused\n");
1972 ======================
1974 ======================
1976 static void CL_Fog_f (void)
1978 if (Cmd_Argc () == 1)
1980 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);
1983 FOG_clear(); // so missing values get good defaults
1985 r_refdef.fog_density = atof(Cmd_Argv(1));
1987 r_refdef.fog_red = atof(Cmd_Argv(2));
1989 r_refdef.fog_green = atof(Cmd_Argv(3));
1991 r_refdef.fog_blue = atof(Cmd_Argv(4));
1993 r_refdef.fog_alpha = atof(Cmd_Argv(5));
1995 r_refdef.fog_start = atof(Cmd_Argv(6));
1997 r_refdef.fog_end = atof(Cmd_Argv(7));
1999 r_refdef.fog_height = atof(Cmd_Argv(8));
2001 r_refdef.fog_fadedepth = atof(Cmd_Argv(9));
2005 ======================
2006 CL_FogHeightTexture_f
2007 ======================
2009 static void CL_Fog_HeightTexture_f (void)
2011 if (Cmd_Argc () < 11)
2013 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);
2016 FOG_clear(); // so missing values get good defaults
2017 r_refdef.fog_density = atof(Cmd_Argv(1));
2018 r_refdef.fog_red = atof(Cmd_Argv(2));
2019 r_refdef.fog_green = atof(Cmd_Argv(3));
2020 r_refdef.fog_blue = atof(Cmd_Argv(4));
2021 r_refdef.fog_alpha = atof(Cmd_Argv(5));
2022 r_refdef.fog_start = atof(Cmd_Argv(6));
2023 r_refdef.fog_end = atof(Cmd_Argv(7));
2024 r_refdef.fog_height = atof(Cmd_Argv(8));
2025 r_refdef.fog_fadedepth = atof(Cmd_Argv(9));
2026 strlcpy(r_refdef.fog_height_texturename, Cmd_Argv(10), sizeof(r_refdef.fog_height_texturename));
2031 ====================
2034 For program optimization
2035 ====================
2037 static void CL_TimeRefresh_f (void)
2040 double timestart, timedelta;
2042 r_refdef.scene.extraupdate = false;
2044 timestart = Sys_DirtyTime();
2045 for (i = 0;i < 128;i++)
2047 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);
2048 r_refdef.view.quality = 1;
2051 timedelta = Sys_DirtyTime() - timestart;
2053 Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
2056 static void CL_AreaStats_f(void)
2058 World_PrintAreaStats(&cl.world, "client");
2061 cl_locnode_t *CL_Locs_FindNearest(const vec3_t point)
2066 vec3_t nearestpoint;
2067 vec_t dist, bestdist;
2070 for (loc = cl.locnodes;loc;loc = loc->next)
2072 for (i = 0;i < 3;i++)
2073 nearestpoint[i] = bound(loc->mins[i], point[i], loc->maxs[i]);
2074 dist = VectorDistance2(nearestpoint, point);
2075 if (bestdist > dist || !best)
2086 void CL_Locs_FindLocationName(char *buffer, size_t buffersize, vec3_t point)
2089 loc = CL_Locs_FindNearest(point);
2091 strlcpy(buffer, loc->name, buffersize);
2093 dpsnprintf(buffer, buffersize, "LOC=%.0f:%.0f:%.0f", point[0], point[1], point[2]);
2096 static void CL_Locs_FreeNode(cl_locnode_t *node)
2098 cl_locnode_t **pointer, **next;
2099 for (pointer = &cl.locnodes;*pointer;pointer = next)
2101 next = &(*pointer)->next;
2102 if (*pointer == node)
2104 *pointer = node->next;
2109 Con_Printf("CL_Locs_FreeNode: no such node! (%p)\n", (void *)node);
2112 static void CL_Locs_AddNode(vec3_t mins, vec3_t maxs, const char *name)
2114 cl_locnode_t *node, **pointer;
2118 namelen = (int)strlen(name);
2119 node = (cl_locnode_t *) Mem_Alloc(cls.levelmempool, sizeof(cl_locnode_t) + namelen + 1);
2120 VectorSet(node->mins, min(mins[0], maxs[0]), min(mins[1], maxs[1]), min(mins[2], maxs[2]));
2121 VectorSet(node->maxs, max(mins[0], maxs[0]), max(mins[1], maxs[1]), max(mins[2], maxs[2]));
2122 node->name = (char *)(node + 1);
2123 memcpy(node->name, name, namelen);
2124 node->name[namelen] = 0;
2125 // link it into the tail of the list to preserve the order
2126 for (pointer = &cl.locnodes;*pointer;pointer = &(*pointer)->next)
2131 static void CL_Locs_Add_f(void)
2134 if (Cmd_Argc() != 5 && Cmd_Argc() != 8)
2136 Con_Printf("usage: %s x y z[ x y z] name\n", Cmd_Argv(0));
2139 mins[0] = atof(Cmd_Argv(1));
2140 mins[1] = atof(Cmd_Argv(2));
2141 mins[2] = atof(Cmd_Argv(3));
2142 if (Cmd_Argc() == 8)
2144 maxs[0] = atof(Cmd_Argv(4));
2145 maxs[1] = atof(Cmd_Argv(5));
2146 maxs[2] = atof(Cmd_Argv(6));
2147 CL_Locs_AddNode(mins, maxs, Cmd_Argv(7));
2150 CL_Locs_AddNode(mins, mins, Cmd_Argv(4));
2153 static void CL_Locs_RemoveNearest_f(void)
2156 loc = CL_Locs_FindNearest(r_refdef.view.origin);
2158 CL_Locs_FreeNode(loc);
2160 Con_Printf("no loc point or box found for your location\n");
2163 static void CL_Locs_Clear_f(void)
2166 CL_Locs_FreeNode(cl.locnodes);
2169 static void CL_Locs_Save_f(void)
2173 char locfilename[MAX_QPATH];
2176 Con_Printf("No loc points/boxes exist!\n");
2179 if (cls.state != ca_connected || !cl.worldmodel)
2181 Con_Printf("No level loaded!\n");
2184 dpsnprintf(locfilename, sizeof(locfilename), "%s.loc", cl.worldnamenoextension);
2186 outfile = FS_OpenRealFile(locfilename, "w", false);
2189 // if any boxes are used then this is a proquake-format loc file, which
2190 // allows comments, so add some relevant information at the start
2191 for (loc = cl.locnodes;loc;loc = loc->next)
2192 if (!VectorCompare(loc->mins, loc->maxs))
2196 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);
2197 for (loc = cl.locnodes;loc;loc = loc->next)
2198 if (VectorCompare(loc->mins, loc->maxs))
2201 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");
2203 for (loc = cl.locnodes;loc;loc = loc->next)
2205 if (VectorCompare(loc->mins, loc->maxs))
2209 const char *in = loc->name;
2210 char name[MAX_INPUTLINE];
2211 for (len = 0;len < (int)sizeof(name) - 1 && *in;)
2213 if (*in == ' ') {s = "$loc_name_separator";in++;}
2214 else if (!strncmp(in, "SSG", 3)) {s = "$loc_name_ssg";in += 3;}
2215 else if (!strncmp(in, "NG", 2)) {s = "$loc_name_ng";in += 2;}
2216 else if (!strncmp(in, "SNG", 3)) {s = "$loc_name_sng";in += 3;}
2217 else if (!strncmp(in, "GL", 2)) {s = "$loc_name_gl";in += 2;}
2218 else if (!strncmp(in, "RL", 2)) {s = "$loc_name_rl";in += 2;}
2219 else if (!strncmp(in, "LG", 2)) {s = "$loc_name_lg";in += 2;}
2220 else if (!strncmp(in, "GA", 2)) {s = "$loc_name_ga";in += 2;}
2221 else if (!strncmp(in, "YA", 2)) {s = "$loc_name_ya";in += 2;}
2222 else if (!strncmp(in, "RA", 2)) {s = "$loc_name_ra";in += 2;}
2223 else if (!strncmp(in, "MEGA", 4)) {s = "$loc_name_mh";in += 4;}
2227 while (len < (int)sizeof(name) - 1 && *s)
2231 name[len++] = *in++;
2234 FS_Printf(outfile, "%.0f %.0f %.0f %s\n", loc->mins[0]*8, loc->mins[1]*8, loc->mins[2]*8, name);
2237 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);
2242 void CL_Locs_Reload_f(void)
2244 int i, linenumber, limit, len;
2246 char *filedata, *text, *textend, *linestart, *linetext, *lineend;
2247 fs_offset_t filesize;
2249 char locfilename[MAX_QPATH];
2250 char name[MAX_INPUTLINE];
2252 if (cls.state != ca_connected || !cl.worldmodel)
2254 Con_Printf("No level loaded!\n");
2260 // try maps/something.loc first (LordHavoc: where I think they should be)
2261 dpsnprintf(locfilename, sizeof(locfilename), "%s.loc", cl.worldnamenoextension);
2262 filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2265 // try proquake name as well (LordHavoc: I hate path mangling)
2266 dpsnprintf(locfilename, sizeof(locfilename), "locs/%s.loc", cl.worldbasename);
2267 filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2272 textend = filedata + filesize;
2273 for (linenumber = 1;text < textend;linenumber++)
2276 for (;text < textend && *text != '\r' && *text != '\n';text++)
2279 if (text + 1 < textend && *text == '\r' && text[1] == '\n')
2283 // trim trailing whitespace
2284 while (lineend > linestart && ISWHITESPACE(lineend[-1]))
2286 // trim leading whitespace
2287 while (linestart < lineend && ISWHITESPACE(*linestart))
2289 // check if this is a comment
2290 if (linestart + 2 <= lineend && !strncmp(linestart, "//", 2))
2292 linetext = linestart;
2294 for (i = 0;i < limit;i++)
2296 if (linetext >= lineend)
2298 // note: a missing number is interpreted as 0
2300 mins[i] = atof(linetext);
2302 maxs[i - 3] = atof(linetext);
2303 // now advance past the number
2304 while (linetext < lineend && !ISWHITESPACE(*linetext) && *linetext != ',')
2306 // advance through whitespace
2307 if (linetext < lineend)
2309 if (*linetext == ',')
2313 // note: comma can be followed by whitespace
2315 if (ISWHITESPACE(*linetext))
2318 while (linetext < lineend && ISWHITESPACE(*linetext))
2323 // if this is a quoted name, remove the quotes
2326 if (linetext >= lineend || *linetext != '"')
2327 continue; // proquake location names are always quoted
2330 len = min(lineend - linetext, (int)sizeof(name) - 1);
2331 memcpy(name, linetext, len);
2333 // add the box to the list
2334 CL_Locs_AddNode(mins, maxs, name);
2336 // if a point was parsed, it needs to be scaled down by 8 (since
2337 // point-based loc files were invented by a proxy which dealt
2338 // directly with quake protocol coordinates, which are *8), turn
2342 // interpret silly fuhquake macros
2343 for (len = 0;len < (int)sizeof(name) - 1 && linetext < lineend;)
2345 if (*linetext == '$')
2347 if (linetext + 18 <= lineend && !strncmp(linetext, "$loc_name_separator", 19)) {s = " ";linetext += 19;}
2348 else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_ssg", 13)) {s = "SSG";linetext += 13;}
2349 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ng", 12)) {s = "NG";linetext += 12;}
2350 else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_sng", 13)) {s = "SNG";linetext += 13;}
2351 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_gl", 12)) {s = "GL";linetext += 12;}
2352 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_rl", 12)) {s = "RL";linetext += 12;}
2353 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_lg", 12)) {s = "LG";linetext += 12;}
2354 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ga", 12)) {s = "GA";linetext += 12;}
2355 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ya", 12)) {s = "YA";linetext += 12;}
2356 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ra", 12)) {s = "RA";linetext += 12;}
2357 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_mh", 12)) {s = "MEGA";linetext += 12;}
2361 while (len < (int)sizeof(name) - 1 && *s)
2366 name[len++] = *linetext++;
2369 // add the point to the list
2370 VectorScale(mins, (1.0 / 8.0), mins);
2371 CL_Locs_AddNode(mins, mins, name);
2378 entity_t cl_meshentities[NUM_MESHENTITIES];
2379 dp_model_t cl_meshentitymodels[NUM_MESHENTITIES];
2380 const char *cl_meshentitynames[NUM_MESHENTITIES] =
2383 "MESH_CSQC_POLYGONS",
2388 static void CL_MeshEntities_Restart(void)
2392 for (i = 0; i < NUM_MESHENTITIES; i++)
2394 ent = cl_meshentities + i;
2395 Mod_Mesh_Create(ent->render.model, cl_meshentitynames[i]);
2399 static void CL_MeshEntities_Init(void)
2403 for (i = 0; i < NUM_MESHENTITIES; i++)
2405 ent = cl_meshentities + i;
2406 ent->state_current.active = true;
2407 ent->render.model = cl_meshentitymodels + i;
2408 ent->render.alpha = 1;
2409 ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
2410 ent->render.framegroupblend[0].lerp = 1;
2411 ent->render.frameblend[0].lerp = 1;
2412 VectorSet(ent->render.colormod, 1, 1, 1);
2413 VectorSet(ent->render.glowmod, 1, 1, 1);
2414 VectorSet(ent->render.custommodellight_ambient, 1, 1, 1);
2415 VectorSet(ent->render.custommodellight_diffuse, 0, 0, 0);
2416 VectorSet(ent->render.custommodellight_lightdir, 0, 0, 1);
2417 Matrix4x4_CreateIdentity(&ent->render.matrix);
2418 CL_UpdateRenderEntity(&ent->render);
2420 R_RegisterModule("cl_meshentities", CL_MeshEntities_Restart, CL_MeshEntities_Restart, CL_MeshEntities_Restart, CL_MeshEntities_Restart, CL_MeshEntities_Restart);
2423 void CL_MeshEntities_AddToScene(void)
2427 for (i = 0; i < NUM_MESHENTITIES && r_refdef.scene.numentities < r_refdef.scene.maxentities; i++)
2429 ent = cl_meshentities + i;
2430 if (ent->render.model->num_surfaces == 0)
2432 Mod_Mesh_Finalize(ent->render.model);
2433 VectorCopy(ent->render.model->normalmins, ent->render.mins);
2434 VectorCopy(ent->render.model->normalmaxs, ent->render.maxs);
2435 r_refdef.scene.entities[r_refdef.scene.numentities++] = &ent->render;
2439 void CL_MeshEntities_Reset(void)
2443 for (i = 0; i < NUM_MESHENTITIES && r_refdef.scene.numentities < r_refdef.scene.maxentities; i++)
2445 ent = cl_meshentities + i;
2446 Mod_Mesh_Reset(ent->render.model);
2450 static void CL_MeshEntities_Shutdown(void)
2454 extern cvar_t r_overheadsprites_pushback;
2455 extern cvar_t r_fullbright_directed_pitch_relative;
2456 extern cvar_t r_fullbright_directed_pitch;
2457 extern cvar_t r_fullbright_directed_ambient;
2458 extern cvar_t r_fullbright_directed_diffuse;
2459 extern cvar_t r_fullbright_directed;
2460 extern cvar_t r_equalize_entities_minambient;
2461 extern cvar_t r_equalize_entities_to;
2462 extern cvar_t r_equalize_entities_by;
2463 extern cvar_t r_hdr_glowintensity;
2465 static void CL_UpdateEntityShading_GetDirectedFullbright(vec3_t ambient, vec3_t diffuse, vec3_t worldspacenormal)
2469 VectorSet(ambient, r_fullbright_directed_ambient.value, r_fullbright_directed_ambient.value, r_fullbright_directed_ambient.value);
2470 VectorSet(diffuse, r_fullbright_directed_diffuse.value, r_fullbright_directed_diffuse.value, r_fullbright_directed_diffuse.value);
2472 // Use cl.viewangles and not r_refdef.view.forward here so it is the
2473 // same for all stereo views, and to better handle pitches outside
2474 // [-90, 90] (in_pitch_* cvars allow that).
2475 VectorCopy(cl.viewangles, angles);
2476 if (r_fullbright_directed_pitch_relative.integer) {
2477 angles[PITCH] += r_fullbright_directed_pitch.value;
2480 angles[PITCH] = r_fullbright_directed_pitch.value;
2482 AngleVectors(angles, worldspacenormal, NULL, NULL);
2483 VectorNegate(worldspacenormal, worldspacenormal);
2486 static void CL_UpdateEntityShading_Entity(entity_render_t *ent)
2488 float shadingorigin[3], f, fa, fd, fdd, a[3], c[3], dir[3];
2491 for (q = 0; q < 3; q++)
2492 a[q] = c[q] = dir[q] = 0;
2494 ent->render_modellight_forced = false;
2495 ent->render_rtlight_disabled = false;
2497 // pick an appropriate value for render_modellight_origin - if this is an
2498 // attachment we want to use the parent's render_modellight_origin so that
2499 // shading is the same (also important for r_shadows to cast shadows in the
2501 if (VectorLength2(ent->custommodellight_origin))
2503 // CSQC entities always provide this (via CL_GetTagMatrix)
2504 for (q = 0; q < 3; q++)
2505 shadingorigin[q] = ent->custommodellight_origin[q];
2507 else if (ent->entitynumber > 0 && ent->entitynumber < cl.num_entities)
2509 // network entity - follow attachment chain back to a root entity,
2510 int entnum = ent->entitynumber, recursion;
2511 for (recursion = 32; recursion > 0; --recursion)
2513 int parentnum = cl.entities[entnum].state_current.tagentity;
2514 if (parentnum < 1 || parentnum >= cl.num_entities || !cl.entities_active[parentnum])
2518 // grab the root entity's origin
2519 Matrix4x4_OriginFromMatrix(&cl.entities[entnum].render.matrix, shadingorigin);
2523 // not a CSQC entity (which sets custommodellight_origin), not a network
2524 // entity - so it's probably not attached to anything
2525 Matrix4x4_OriginFromMatrix(&ent->matrix, shadingorigin);
2528 if (!(ent->flags & RENDER_LIGHT) || r_fullbright.integer)
2530 // intentionally EF_FULLBRIGHT entity
2531 // the only type that is not scaled by r_refdef.scene.lightmapintensity
2532 // CSQC can still provide its own customized modellight values
2533 ent->render_rtlight_disabled = true;
2534 ent->render_modellight_forced = true;
2535 if (ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
2537 // custom colors provided by CSQC
2538 for (q = 0; q < 3; q++)
2540 a[q] = ent->custommodellight_ambient[q];
2541 c[q] = ent->custommodellight_diffuse[q];
2542 dir[q] = ent->custommodellight_lightdir[q];
2545 else if (r_fullbright_directed.integer)
2546 CL_UpdateEntityShading_GetDirectedFullbright(a, c, dir);
2548 for (q = 0; q < 3; q++)
2553 // fetch the lighting from the worldmodel data
2555 // CSQC can provide its own customized modellight values
2556 if (ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
2558 ent->render_modellight_forced = true;
2559 for (q = 0; q < 3; q++)
2561 a[q] = ent->custommodellight_ambient[q];
2562 c[q] = ent->custommodellight_diffuse[q];
2563 dir[q] = ent->custommodellight_lightdir[q];
2566 else if (ent->model->type == mod_sprite && !(ent->model->data_textures[0].basematerialflags & MATERIALFLAG_FULLBRIGHT))
2568 if (ent->model->sprite.sprnum_type == SPR_OVERHEAD) // apply offset for overhead sprites
2569 shadingorigin[2] = shadingorigin[2] + r_overheadsprites_pushback.value;
2570 R_CompleteLightPoint(a, c, dir, shadingorigin, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
2571 ent->render_modellight_forced = true;
2572 ent->render_rtlight_disabled = true;
2574 else if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint)
2575 R_CompleteLightPoint(a, c, dir, shadingorigin, LP_LIGHTMAP, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
2576 else if (r_fullbright_directed.integer)
2577 CL_UpdateEntityShading_GetDirectedFullbright(a, c, dir);
2579 R_CompleteLightPoint(a, c, dir, shadingorigin, LP_LIGHTMAP, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
2581 if (ent->flags & RENDER_EQUALIZE)
2583 // first fix up ambient lighting...
2584 if (r_equalize_entities_minambient.value > 0)
2586 fd = 0.299f * ent->render_modellight_diffuse[0] + 0.587f * ent->render_modellight_diffuse[1] + 0.114f * ent->render_modellight_diffuse[2];
2589 fa = (0.299f * ent->render_modellight_ambient[0] + 0.587f * ent->render_modellight_ambient[1] + 0.114f * ent->render_modellight_ambient[2]);
2590 if (fa < r_equalize_entities_minambient.value * fd)
2593 // fa'/fd' = minambient
2594 // fa'+0.25*fd' = fa+0.25*fd
2596 // fa' = fd' * minambient
2597 // fd'*(0.25+minambient) = fa+0.25*fd
2599 // fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
2600 // fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
2602 fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
2603 f = fdd / fd; // f>0 because all this is additive; f<1 because fdd<fd because this follows from fa < r_equalize_entities_minambient.value * fd
2604 for (q = 0; q < 3; q++)
2606 a[q] = (1 - f)*0.25f * c[q];
2613 if (r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
2615 fa = 0.299f * a[0] + 0.587f * a[1] + 0.114f * a[2];
2616 fd = 0.299f * c[0] + 0.587f * c[1] + 0.114f * c[2];
2620 // adjust brightness and saturation to target
2621 float l2 = r_equalize_entities_by.value, l1 = 1 - l2;
2622 for (q = 0; q < 3; q++)
2624 a[q] = l1 * a[q] + l2 * (fa / f);
2625 c[q] = l1 * c[q] + l2 * (fd / f);
2632 for (q = 0; q < 3; q++)
2634 ent->render_fullbright[q] = ent->colormod[q];
2635 ent->render_glowmod[q] = ent->glowmod[q] * r_hdr_glowintensity.value;
2636 ent->render_modellight_ambient[q] = a[q] * ent->colormod[q];
2637 ent->render_modellight_diffuse[q] = c[q] * ent->colormod[q];
2638 ent->render_modellight_specular[q] = c[q];
2639 ent->render_modellight_lightdir[q] = dir[q];
2640 ent->render_lightmap_ambient[q] = ent->colormod[q] * r_refdef.scene.ambientintensity;
2641 ent->render_lightmap_diffuse[q] = ent->colormod[q] * r_refdef.scene.lightmapintensity;
2642 ent->render_lightmap_specular[q] = r_refdef.scene.lightmapintensity;
2643 ent->render_rtlight_diffuse[q] = ent->colormod[q];
2644 ent->render_rtlight_specular[q] = 1;
2647 // these flags disable code paths, make sure it's obvious if they're ignored by storing 0 1 2
2648 if (ent->render_modellight_forced)
2649 for (q = 0; q < 3; q++)
2650 ent->render_lightmap_ambient[q] = ent->render_lightmap_diffuse[q] = ent->render_lightmap_specular[q] = q;
2651 if (ent->render_rtlight_disabled)
2652 for (q = 0; q < 3; q++)
2653 ent->render_rtlight_diffuse[q] = ent->render_rtlight_specular[q] = q;
2655 if (VectorLength2(ent->render_modellight_lightdir) == 0)
2656 VectorSet(ent->render_modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
2657 VectorNormalize(ent->render_modellight_lightdir);
2661 void CL_UpdateEntityShading(void)
2664 CL_UpdateEntityShading_Entity(r_refdef.scene.worldentity);
2665 for (i = 0; i < r_refdef.scene.numentities; i++)
2666 CL_UpdateEntityShading_Entity(r_refdef.scene.entities[i]);
2674 void CL_Shutdown (void)
2676 CL_Screen_Shutdown();
2677 CL_Particles_Shutdown();
2678 CL_Parse_Shutdown();
2679 CL_MeshEntities_Shutdown();
2681 Mem_FreePool (&cls.permanentmempool);
2682 Mem_FreePool (&cls.levelmempool);
2693 cls.levelmempool = Mem_AllocPool("client (per-level memory)", 0, NULL);
2694 cls.permanentmempool = Mem_AllocPool("client (long term memory)", 0, NULL);
2696 memset(&r_refdef, 0, sizeof(r_refdef));
2697 // max entities sent to renderer per frame
2698 r_refdef.scene.maxentities = MAX_EDICTS + 256 + 512;
2699 r_refdef.scene.entities = (entity_render_t **)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t *) * r_refdef.scene.maxentities);
2701 // max temp entities
2702 r_refdef.scene.maxtempentities = MAX_TEMPENTITIES;
2703 r_refdef.scene.tempentities = (entity_render_t *)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t) * r_refdef.scene.maxtempentities);
2708 // register our commands
2710 Cvar_RegisterVariable (&cl_upspeed);
2711 Cvar_RegisterVariable (&cl_forwardspeed);
2712 Cvar_RegisterVariable (&cl_backspeed);
2713 Cvar_RegisterVariable (&cl_sidespeed);
2714 Cvar_RegisterVariable (&cl_movespeedkey);
2715 Cvar_RegisterVariable (&cl_yawspeed);
2716 Cvar_RegisterVariable (&cl_pitchspeed);
2717 Cvar_RegisterVariable (&cl_anglespeedkey);
2718 Cvar_RegisterVariable (&cl_shownet);
2719 Cvar_RegisterVariable (&cl_nolerp);
2720 Cvar_RegisterVariable (&cl_lerpexcess);
2721 Cvar_RegisterVariable (&cl_lerpanim_maxdelta_server);
2722 Cvar_RegisterVariable (&cl_lerpanim_maxdelta_framegroups);
2723 Cvar_RegisterVariable (&cl_deathfade);
2724 Cvar_RegisterVariable (&lookspring);
2725 Cvar_RegisterVariable (&lookstrafe);
2726 Cvar_RegisterVariable (&sensitivity);
2727 Cvar_RegisterVariable (&freelook);
2729 Cvar_RegisterVariable (&m_pitch);
2730 Cvar_RegisterVariable (&m_yaw);
2731 Cvar_RegisterVariable (&m_forward);
2732 Cvar_RegisterVariable (&m_side);
2734 Cvar_RegisterVariable (&cl_itembobspeed);
2735 Cvar_RegisterVariable (&cl_itembobheight);
2737 Cmd_AddCommand ("entities", CL_PrintEntities_f, "print information on network entities known to client");
2738 Cmd_AddCommand ("disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
2739 Cmd_AddCommand ("record", CL_Record_f, "record a demo");
2740 Cmd_AddCommand ("stop", CL_Stop_f, "stop recording or playing a demo");
2741 Cmd_AddCommand ("playdemo", CL_PlayDemo_f, "watch a demo file");
2742 Cmd_AddCommand ("timedemo", CL_TimeDemo_f, "play back a demo as fast as possible and save statistics to benchmark.log");
2744 // Support Client-side Model Index List
2745 Cmd_AddCommand ("cl_modelindexlist", CL_ModelIndexList_f, "list information on all models in the client modelindex");
2746 // Support Client-side Sound Index List
2747 Cmd_AddCommand ("cl_soundindexlist", CL_SoundIndexList_f, "list all sounds in the client soundindex");
2749 Cvar_RegisterVariable (&cl_autodemo);
2750 Cvar_RegisterVariable (&cl_autodemo_nameformat);
2751 Cvar_RegisterVariable (&cl_autodemo_delete);
2753 Cmd_AddCommand ("fog", CL_Fog_f, "set global fog parameters (density red green blue [alpha [mindist [maxdist [top [fadedepth]]]]])");
2754 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)");
2756 // LordHavoc: added pausedemo
2757 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)");
2759 Cmd_AddCommand ("cl_areastats", CL_AreaStats_f, "prints statistics on entity culling during collision traces");
2761 Cvar_RegisterVariable(&r_draweffects);
2762 Cvar_RegisterVariable(&cl_explosions_alpha_start);
2763 Cvar_RegisterVariable(&cl_explosions_alpha_end);
2764 Cvar_RegisterVariable(&cl_explosions_size_start);
2765 Cvar_RegisterVariable(&cl_explosions_size_end);
2766 Cvar_RegisterVariable(&cl_explosions_lifetime);
2767 Cvar_RegisterVariable(&cl_stainmaps);
2768 Cvar_RegisterVariable(&cl_stainmaps_clearonload);
2769 Cvar_RegisterVariable(&cl_beams_polygons);
2770 Cvar_RegisterVariable(&cl_beams_quakepositionhack);
2771 Cvar_RegisterVariable(&cl_beams_instantaimhack);
2772 Cvar_RegisterVariable(&cl_beams_lightatend);
2773 Cvar_RegisterVariable(&cl_noplayershadow);
2774 Cvar_RegisterVariable(&cl_dlights_decayradius);
2775 Cvar_RegisterVariable(&cl_dlights_decaybrightness);
2777 Cvar_RegisterVariable(&cl_prydoncursor);
2778 Cvar_RegisterVariable(&cl_prydoncursor_notrace);
2780 Cvar_RegisterVariable(&cl_deathnoviewmodel);
2782 // for QW connections
2783 Cvar_RegisterVariable(&qport);
2784 Cvar_SetValueQuick(&qport, (rand() * RAND_MAX + rand()) & 0xffff);
2786 Cmd_AddCommand("timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs");
2788 Cvar_RegisterVariable(&cl_locs_enable);
2789 Cvar_RegisterVariable(&cl_locs_show);
2790 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)");
2791 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)");
2792 Cmd_AddCommand("locs_clear", CL_Locs_Clear_f, "remove all loc points/boxes");
2793 Cmd_AddCommand("locs_reload", CL_Locs_Reload_f, "reload .loc file for this map");
2794 Cmd_AddCommand("locs_save", CL_Locs_Save_f, "save .loc file for this map containing currently defined points and boxes");
2797 CL_Particles_Init();
2799 CL_MeshEntities_Init();