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 // don't connect to a server if we're benchmarking a demo
420 if (COM_CheckParm("-benchmark"))
423 // clear menu's connect error message
424 M_Update_Return_Reason("");
427 // stop demo loop in case this fails
428 if (cls.demoplayback)
431 // if downloads are running, cancel their finishing action
432 Curl_Clear_forthismap();
434 // make sure the client ports are open before attempting to connect
435 NetConn_UpdateSockets();
437 // run a network frame
438 //NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
440 if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
442 cls.connect_trying = true;
443 cls.connect_remainingtries = 3;
444 cls.connect_nextsendtime = 0;
446 // only NOW, set connect_userinfo
450 *cls.connect_userinfo = 0;
451 for(i = firstarg; i+2 <= Cmd_Argc(); i += 2)
452 InfoString_SetValue(cls.connect_userinfo, sizeof(cls.connect_userinfo), Cmd_Argv(i), Cmd_Argv(i+1));
454 else if(firstarg < -1)
456 // -1: keep as is (reconnect)
458 *cls.connect_userinfo = 0;
461 M_Update_Return_Reason("Trying to connect...");
463 // run several network frames to jump into the game quickly
466 // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
467 // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
468 // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
469 // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
474 Con_Print("Unable to find a suitable network socket to connect to server.\n");
475 M_Update_Return_Reason("No network");
484 static void CL_PrintEntities_f(void)
489 for (i = 0, ent = cl.entities;i < cl.num_entities;i++, ent++)
491 const char* modelname;
493 if (!ent->state_current.active)
496 if (ent->render.model)
497 modelname = ent->render.model->name;
499 modelname = "--no model--";
500 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);
508 List information on all models in the client modelindex
511 static void CL_ModelIndexList_f(void)
517 Con_Printf("%3s: %-30s %-8s %-8s\n", "ID", "Name", "Type", "Triangles");
519 for (i = -MAX_MODELS;i < MAX_MODELS;i++)
521 model = CL_GetModelByIndex(i);
522 if(model->loaded || i == 1)
523 Con_Printf("%3i: %-30s %-8s %-10i\n", i, model->name, model->modeldatatypestring, model->surfmesh.num_triangles);
525 Con_Printf("%3i: %-30s %-30s\n", i, model->name, "--no local model found--");
534 List all sounds in the client soundindex
537 static void CL_SoundIndexList_f(void)
541 while(cl.sound_precache[i] && i != MAX_SOUNDS)
543 Con_Printf("%i : %s\n", i, cl.sound_precache[i]->name);
550 CL_UpdateRenderEntity
552 Updates inversematrix, animation interpolation factors, scale, and mins/maxs
555 void CL_UpdateRenderEntity(entity_render_t *ent)
559 dp_model_t *model = ent->model;
560 // update the inverse matrix for the renderer
561 Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
562 // update the animation blend state
563 VM_FrameBlendFromFrameGroupBlend(ent->frameblend, ent->framegroupblend, ent->model);
564 // we need the matrix origin to center the box
565 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
566 // update entity->render.scale because the renderer needs it
567 ent->scale = scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
570 // NOTE: this directly extracts vector components from the matrix, which relies on the matrix orientation!
571 #ifdef MATRIX4x4_OPENGLORIENTATION
572 if (ent->matrix.m[0][2] != 0 || ent->matrix.m[1][2] != 0)
574 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
578 VectorMA(org, scale, model->rotatedmins, ent->mins);
579 VectorMA(org, scale, model->rotatedmaxs, ent->maxs);
581 #ifdef MATRIX4x4_OPENGLORIENTATION
582 else if (ent->matrix.m[1][0] != 0 || ent->matrix.m[0][1] != 0)
584 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
588 VectorMA(org, scale, model->yawmins, ent->mins);
589 VectorMA(org, scale, model->yawmaxs, ent->maxs);
593 VectorMA(org, scale, model->normalmins, ent->mins);
594 VectorMA(org, scale, model->normalmaxs, ent->maxs);
599 ent->mins[0] = org[0] - 16;
600 ent->mins[1] = org[1] - 16;
601 ent->mins[2] = org[2] - 16;
602 ent->maxs[0] = org[0] + 16;
603 ent->maxs[1] = org[1] + 16;
604 ent->maxs[2] = org[2] + 16;
612 Determines the fraction between the last two messages that the objects
616 static float CL_LerpPoint(void)
620 if (cl_nettimesyncboundmode.integer == 1)
621 cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
623 // LordHavoc: lerp in listen games as the server is being capped below the client (usually)
624 if (cl.mtime[0] <= cl.mtime[1])
626 cl.time = cl.mtime[0];
630 f = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]);
631 return bound(0, f, 1);
634 void CL_ClearTempEntities (void)
636 r_refdef.scene.numtempentities = 0;
637 // grow tempentities buffer on request
638 if (r_refdef.scene.expandtempentities)
640 Con_Printf("CL_NewTempEntity: grow maxtempentities from %i to %i\n", r_refdef.scene.maxtempentities, r_refdef.scene.maxtempentities * 2);
641 r_refdef.scene.maxtempentities *= 2;
642 r_refdef.scene.tempentities = (entity_render_t *)Mem_Realloc(cls.permanentmempool, r_refdef.scene.tempentities, sizeof(entity_render_t) * r_refdef.scene.maxtempentities);
643 r_refdef.scene.expandtempentities = false;
647 entity_render_t *CL_NewTempEntity(double shadertime)
649 entity_render_t *render;
651 if (r_refdef.scene.numentities >= r_refdef.scene.maxentities)
653 if (r_refdef.scene.numtempentities >= r_refdef.scene.maxtempentities)
655 r_refdef.scene.expandtempentities = true; // will be reallocated next frame since current frame may have pointers set already
658 render = &r_refdef.scene.tempentities[r_refdef.scene.numtempentities++];
659 memset (render, 0, sizeof(*render));
660 r_refdef.scene.entities[r_refdef.scene.numentities++] = render;
662 render->shadertime = shadertime;
664 VectorSet(render->colormod, 1, 1, 1);
665 VectorSet(render->glowmod, 1, 1, 1);
669 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
673 if (!modelindex) // sanity check
677 Con_Printf("CL_Effect: framerate %f is < 1\n", framerate);
682 Con_Printf("CL_Effect: framecount %i is < 1\n", framecount);
685 for (i = 0, e = cl.effects;i < cl.max_effects;i++, e++)
690 VectorCopy(org, e->origin);
691 e->modelindex = modelindex;
692 e->starttime = cl.time;
693 e->startframe = startframe;
694 e->endframe = startframe + framecount;
695 e->framerate = framerate;
698 e->frame1time = cl.time;
699 e->frame2time = cl.time;
700 cl.num_effects = max(cl.num_effects, i + 1);
705 void CL_AllocLightFlash(entity_render_t *ent, matrix4x4_t *matrix, float radius, float red, float green, float blue, float decay, float lifetime, int cubemapnum, int style, int shadowenable, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
710 // then look for anything else
712 for (i = 0;i < cl.max_dlights;i++, dl++)
716 // unable to find one
717 if (i == cl.max_dlights)
720 //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
721 memset (dl, 0, sizeof(*dl));
722 cl.num_dlights = max(cl.num_dlights, i + 1);
723 Matrix4x4_Normalize(&dl->matrix, matrix);
725 Matrix4x4_OriginFromMatrix(&dl->matrix, dl->origin);
726 CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
727 Matrix4x4_SetOrigin(&dl->matrix, dl->origin[0], dl->origin[1], dl->origin[2]);
730 dl->color[1] = green;
732 dl->initialradius = radius;
733 dl->initialcolor[0] = red;
734 dl->initialcolor[1] = green;
735 dl->initialcolor[2] = blue;
736 dl->decay = decay / radius; // changed decay to be a percentage decrease
737 dl->intensity = 1; // this is what gets decayed
739 dl->die = cl.time + lifetime;
743 dpsnprintf(dl->cubemapname, sizeof(dl->cubemapname), "cubemaps/%i", cubemapnum);
745 dl->cubemapname[0] = 0;
747 dl->shadow = shadowenable;
750 dl->coronasizescale = coronasizescale;
751 dl->ambientscale = ambientscale;
752 dl->diffusescale = diffusescale;
753 dl->specularscale = specularscale;
756 void CL_DecayLightFlashes(void)
762 time = bound(0, cl.time - cl.oldtime, 0.1);
763 oldmax = cl.num_dlights;
765 for (i = 0, dl = cl.dlights;i < oldmax;i++, dl++)
769 dl->intensity -= time * dl->decay;
770 if (cl.time < dl->die && dl->intensity > 0)
772 if (cl_dlights_decayradius.integer)
773 dl->radius = dl->initialradius * dl->intensity;
775 dl->radius = dl->initialradius;
776 if (cl_dlights_decaybrightness.integer)
777 VectorScale(dl->initialcolor, dl->intensity, dl->color);
779 VectorCopy(dl->initialcolor, dl->color);
780 cl.num_dlights = i + 1;
788 // called before entity relinking
789 void CL_RelinkLightFlashes(void)
794 matrix4x4_t tempmatrix;
796 if (r_dynamic.integer)
798 for (i = 0, dl = cl.dlights;i < cl.num_dlights && r_refdef.scene.numlights < MAX_DLIGHTS;i++, dl++)
802 tempmatrix = dl->matrix;
803 Matrix4x4_Scale(&tempmatrix, dl->radius, 1);
804 // we need the corona fading to be persistent
805 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);
806 r_refdef.scene.lights[r_refdef.scene.numlights++] = &dl->rtlight;
813 for (j = 0;j < cl.max_lightstyle;j++)
815 r_refdef.scene.rtlightstylevalue[j] = 1;
816 r_refdef.scene.lightstylevalue[j] = 256;
822 // 'm' is normal light, 'a' is no light, 'z' is double bright
826 for (j = 0;j < cl.max_lightstyle;j++)
828 if (!cl.lightstyle[j].length)
830 r_refdef.scene.rtlightstylevalue[j] = 1;
831 r_refdef.scene.lightstylevalue[j] = 256;
834 // static lightstyle "=value"
835 if (cl.lightstyle[j].map[0] == '=')
837 r_refdef.scene.rtlightstylevalue[j] = atof(cl.lightstyle[j].map + 1);
838 if ( r_lerplightstyles.integer || ((int)f - f) < 0.01)
839 r_refdef.scene.lightstylevalue[j] = r_refdef.scene.rtlightstylevalue[j];
842 k = i % cl.lightstyle[j].length;
843 l = (i-1) % cl.lightstyle[j].length;
844 k = cl.lightstyle[j].map[k] - 'a';
845 l = cl.lightstyle[j].map[l] - 'a';
846 // rtlightstylevalue is always interpolated because it has no bad
847 // consequences for performance
848 // lightstylevalue is subject to a cvar for performance reasons;
849 // skipping lightmap updates on most rendered frames substantially
850 // improves framerates (but makes light fades look bad)
851 r_refdef.scene.rtlightstylevalue[j] = ((k*frac)+(l*(1-frac)))*(22/256.0f);
852 r_refdef.scene.lightstylevalue[j] = r_lerplightstyles.integer ? (unsigned short)(((k*frac)+(l*(1-frac)))*22) : k*22;
856 void CL_AddQWCTFFlagModel(entity_t *player, int skin)
858 int frame = player->render.framegroupblend[0].frame;
860 entity_render_t *flagrender;
861 matrix4x4_t flagmatrix;
863 // this code taken from QuakeWorld
865 if (frame >= 29 && frame <= 40)
867 if (frame >= 29 && frame <= 34)
869 if (frame == 29) f = f + 2;
870 else if (frame == 30) f = f + 8;
871 else if (frame == 31) f = f + 12;
872 else if (frame == 32) f = f + 11;
873 else if (frame == 33) f = f + 10;
874 else if (frame == 34) f = f + 4;
876 else if (frame >= 35 && frame <= 40)
878 if (frame == 35) f = f + 2;
879 else if (frame == 36) f = f + 10;
880 else if (frame == 37) f = f + 10;
881 else if (frame == 38) f = f + 8;
882 else if (frame == 39) f = f + 4;
883 else if (frame == 40) f = f + 2;
886 else if (frame >= 103 && frame <= 118)
888 if (frame >= 103 && frame <= 104) f = f + 6; //nailattack
889 else if (frame >= 105 && frame <= 106) f = f + 6; //light
890 else if (frame >= 107 && frame <= 112) f = f + 7; //rocketattack
891 else if (frame >= 112 && frame <= 118) f = f + 7; //shotattack
893 // end of code taken from QuakeWorld
895 flagrender = CL_NewTempEntity(player->render.shadertime);
899 flagrender->model = CL_GetModelByIndex(cl.qw_modelindex_flag);
900 flagrender->skinnum = skin;
901 flagrender->alpha = 1;
902 VectorSet(flagrender->colormod, 1, 1, 1);
903 VectorSet(flagrender->glowmod, 1, 1, 1);
904 // attach the flag to the player matrix
905 Matrix4x4_CreateFromQuakeEntity(&flagmatrix, -f, -22, 0, 0, 0, -45, 1);
906 Matrix4x4_Concat(&flagrender->matrix, &player->render.matrix, &flagmatrix);
907 CL_UpdateRenderEntity(flagrender);
910 matrix4x4_t viewmodelmatrix;
912 static const vec3_t muzzleflashorigin = {18, 0, 0};
914 extern void V_DriftPitch(void);
915 extern void V_FadeViewFlashs(void);
916 extern void V_CalcViewBlend(void);
917 extern void V_CalcRefdef(void);
919 void CL_SetEntityColormapColors(entity_render_t *ent, int colormap)
921 const unsigned char *cbcolor;
924 cbcolor = palette_rgb_pantscolormap[colormap & 0xF];
925 VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_pantscolor);
926 cbcolor = palette_rgb_shirtcolormap[(colormap & 0xF0) >> 4];
927 VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_shirtcolor);
931 VectorClear(ent->colormap_pantscolor);
932 VectorClear(ent->colormap_shirtcolor);
936 // note this is a recursive function, recursionlimit should be 32 or so on the initial call
937 void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolate)
939 const matrix4x4_t *matrix;
940 matrix4x4_t blendmatrix, tempmatrix, matrix2;
942 float origin[3], angles[3], lerp;
945 //entity_persistent_t *p = &e->persistent;
946 //entity_render_t *r = &e->render;
947 // skip inactive entities and world
948 if (!e->state_current.active || e == cl.entities)
950 if (recursionlimit < 1)
952 e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
953 e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
954 e->render.flags = e->state_current.flags;
955 e->render.effects = e->state_current.effects;
956 VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
957 VectorScale(e->state_current.glowmod, (1.0f / 32.0f), e->render.glowmod);
958 if(e >= cl.entities && e < cl.entities + cl.num_entities)
959 e->render.entitynumber = e - cl.entities;
961 e->render.entitynumber = 0;
962 if (e->state_current.flags & RENDER_COLORMAPPED)
963 CL_SetEntityColormapColors(&e->render, e->state_current.colormap);
964 else if (e->state_current.colormap > 0 && e->state_current.colormap <= cl.maxclients && cl.scores != NULL)
965 CL_SetEntityColormapColors(&e->render, cl.scores[e->state_current.colormap-1].colors);
967 CL_SetEntityColormapColors(&e->render, -1);
968 e->render.skinnum = e->state_current.skin;
969 if (e->state_current.tagentity)
971 // attached entity (gun held in player model's hand, etc)
972 // if the tag entity is currently impossible, skip it
973 if (e->state_current.tagentity >= cl.num_entities)
975 t = cl.entities + e->state_current.tagentity;
976 // if the tag entity is inactive, skip it
977 if (t->state_current.active)
979 // update the parent first
980 CL_UpdateNetworkEntity(t, recursionlimit - 1, interpolate);
985 // it may still be a CSQC entity... trying to use its
986 // info from last render frame (better than nothing)
987 if(!cl.csqc_server2csqcentitynumber[e->state_current.tagentity])
989 r = cl.csqcrenderentities + cl.csqc_server2csqcentitynumber[e->state_current.tagentity];
991 return; // neither CSQC nor legacy entity... can't attach
993 // make relative to the entity
995 // some properties of the tag entity carry over
996 e->render.flags |= r->flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
997 // if a valid tagindex is used, make it relative to that tag instead
998 if (e->state_current.tagentity && e->state_current.tagindex >= 1 && r->model)
1000 if(!Mod_Alias_GetTagMatrix(r->model, r->frameblend, r->skeleton, e->state_current.tagindex - 1, &blendmatrix)) // i.e. no error
1002 // concat the tag matrices onto the entity matrix
1003 Matrix4x4_Concat(&tempmatrix, &r->matrix, &blendmatrix);
1004 // use the constructed tag matrix
1005 matrix = &tempmatrix;
1009 else if (e->render.flags & RENDER_VIEWMODEL)
1011 // view-relative entity (guns and such)
1012 if (e->render.effects & EF_NOGUNBOB)
1013 matrix = &r_refdef.view.matrix; // really attached to view
1015 matrix = &viewmodelmatrix; // attached to gun bob matrix
1019 // world-relative entity (the normal kind)
1020 matrix = &identitymatrix;
1024 // if it's the predicted player entity, update according to client movement
1025 // but don't lerp if going through a teleporter as it causes a bad lerp
1026 // also don't use the predicted location if fixangle was set on both of
1027 // the most recent server messages, as that cause means you are spectating
1028 // someone or watching a cutscene of some sort
1029 if (cl_nolerp.integer || cls.timedemo)
1030 interpolate = false;
1031 if (e == cl.entities + cl.playerentity && cl.movement_predicted && (!cl.fixangle[1] || !cl.fixangle[0]))
1033 VectorCopy(cl.movement_origin, origin);
1034 VectorSet(angles, 0, cl.viewangles[1], 0);
1036 else if (interpolate && e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1)
1038 // interpolate the origin and angles
1039 lerp = max(0, lerp);
1040 VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
1042 // this fails at the singularity of euler angles
1043 VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
1044 if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
1045 if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
1046 if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
1047 VectorMA(e->persistent.oldangles, lerp, delta, angles);
1050 vec3_t f0, u0, f1, u1;
1051 AngleVectors(e->persistent.oldangles, f0, NULL, u0);
1052 AngleVectors(e->persistent.newangles, f1, NULL, u1);
1053 VectorMAM(1-lerp, f0, lerp, f1, f0);
1054 VectorMAM(1-lerp, u0, lerp, u1, u0);
1055 AnglesFromVectors(angles, f0, u0, false);
1062 VectorCopy(e->persistent.neworigin, origin);
1063 VectorCopy(e->persistent.newangles, angles);
1066 // model setup and some modelflags
1067 frame = e->state_current.frame;
1068 e->render.model = CL_GetModelByIndex(e->state_current.modelindex);
1069 if (e->render.model)
1071 if (e->render.skinnum >= e->render.model->numskins)
1072 e->render.skinnum = 0;
1073 if (frame >= e->render.model->numframes)
1075 // models can set flags such as EF_ROCKET
1076 // this 0xFF800000 mask is EF_NOMODELFLAGS plus all the higher EF_ flags such as EF_ROCKET
1077 if (!(e->render.effects & 0xFF800000))
1078 e->render.effects |= e->render.model->effects;
1079 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
1080 if (e->render.model->type == mod_alias)
1081 angles[0] = -angles[0];
1082 if ((e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
1084 VectorScale(e->render.colormod, 2, e->render.colormod);
1085 VectorScale(e->render.glowmod, 2, e->render.glowmod);
1088 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
1089 else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
1090 angles[0] = -angles[0];
1091 // NOTE: this must be synced to SV_GetPitchSign!
1093 if ((e->render.effects & EF_ROTATE) && !(e->render.flags & RENDER_VIEWMODEL))
1095 angles[1] = ANGLEMOD(100*cl.time);
1096 if (cl_itembobheight.value)
1097 origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
1101 if (e->render.framegroupblend[0].frame == frame)
1103 // update frame lerp fraction
1104 e->render.framegroupblend[0].lerp = 1;
1105 e->render.framegroupblend[1].lerp = 0;
1106 if (e->render.framegroupblend[0].start > e->render.framegroupblend[1].start)
1108 // make sure frame lerp won't last longer than 100ms
1109 // (this mainly helps with models that use framegroups and
1110 // switch between them infrequently)
1111 float maxdelta = cl_lerpanim_maxdelta_server.value;
1113 if(e->render.model->animscenes)
1114 if(e->render.model->animscenes[e->render.framegroupblend[0].frame].framecount > 1 || e->render.model->animscenes[e->render.framegroupblend[1].frame].framecount > 1)
1115 maxdelta = cl_lerpanim_maxdelta_framegroups.value;
1116 maxdelta = max(maxdelta, cl.mtime[0] - cl.mtime[1]);
1117 e->render.framegroupblend[0].lerp = (cl.time - e->render.framegroupblend[0].start) / min(e->render.framegroupblend[0].start - e->render.framegroupblend[1].start, maxdelta);
1118 e->render.framegroupblend[0].lerp = bound(0, e->render.framegroupblend[0].lerp, 1);
1119 e->render.framegroupblend[1].lerp = 1 - e->render.framegroupblend[0].lerp;
1124 // begin a new frame lerp
1125 e->render.framegroupblend[1] = e->render.framegroupblend[0];
1126 e->render.framegroupblend[1].lerp = 1;
1127 e->render.framegroupblend[0].frame = frame;
1128 e->render.framegroupblend[0].start = cl.time;
1129 e->render.framegroupblend[0].lerp = 0;
1132 // set up the render matrix
1135 // attached entity, this requires a matrix multiply (concat)
1136 // FIXME: e->render.scale should go away
1137 Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1138 // concat the matrices to make the entity relative to its tag
1139 Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
1140 // get the origin from the new matrix
1141 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1145 // unattached entities are faster to process
1146 Matrix4x4_CreateFromQuakeEntity(&e->render.matrix, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1149 // tenebrae's sprites are all additive mode (weird)
1150 if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
1151 e->render.flags |= RENDER_ADDITIVE;
1152 // player model is only shown with chase_active on
1153 if (e->state_current.number == cl.viewentity)
1154 e->render.flags |= RENDER_EXTERIORMODEL;
1155 // either fullbright or lit
1156 if(!r_fullbright.integer)
1158 if (!(e->render.effects & EF_FULLBRIGHT))
1159 e->render.flags |= RENDER_LIGHT;
1160 else if(r_equalize_entities_fullbright.integer)
1161 e->render.flags |= RENDER_LIGHT | RENDER_EQUALIZE;
1163 // hide player shadow during intermission or nehahra movie
1164 if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST))
1165 && (e->render.alpha >= 1)
1166 && !(e->render.flags & RENDER_VIEWMODEL)
1167 && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
1168 e->render.flags |= RENDER_SHADOW;
1169 if (e->render.flags & RENDER_VIEWMODEL)
1170 e->render.flags |= RENDER_NOSELFSHADOW;
1171 if (e->render.effects & EF_NOSELFSHADOW)
1172 e->render.flags |= RENDER_NOSELFSHADOW;
1173 if (e->render.effects & EF_NODEPTHTEST)
1174 e->render.flags |= RENDER_NODEPTHTEST;
1175 if (e->render.effects & EF_ADDITIVE)
1176 e->render.flags |= RENDER_ADDITIVE;
1177 if (e->render.effects & EF_DOUBLESIDED)
1178 e->render.flags |= RENDER_DOUBLESIDED;
1180 // make the other useful stuff
1181 e->render.allowdecals = true;
1182 CL_UpdateRenderEntity(&e->render);
1185 // creates light and trails from an entity
1186 void CL_UpdateNetworkEntityTrail(entity_t *e)
1188 effectnameindex_t trailtype;
1191 // bmodels are treated specially since their origin is usually '0 0 0' and
1192 // their actual geometry is far from '0 0 0'
1193 if (e->render.model && e->render.model->soundfromcenter)
1196 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1197 Matrix4x4_Transform(&e->render.matrix, o, origin);
1200 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1202 // handle particle trails and such effects now that we know where this
1203 // entity is in the world...
1204 trailtype = EFFECT_NONE;
1205 // LordHavoc: if the entity has no effects, don't check each
1206 if (e->render.effects & (EF_BRIGHTFIELD | EF_FLAME | EF_STARDUST))
1208 if (e->render.effects & EF_BRIGHTFIELD)
1210 if (gamemode == GAME_NEXUIZ || gamemode == GAME_XONOTIC)
1211 trailtype = EFFECT_TR_NEXUIZPLASMA;
1213 CL_EntityParticles(e);
1215 if (e->render.effects & EF_FLAME)
1216 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);
1217 if (e->render.effects & EF_STARDUST)
1218 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);
1220 if (e->render.internaleffects & (INTEF_FLAG1QW | INTEF_FLAG2QW))
1222 // these are only set on player entities
1223 CL_AddQWCTFFlagModel(e, (e->render.internaleffects & INTEF_FLAG2QW) != 0);
1225 // muzzleflash fades over time
1226 if (e->persistent.muzzleflash > 0)
1227 e->persistent.muzzleflash -= bound(0, cl.time - cl.oldtime, 0.1) * 20;
1228 // LordHavoc: if the entity has no effects, don't check each
1229 if (e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1231 if (e->render.effects & EF_GIB)
1232 trailtype = EFFECT_TR_BLOOD;
1233 else if (e->render.effects & EF_ZOMGIB)
1234 trailtype = EFFECT_TR_SLIGHTBLOOD;
1235 else if (e->render.effects & EF_TRACER)
1236 trailtype = EFFECT_TR_WIZSPIKE;
1237 else if (e->render.effects & EF_TRACER2)
1238 trailtype = EFFECT_TR_KNIGHTSPIKE;
1239 else if (e->render.effects & EF_ROCKET)
1240 trailtype = EFFECT_TR_ROCKET;
1241 else if (e->render.effects & EF_GRENADE)
1243 // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1244 trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1246 else if (e->render.effects & EF_TRACER3)
1247 trailtype = EFFECT_TR_VORESPIKE;
1250 if (e->render.flags & RENDER_GLOWTRAIL)
1251 trailtype = EFFECT_TR_GLOWTRAIL;
1252 // check if a trail is allowed (it is not after a teleport for example)
1253 if (trailtype && e->persistent.trail_allowed)
1257 VectorSubtract(e->state_current.origin, e->state_previous.origin, vel);
1258 len = e->state_current.time - e->state_previous.time;
1261 VectorScale(vel, len, vel);
1262 CL_ParticleTrail(trailtype, 1, e->persistent.trail_origin, origin, vel, vel, e, e->state_current.glowcolor, false, true, NULL, NULL);
1264 // now that the entity has survived one trail update it is allowed to
1265 // leave a real trail on later frames
1266 e->persistent.trail_allowed = true;
1267 VectorCopy(origin, e->persistent.trail_origin);
1273 CL_UpdateViewEntities
1276 void CL_UpdateViewEntities(void)
1279 // update any RENDER_VIEWMODEL entities to use the new view matrix
1280 for (i = 1;i < cl.num_entities;i++)
1282 if (cl.entities_active[i])
1284 entity_t *ent = cl.entities + i;
1285 if ((ent->render.flags & RENDER_VIEWMODEL) || ent->state_current.tagentity)
1286 CL_UpdateNetworkEntity(ent, 32, true);
1289 // and of course the engine viewmodel needs updating as well
1290 CL_UpdateNetworkEntity(&cl.viewent, 32, true);
1295 CL_UpdateNetworkCollisionEntities
1298 void CL_UpdateNetworkCollisionEntities(void)
1303 // start on the entity after the world
1304 cl.num_brushmodel_entities = 0;
1305 for (i = cl.maxclients + 1;i < cl.num_entities;i++)
1307 if (cl.entities_active[i])
1309 ent = cl.entities + i;
1310 if (ent->state_current.active && ent->render.model && ent->render.model->name[0] == '*' && ent->render.model->TraceBox)
1312 // do not interpolate the bmodels for this
1313 CL_UpdateNetworkEntity(ent, 32, false);
1314 cl.brushmodel_entities[cl.num_brushmodel_entities++] = i;
1320 extern void R_DecalSystem_Reset(decalsystem_t *decalsystem);
1324 CL_UpdateNetworkEntities
1327 void CL_UpdateNetworkEntities(void)
1332 // start on the entity after the world
1333 for (i = 1;i < cl.num_entities;i++)
1335 if (cl.entities_active[i])
1337 ent = cl.entities + i;
1338 if (ent->state_current.active)
1340 CL_UpdateNetworkEntity(ent, 32, true);
1341 // view models should never create light/trails
1342 if (!(ent->render.flags & RENDER_VIEWMODEL))
1343 CL_UpdateNetworkEntityTrail(ent);
1347 R_DecalSystem_Reset(&ent->render.decalsystem);
1348 cl.entities_active[i] = false;
1354 void CL_UpdateViewModel(void)
1358 ent->state_previous = ent->state_current;
1359 ent->state_current = defaultstate;
1360 ent->state_current.time = cl.time;
1361 ent->state_current.number = (unsigned short)-1;
1362 ent->state_current.active = true;
1363 ent->state_current.modelindex = cl.stats[STAT_WEAPON];
1364 ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
1365 ent->state_current.flags = RENDER_VIEWMODEL;
1366 if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
1367 ent->state_current.modelindex = 0;
1368 else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
1370 if (gamemode == GAME_TRANSFUSION)
1371 ent->state_current.alpha = 128;
1373 ent->state_current.modelindex = 0;
1375 ent->state_current.alpha = cl.entities[cl.viewentity].state_current.alpha;
1376 ent->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB));
1378 // reset animation interpolation on weaponmodel if model changed
1379 if (ent->state_previous.modelindex != ent->state_current.modelindex)
1381 ent->render.framegroupblend[0].frame = ent->render.framegroupblend[1].frame = ent->state_current.frame;
1382 ent->render.framegroupblend[0].start = ent->render.framegroupblend[1].start = cl.time;
1383 ent->render.framegroupblend[0].lerp = 1;ent->render.framegroupblend[1].lerp = 0;
1385 CL_UpdateNetworkEntity(ent, 32, true);
1388 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
1389 void CL_LinkNetworkEntity(entity_t *e)
1391 effectnameindex_t trailtype;
1396 // skip inactive entities and world
1397 if (!e->state_current.active || e == cl.entities)
1399 if (e->state_current.tagentity)
1401 // if the tag entity is currently impossible, skip it
1402 if (e->state_current.tagentity >= cl.num_entities)
1404 // if the tag entity is inactive, skip it
1405 if (!cl.entities[e->state_current.tagentity].state_current.active)
1407 if(!cl.csqc_server2csqcentitynumber[e->state_current.tagentity])
1409 if(!cl.csqcrenderentities[cl.csqc_server2csqcentitynumber[e->state_current.tagentity]].entitynumber)
1411 // if we get here, it's properly csqc networked and attached
1415 // create entity dlights associated with this entity
1416 if (e->render.model && e->render.model->soundfromcenter)
1418 // bmodels are treated specially since their origin is usually '0 0 0'
1420 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1421 Matrix4x4_Transform(&e->render.matrix, o, origin);
1424 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1425 trailtype = EFFECT_NONE;
1430 // LordHavoc: if the entity has no effects, don't check each
1431 if (e->render.effects & (EF_BRIGHTFIELD | EF_DIMLIGHT | EF_BRIGHTLIGHT | EF_RED | EF_BLUE | EF_FLAME | EF_STARDUST))
1433 if (e->render.effects & EF_BRIGHTFIELD)
1435 if (gamemode == GAME_NEXUIZ || gamemode == GAME_XONOTIC)
1436 trailtype = EFFECT_TR_NEXUIZPLASMA;
1438 if (e->render.effects & EF_DIMLIGHT)
1440 dlightradius = max(dlightradius, 200);
1441 dlightcolor[0] += 1.50f;
1442 dlightcolor[1] += 1.50f;
1443 dlightcolor[2] += 1.50f;
1445 if (e->render.effects & EF_BRIGHTLIGHT)
1447 dlightradius = max(dlightradius, 400);
1448 dlightcolor[0] += 3.00f;
1449 dlightcolor[1] += 3.00f;
1450 dlightcolor[2] += 3.00f;
1452 // LordHavoc: more effects
1453 if (e->render.effects & EF_RED) // red
1455 dlightradius = max(dlightradius, 200);
1456 dlightcolor[0] += 1.50f;
1457 dlightcolor[1] += 0.15f;
1458 dlightcolor[2] += 0.15f;
1460 if (e->render.effects & EF_BLUE) // blue
1462 dlightradius = max(dlightradius, 200);
1463 dlightcolor[0] += 0.15f;
1464 dlightcolor[1] += 0.15f;
1465 dlightcolor[2] += 1.50f;
1467 if (e->render.effects & EF_FLAME)
1468 CL_ParticleTrail(EFFECT_EF_FLAME, 1, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false, NULL, NULL);
1469 if (e->render.effects & EF_STARDUST)
1470 CL_ParticleTrail(EFFECT_EF_STARDUST, 1, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false, NULL, NULL);
1472 // muzzleflash fades over time, and is offset a bit
1473 if (e->persistent.muzzleflash > 0 && r_refdef.scene.numlights < MAX_DLIGHTS)
1478 matrix4x4_t tempmatrix;
1479 Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
1480 trace = CL_TraceLine(origin, v2, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, true, false, NULL, false, false);
1481 Matrix4x4_Normalize(&tempmatrix, &e->render.matrix);
1482 Matrix4x4_SetOrigin(&tempmatrix, trace.endpos[0], trace.endpos[1], trace.endpos[2]);
1483 Matrix4x4_Scale(&tempmatrix, 150, 1);
1484 VectorSet(color, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f);
1485 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);
1486 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1488 // LordHavoc: if the model has no flags, don't check each
1489 if (e->render.model && e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1491 if (e->render.effects & EF_GIB)
1492 trailtype = EFFECT_TR_BLOOD;
1493 else if (e->render.effects & EF_ZOMGIB)
1494 trailtype = EFFECT_TR_SLIGHTBLOOD;
1495 else if (e->render.effects & EF_TRACER)
1496 trailtype = EFFECT_TR_WIZSPIKE;
1497 else if (e->render.effects & EF_TRACER2)
1498 trailtype = EFFECT_TR_KNIGHTSPIKE;
1499 else if (e->render.effects & EF_ROCKET)
1500 trailtype = EFFECT_TR_ROCKET;
1501 else if (e->render.effects & EF_GRENADE)
1503 // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1504 trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1506 else if (e->render.effects & EF_TRACER3)
1507 trailtype = EFFECT_TR_VORESPIKE;
1509 // LordHavoc: customizable glow
1510 if (e->state_current.glowsize)
1512 // * 4 for the expansion from 0-255 to 0-1023 range,
1513 // / 255 to scale down byte colors
1514 dlightradius = max(dlightradius, e->state_current.glowsize * 4);
1515 VectorMA(dlightcolor, (1.0f / 255.0f), palette_rgb[e->state_current.glowcolor], dlightcolor);
1518 if ((e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) && r_refdef.scene.numlights < MAX_DLIGHTS)
1520 matrix4x4_t dlightmatrix;
1522 VectorScale(e->state_current.light, (1.0f / 256.0f), light);
1523 light[3] = e->state_current.light[3];
1524 if (light[0] == 0 && light[1] == 0 && light[2] == 0)
1525 VectorSet(light, 1, 1, 1);
1528 // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
1529 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1530 Matrix4x4_Scale(&dlightmatrix, light[3], 1);
1531 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);
1532 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1534 // make the glow dlight
1535 else if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL) && r_refdef.scene.numlights < MAX_DLIGHTS)
1537 matrix4x4_t dlightmatrix;
1538 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1539 // hack to make glowing player light shine on their gun
1540 //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
1541 // Matrix4x4_AdjustOrigin(&dlightmatrix, 0, 0, 30);
1542 Matrix4x4_Scale(&dlightmatrix, dlightradius, 1);
1543 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);
1544 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1547 if (e->render.flags & RENDER_GLOWTRAIL)
1548 trailtype = EFFECT_TR_GLOWTRAIL;
1550 CL_ParticleTrail(trailtype, 1, origin, origin, vec3_origin, vec3_origin, NULL, e->state_current.glowcolor, true, false, NULL, NULL);
1552 // don't show entities with no modelindex (note: this still shows
1553 // entities which have a modelindex that resolved to a NULL model)
1554 if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.scene.numentities < r_refdef.scene.maxentities)
1555 r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
1556 //if (cl.viewentity && e->state_current.number == cl.viewentity)
1557 // Matrix4x4_Print(&e->render.matrix);
1560 void CL_RelinkWorld(void)
1562 entity_t *ent = &cl.entities[0];
1563 // FIXME: this should be done at load
1564 ent->render.matrix = identitymatrix;
1565 ent->render.flags = RENDER_SHADOW;
1566 if (!r_fullbright.integer)
1567 ent->render.flags |= RENDER_LIGHT;
1568 VectorSet(ent->render.colormod, 1, 1, 1);
1569 VectorSet(ent->render.glowmod, 1, 1, 1);
1570 ent->render.allowdecals = true;
1571 CL_UpdateRenderEntity(&ent->render);
1572 r_refdef.scene.worldentity = &ent->render;
1573 r_refdef.scene.worldmodel = cl.worldmodel;
1576 static void CL_RelinkStaticEntities(void)
1580 for (i = 0, e = cl.static_entities;i < cl.num_static_entities && r_refdef.scene.numentities < r_refdef.scene.maxentities;i++, e++)
1582 e->render.flags = 0;
1583 // if the model was not loaded when the static entity was created we
1584 // need to re-fetch the model pointer
1585 e->render.model = CL_GetModelByIndex(e->state_baseline.modelindex);
1586 // either fullbright or lit
1587 if(!r_fullbright.integer)
1589 if (!(e->render.effects & EF_FULLBRIGHT))
1590 e->render.flags |= RENDER_LIGHT;
1591 else if(r_equalize_entities_fullbright.integer)
1592 e->render.flags |= RENDER_LIGHT | RENDER_EQUALIZE;
1594 // hide player shadow during intermission or nehahra movie
1595 if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST)) && (e->render.alpha >= 1))
1596 e->render.flags |= RENDER_SHADOW;
1597 VectorSet(e->render.colormod, 1, 1, 1);
1598 VectorSet(e->render.glowmod, 1, 1, 1);
1599 VM_FrameBlendFromFrameGroupBlend(e->render.frameblend, e->render.framegroupblend, e->render.model);
1600 e->render.allowdecals = true;
1601 CL_UpdateRenderEntity(&e->render);
1602 r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
1611 static void CL_RelinkNetworkEntities(void)
1616 // start on the entity after the world
1617 for (i = 1;i < cl.num_entities;i++)
1619 if (cl.entities_active[i])
1621 ent = cl.entities + i;
1622 if (ent->state_current.active)
1623 CL_LinkNetworkEntity(ent);
1625 cl.entities_active[i] = false;
1630 static void CL_RelinkEffects(void)
1634 entity_render_t *entrender;
1637 for (i = 0, e = cl.effects;i < cl.num_effects;i++, e++)
1641 frame = (cl.time - e->starttime) * e->framerate + e->startframe;
1642 intframe = (int)frame;
1643 if (intframe < 0 || intframe >= e->endframe)
1645 memset(e, 0, sizeof(*e));
1646 while (cl.num_effects > 0 && !cl.effects[cl.num_effects - 1].active)
1651 if (intframe != e->frame)
1653 e->frame = intframe;
1654 e->frame1time = e->frame2time;
1655 e->frame2time = cl.time;
1658 // if we're drawing effects, get a new temp entity
1659 // (NewTempEntity adds it to the render entities list for us)
1660 if (r_draweffects.integer && (entrender = CL_NewTempEntity(e->starttime)))
1662 // interpolation stuff
1663 entrender->framegroupblend[0].frame = intframe;
1664 entrender->framegroupblend[0].lerp = 1 - frame - intframe;
1665 entrender->framegroupblend[0].start = e->frame1time;
1666 if (intframe + 1 >= e->endframe)
1668 entrender->framegroupblend[1].frame = 0; // disappear
1669 entrender->framegroupblend[1].lerp = 0;
1670 entrender->framegroupblend[1].start = 0;
1674 entrender->framegroupblend[1].frame = intframe + 1;
1675 entrender->framegroupblend[1].lerp = frame - intframe;
1676 entrender->framegroupblend[1].start = e->frame2time;
1680 entrender->model = CL_GetModelByIndex(e->modelindex);
1681 entrender->alpha = 1;
1682 VectorSet(entrender->colormod, 1, 1, 1);
1683 VectorSet(entrender->glowmod, 1, 1, 1);
1685 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
1686 CL_UpdateRenderEntity(entrender);
1692 void CL_Beam_CalculatePositions(const beam_t *b, vec3_t start, vec3_t end)
1694 VectorCopy(b->start, start);
1695 VectorCopy(b->end, end);
1697 // if coming from the player, update the start position
1698 if (b->entity == cl.viewentity)
1700 if (cl_beams_quakepositionhack.integer && !chase_active.integer)
1702 // LordHavoc: this is a stupid hack from Quake that makes your
1703 // lightning appear to come from your waist and cover less of your
1705 // in Quake this hack was applied to all players (causing the
1706 // infamous crotch-lightning), but in darkplaces and QuakeWorld it
1707 // only applies to your own lightning, and only in first person
1708 Matrix4x4_OriginFromMatrix(&cl.entities[cl.viewentity].render.matrix, start);
1710 if (cl_beams_instantaimhack.integer)
1712 vec3_t dir, localend;
1714 // LordHavoc: this updates the beam direction to match your
1716 VectorSubtract(end, start, dir);
1717 len = VectorLength(dir);
1718 VectorNormalize(dir);
1719 VectorSet(localend, len, 0, 0);
1720 Matrix4x4_Transform(&r_refdef.view.matrix, localend, end);
1725 void CL_RelinkBeams(void)
1729 vec3_t dist, org, start, end;
1731 entity_render_t *entrender;
1734 matrix4x4_t tempmatrix;
1736 for (i = 0, b = cl.beams;i < cl.num_beams;i++, b++)
1740 if (b->endtime < cl.time)
1746 CL_Beam_CalculatePositions(b, start, end);
1750 if (cl_beams_lightatend.integer && r_refdef.scene.numlights < MAX_DLIGHTS)
1752 // FIXME: create a matrix from the beam start/end orientation
1754 VectorSet(dlightcolor, 0.3, 0.7, 1);
1755 Matrix4x4_CreateFromQuakeEntity(&tempmatrix, end[0], end[1], end[2], 0, 0, 0, 200);
1756 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);
1757 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1759 if (cl_beams_polygons.integer)
1763 // calculate pitch and yaw
1764 // (this is similar to the QuakeC builtin function vectoangles)
1765 VectorSubtract(end, start, dist);
1766 if (dist[1] == 0 && dist[0] == 0)
1776 yaw = atan2(dist[1], dist[0]) * 180 / M_PI;
1780 forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1781 pitch = atan2(dist[2], forward) * 180 / M_PI;
1786 // add new entities for the lightning
1787 VectorCopy (start, org);
1788 d = VectorNormalizeLength(dist);
1791 entrender = CL_NewTempEntity (0);
1794 //VectorCopy (org, ent->render.origin);
1795 entrender->model = b->model;
1796 //ent->render.effects = EF_FULLBRIGHT;
1797 //ent->render.angles[0] = pitch;
1798 //ent->render.angles[1] = yaw;
1799 //ent->render.angles[2] = rand()%360;
1800 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1801 CL_UpdateRenderEntity(entrender);
1802 VectorMA(org, 30, dist, org);
1807 while (cl.num_beams > 0 && !cl.beams[cl.num_beams - 1].model)
1811 static void CL_RelinkQWNails(void)
1815 entity_render_t *entrender;
1817 for (i = 0;i < cl.qw_num_nails;i++)
1821 // if we're drawing effects, get a new temp entity
1822 // (NewTempEntity adds it to the render entities list for us)
1823 if (!(entrender = CL_NewTempEntity(0)))
1827 entrender->model = CL_GetModelByIndex(cl.qw_modelindex_spike);
1828 entrender->alpha = 1;
1829 VectorSet(entrender->colormod, 1, 1, 1);
1830 VectorSet(entrender->glowmod, 1, 1, 1);
1832 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1);
1833 CL_UpdateRenderEntity(entrender);
1837 void CL_LerpPlayer(float frac)
1841 cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
1842 for (i = 0;i < 3;i++)
1844 cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
1845 cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
1846 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
1849 // interpolate the angles if playing a demo or spectating someone
1850 if (cls.demoplayback || cl.fixangle[0])
1852 for (i = 0;i < 3;i++)
1854 float d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
1859 cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
1864 void CSQC_RelinkAllEntities (int drawmask)
1868 CL_RelinkStaticEntities();
1873 if (drawmask & ENTMASK_ENGINE)
1875 CL_RelinkNetworkEntities();
1876 if (drawmask & ENTMASK_ENGINEVIEWMODELS)
1877 CL_LinkNetworkEntity(&cl.viewent); // link gun model
1881 // update view blend
1889 Update client game world for a new frame
1892 void CL_UpdateWorld(void)
1894 r_refdef.scene.extraupdate = !r_speeds.integer;
1895 r_refdef.scene.numentities = 0;
1896 r_refdef.scene.numlights = 0;
1897 r_refdef.view.matrix = identitymatrix;
1898 r_refdef.view.quality = 1;
1900 cl.num_brushmodel_entities = 0;
1902 if (cls.state == ca_connected && cls.signon == SIGNONS)
1904 // prepare for a new frame
1905 CL_LerpPlayer(CL_LerpPoint());
1906 CL_DecayLightFlashes();
1907 CL_ClearTempEntities();
1911 // if prediction is enabled we have to update all the collidable
1912 // network entities before the prediction code can be run
1913 CL_UpdateNetworkCollisionEntities();
1915 // now update the player prediction
1916 CL_ClientMovement_Replay();
1918 // update the player entity (which may be predicted)
1919 CL_UpdateNetworkEntity(cl.entities + cl.viewentity, 32, true);
1921 // now update the view (which depends on that player entity)
1924 // now update all the network entities and create particle trails
1925 // (some entities may depend on the view)
1926 CL_UpdateNetworkEntities();
1928 // update the engine-based viewmodel
1929 CL_UpdateViewModel();
1931 CL_RelinkLightFlashes();
1932 CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS);
1934 // decals, particles, and explosions will be updated during rneder
1937 r_refdef.scene.time = cl.time;
1940 // LordHavoc: pausedemo command
1941 static void CL_PauseDemo_f (void)
1943 cls.demopaused = !cls.demopaused;
1945 Con_Print("Demo paused\n");
1947 Con_Print("Demo unpaused\n");
1951 ======================
1953 ======================
1955 static void CL_Fog_f (void)
1957 if (Cmd_Argc () == 1)
1959 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);
1962 FOG_clear(); // so missing values get good defaults
1964 r_refdef.fog_density = atof(Cmd_Argv(1));
1966 r_refdef.fog_red = atof(Cmd_Argv(2));
1968 r_refdef.fog_green = atof(Cmd_Argv(3));
1970 r_refdef.fog_blue = atof(Cmd_Argv(4));
1972 r_refdef.fog_alpha = atof(Cmd_Argv(5));
1974 r_refdef.fog_start = atof(Cmd_Argv(6));
1976 r_refdef.fog_end = atof(Cmd_Argv(7));
1978 r_refdef.fog_height = atof(Cmd_Argv(8));
1980 r_refdef.fog_fadedepth = atof(Cmd_Argv(9));
1984 ======================
1985 CL_FogHeightTexture_f
1986 ======================
1988 static void CL_Fog_HeightTexture_f (void)
1990 if (Cmd_Argc () < 11)
1992 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);
1995 FOG_clear(); // so missing values get good defaults
1996 r_refdef.fog_density = atof(Cmd_Argv(1));
1997 r_refdef.fog_red = atof(Cmd_Argv(2));
1998 r_refdef.fog_green = atof(Cmd_Argv(3));
1999 r_refdef.fog_blue = atof(Cmd_Argv(4));
2000 r_refdef.fog_alpha = atof(Cmd_Argv(5));
2001 r_refdef.fog_start = atof(Cmd_Argv(6));
2002 r_refdef.fog_end = atof(Cmd_Argv(7));
2003 r_refdef.fog_height = atof(Cmd_Argv(8));
2004 r_refdef.fog_fadedepth = atof(Cmd_Argv(9));
2005 strlcpy(r_refdef.fog_height_texturename, Cmd_Argv(10), sizeof(r_refdef.fog_height_texturename));
2010 ====================
2013 For program optimization
2014 ====================
2016 static void CL_TimeRefresh_f (void)
2019 float timestart, timedelta;
2021 r_refdef.scene.extraupdate = false;
2023 timestart = Sys_DoubleTime();
2024 for (i = 0;i < 128;i++)
2026 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);
2027 r_refdef.view.quality = 1;
2030 timedelta = Sys_DoubleTime() - timestart;
2032 Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
2035 void CL_AreaStats_f(void)
2037 World_PrintAreaStats(&cl.world, "client");
2040 cl_locnode_t *CL_Locs_FindNearest(const vec3_t point)
2045 vec3_t nearestpoint;
2046 vec_t dist, bestdist;
2049 for (loc = cl.locnodes;loc;loc = loc->next)
2051 for (i = 0;i < 3;i++)
2052 nearestpoint[i] = bound(loc->mins[i], point[i], loc->maxs[i]);
2053 dist = VectorDistance2(nearestpoint, point);
2054 if (bestdist > dist || !best)
2065 void CL_Locs_FindLocationName(char *buffer, size_t buffersize, vec3_t point)
2068 loc = CL_Locs_FindNearest(point);
2070 strlcpy(buffer, loc->name, buffersize);
2072 dpsnprintf(buffer, buffersize, "LOC=%.0f:%.0f:%.0f", point[0], point[1], point[2]);
2075 void CL_Locs_FreeNode(cl_locnode_t *node)
2077 cl_locnode_t **pointer, **next;
2078 for (pointer = &cl.locnodes;*pointer;pointer = next)
2080 next = &(*pointer)->next;
2081 if (*pointer == node)
2083 *pointer = node->next;
2088 Con_Printf("CL_Locs_FreeNode: no such node! (%p)\n", (void *)node);
2091 void CL_Locs_AddNode(vec3_t mins, vec3_t maxs, const char *name)
2093 cl_locnode_t *node, **pointer;
2097 namelen = strlen(name);
2098 node = (cl_locnode_t *) Mem_Alloc(cls.levelmempool, sizeof(cl_locnode_t) + namelen + 1);
2099 VectorSet(node->mins, min(mins[0], maxs[0]), min(mins[1], maxs[1]), min(mins[2], maxs[2]));
2100 VectorSet(node->maxs, max(mins[0], maxs[0]), max(mins[1], maxs[1]), max(mins[2], maxs[2]));
2101 node->name = (char *)(node + 1);
2102 memcpy(node->name, name, namelen);
2103 node->name[namelen] = 0;
2104 // link it into the tail of the list to preserve the order
2105 for (pointer = &cl.locnodes;*pointer;pointer = &(*pointer)->next)
2110 void CL_Locs_Add_f(void)
2113 if (Cmd_Argc() != 5 && Cmd_Argc() != 8)
2115 Con_Printf("usage: %s x y z[ x y z] name\n", Cmd_Argv(0));
2118 mins[0] = atof(Cmd_Argv(1));
2119 mins[1] = atof(Cmd_Argv(2));
2120 mins[2] = atof(Cmd_Argv(3));
2121 if (Cmd_Argc() == 8)
2123 maxs[0] = atof(Cmd_Argv(4));
2124 maxs[1] = atof(Cmd_Argv(5));
2125 maxs[2] = atof(Cmd_Argv(6));
2126 CL_Locs_AddNode(mins, maxs, Cmd_Argv(7));
2129 CL_Locs_AddNode(mins, mins, Cmd_Argv(4));
2132 void CL_Locs_RemoveNearest_f(void)
2135 loc = CL_Locs_FindNearest(r_refdef.view.origin);
2137 CL_Locs_FreeNode(loc);
2139 Con_Printf("no loc point or box found for your location\n");
2142 void CL_Locs_Clear_f(void)
2145 CL_Locs_FreeNode(cl.locnodes);
2148 void CL_Locs_Save_f(void)
2152 char locfilename[MAX_QPATH];
2155 Con_Printf("No loc points/boxes exist!\n");
2158 if (cls.state != ca_connected || !cl.worldmodel)
2160 Con_Printf("No level loaded!\n");
2163 dpsnprintf(locfilename, sizeof(locfilename), "%s.loc", cl.worldnamenoextension);
2165 outfile = FS_OpenRealFile(locfilename, "w", false);
2168 // if any boxes are used then this is a proquake-format loc file, which
2169 // allows comments, so add some relevant information at the start
2170 for (loc = cl.locnodes;loc;loc = loc->next)
2171 if (!VectorCompare(loc->mins, loc->maxs))
2175 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);
2176 for (loc = cl.locnodes;loc;loc = loc->next)
2177 if (VectorCompare(loc->mins, loc->maxs))
2180 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");
2182 for (loc = cl.locnodes;loc;loc = loc->next)
2184 if (VectorCompare(loc->mins, loc->maxs))
2188 const char *in = loc->name;
2189 char name[MAX_INPUTLINE];
2190 for (len = 0;len < (int)sizeof(name) - 1 && *in;)
2192 if (*in == ' ') {s = "$loc_name_separator";in++;}
2193 else if (!strncmp(in, "SSG", 3)) {s = "$loc_name_ssg";in += 3;}
2194 else if (!strncmp(in, "NG", 2)) {s = "$loc_name_ng";in += 2;}
2195 else if (!strncmp(in, "SNG", 3)) {s = "$loc_name_sng";in += 3;}
2196 else if (!strncmp(in, "GL", 2)) {s = "$loc_name_gl";in += 2;}
2197 else if (!strncmp(in, "RL", 2)) {s = "$loc_name_rl";in += 2;}
2198 else if (!strncmp(in, "LG", 2)) {s = "$loc_name_lg";in += 2;}
2199 else if (!strncmp(in, "GA", 2)) {s = "$loc_name_ga";in += 2;}
2200 else if (!strncmp(in, "YA", 2)) {s = "$loc_name_ya";in += 2;}
2201 else if (!strncmp(in, "RA", 2)) {s = "$loc_name_ra";in += 2;}
2202 else if (!strncmp(in, "MEGA", 4)) {s = "$loc_name_mh";in += 4;}
2206 while (len < (int)sizeof(name) - 1 && *s)
2210 name[len++] = *in++;
2213 FS_Printf(outfile, "%.0f %.0f %.0f %s\n", loc->mins[0]*8, loc->mins[1]*8, loc->mins[2]*8, name);
2216 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);
2221 void CL_Locs_Reload_f(void)
2223 int i, linenumber, limit, len;
2225 char *filedata, *text, *textend, *linestart, *linetext, *lineend;
2226 fs_offset_t filesize;
2228 char locfilename[MAX_QPATH];
2229 char name[MAX_INPUTLINE];
2231 if (cls.state != ca_connected || !cl.worldmodel)
2233 Con_Printf("No level loaded!\n");
2239 // try maps/something.loc first (LordHavoc: where I think they should be)
2240 dpsnprintf(locfilename, sizeof(locfilename), "%s.loc", cl.worldnamenoextension);
2241 filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2244 // try proquake name as well (LordHavoc: I hate path mangling)
2245 dpsnprintf(locfilename, sizeof(locfilename), "locs/%s.loc", cl.worldbasename);
2246 filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2251 textend = filedata + filesize;
2252 for (linenumber = 1;text < textend;linenumber++)
2255 for (;text < textend && *text != '\r' && *text != '\n';text++)
2258 if (text + 1 < textend && *text == '\r' && text[1] == '\n')
2262 // trim trailing whitespace
2263 while (lineend > linestart && ISWHITESPACE(lineend[-1]))
2265 // trim leading whitespace
2266 while (linestart < lineend && ISWHITESPACE(*linestart))
2268 // check if this is a comment
2269 if (linestart + 2 <= lineend && !strncmp(linestart, "//", 2))
2271 linetext = linestart;
2273 for (i = 0;i < limit;i++)
2275 if (linetext >= lineend)
2277 // note: a missing number is interpreted as 0
2279 mins[i] = atof(linetext);
2281 maxs[i - 3] = atof(linetext);
2282 // now advance past the number
2283 while (linetext < lineend && !ISWHITESPACE(*linetext) && *linetext != ',')
2285 // advance through whitespace
2286 if (linetext < lineend)
2288 if (*linetext == ',')
2292 // note: comma can be followed by whitespace
2294 if (ISWHITESPACE(*linetext))
2297 while (linetext < lineend && ISWHITESPACE(*linetext))
2302 // if this is a quoted name, remove the quotes
2305 if (linetext >= lineend || *linetext != '"')
2306 continue; // proquake location names are always quoted
2309 len = min(lineend - linetext, (int)sizeof(name) - 1);
2310 memcpy(name, linetext, len);
2312 // add the box to the list
2313 CL_Locs_AddNode(mins, maxs, name);
2315 // if a point was parsed, it needs to be scaled down by 8 (since
2316 // point-based loc files were invented by a proxy which dealt
2317 // directly with quake protocol coordinates, which are *8), turn
2321 // interpret silly fuhquake macros
2322 for (len = 0;len < (int)sizeof(name) - 1 && linetext < lineend;)
2324 if (*linetext == '$')
2326 if (linetext + 18 <= lineend && !strncmp(linetext, "$loc_name_separator", 19)) {s = " ";linetext += 19;}
2327 else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_ssg", 13)) {s = "SSG";linetext += 13;}
2328 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ng", 12)) {s = "NG";linetext += 12;}
2329 else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_sng", 13)) {s = "SNG";linetext += 13;}
2330 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_gl", 12)) {s = "GL";linetext += 12;}
2331 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_rl", 12)) {s = "RL";linetext += 12;}
2332 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_lg", 12)) {s = "LG";linetext += 12;}
2333 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ga", 12)) {s = "GA";linetext += 12;}
2334 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ya", 12)) {s = "YA";linetext += 12;}
2335 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ra", 12)) {s = "RA";linetext += 12;}
2336 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_mh", 12)) {s = "MEGA";linetext += 12;}
2340 while (len < (int)sizeof(name) - 1 && *s)
2345 name[len++] = *linetext++;
2348 // add the point to the list
2349 VectorScale(mins, (1.0 / 8.0), mins);
2350 CL_Locs_AddNode(mins, mins, name);
2362 void CL_Shutdown (void)
2364 CL_Screen_Shutdown();
2365 CL_Particles_Shutdown();
2366 CL_Parse_Shutdown();
2368 Mem_FreePool (&cls.permanentmempool);
2369 Mem_FreePool (&cls.levelmempool);
2380 cls.levelmempool = Mem_AllocPool("client (per-level memory)", 0, NULL);
2381 cls.permanentmempool = Mem_AllocPool("client (long term memory)", 0, NULL);
2383 memset(&r_refdef, 0, sizeof(r_refdef));
2384 // max entities sent to renderer per frame
2385 r_refdef.scene.maxentities = MAX_EDICTS + 256 + 512;
2386 r_refdef.scene.entities = (entity_render_t **)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t *) * r_refdef.scene.maxentities);
2388 // max temp entities
2389 r_refdef.scene.maxtempentities = MAX_TEMPENTITIES;
2390 r_refdef.scene.tempentities = (entity_render_t *)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t) * r_refdef.scene.maxtempentities);
2395 // register our commands
2397 Cvar_RegisterVariable (&cl_upspeed);
2398 Cvar_RegisterVariable (&cl_forwardspeed);
2399 Cvar_RegisterVariable (&cl_backspeed);
2400 Cvar_RegisterVariable (&cl_sidespeed);
2401 Cvar_RegisterVariable (&cl_movespeedkey);
2402 Cvar_RegisterVariable (&cl_yawspeed);
2403 Cvar_RegisterVariable (&cl_pitchspeed);
2404 Cvar_RegisterVariable (&cl_anglespeedkey);
2405 Cvar_RegisterVariable (&cl_shownet);
2406 Cvar_RegisterVariable (&cl_nolerp);
2407 Cvar_RegisterVariable (&cl_lerpanim_maxdelta_server);
2408 Cvar_RegisterVariable (&cl_lerpanim_maxdelta_framegroups);
2409 Cvar_RegisterVariable (&cl_deathfade);
2410 Cvar_RegisterVariable (&lookspring);
2411 Cvar_RegisterVariable (&lookstrafe);
2412 Cvar_RegisterVariable (&sensitivity);
2413 Cvar_RegisterVariable (&freelook);
2415 Cvar_RegisterVariable (&m_pitch);
2416 Cvar_RegisterVariable (&m_yaw);
2417 Cvar_RegisterVariable (&m_forward);
2418 Cvar_RegisterVariable (&m_side);
2420 Cvar_RegisterVariable (&cl_itembobspeed);
2421 Cvar_RegisterVariable (&cl_itembobheight);
2423 Cmd_AddCommand ("entities", CL_PrintEntities_f, "print information on network entities known to client");
2424 Cmd_AddCommand ("disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
2425 Cmd_AddCommand ("record", CL_Record_f, "record a demo");
2426 Cmd_AddCommand ("stop", CL_Stop_f, "stop recording or playing a demo");
2427 Cmd_AddCommand ("playdemo", CL_PlayDemo_f, "watch a demo file");
2428 Cmd_AddCommand ("timedemo", CL_TimeDemo_f, "play back a demo as fast as possible and save statistics to benchmark.log");
2430 // Support Client-side Model Index List
2431 Cmd_AddCommand ("cl_modelindexlist", CL_ModelIndexList_f, "list information on all models in the client modelindex");
2432 // Support Client-side Sound Index List
2433 Cmd_AddCommand ("cl_soundindexlist", CL_SoundIndexList_f, "list all sounds in the client soundindex");
2435 Cvar_RegisterVariable (&cl_autodemo);
2436 Cvar_RegisterVariable (&cl_autodemo_nameformat);
2437 Cvar_RegisterVariable (&cl_autodemo_delete);
2439 Cmd_AddCommand ("fog", CL_Fog_f, "set global fog parameters (density red green blue [alpha [mindist [maxdist [top [fadedepth]]]]])");
2440 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)");
2442 // LordHavoc: added pausedemo
2443 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)");
2445 Cmd_AddCommand ("cl_areastats", CL_AreaStats_f, "prints statistics on entity culling during collision traces");
2447 Cvar_RegisterVariable(&r_draweffects);
2448 Cvar_RegisterVariable(&cl_explosions_alpha_start);
2449 Cvar_RegisterVariable(&cl_explosions_alpha_end);
2450 Cvar_RegisterVariable(&cl_explosions_size_start);
2451 Cvar_RegisterVariable(&cl_explosions_size_end);
2452 Cvar_RegisterVariable(&cl_explosions_lifetime);
2453 Cvar_RegisterVariable(&cl_stainmaps);
2454 Cvar_RegisterVariable(&cl_stainmaps_clearonload);
2455 Cvar_RegisterVariable(&cl_beams_polygons);
2456 Cvar_RegisterVariable(&cl_beams_quakepositionhack);
2457 Cvar_RegisterVariable(&cl_beams_instantaimhack);
2458 Cvar_RegisterVariable(&cl_beams_lightatend);
2459 Cvar_RegisterVariable(&cl_noplayershadow);
2460 Cvar_RegisterVariable(&cl_dlights_decayradius);
2461 Cvar_RegisterVariable(&cl_dlights_decaybrightness);
2463 Cvar_RegisterVariable(&cl_prydoncursor);
2464 Cvar_RegisterVariable(&cl_prydoncursor_notrace);
2466 Cvar_RegisterVariable(&cl_deathnoviewmodel);
2468 // for QW connections
2469 Cvar_RegisterVariable(&qport);
2470 Cvar_SetValueQuick(&qport, (rand() * RAND_MAX + rand()) & 0xffff);
2472 Cmd_AddCommand("timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs");
2474 Cvar_RegisterVariable(&cl_locs_enable);
2475 Cvar_RegisterVariable(&cl_locs_show);
2476 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)");
2477 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)");
2478 Cmd_AddCommand("locs_clear", CL_Locs_Clear_f, "remove all loc points/boxes");
2479 Cmd_AddCommand("locs_reload", CL_Locs_Reload_f, "reload .loc file for this map");
2480 Cmd_AddCommand("locs_save", CL_Locs_Save_f, "save .loc file for this map containing currently defined points and boxes");
2483 CL_Particles_Init();