2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
20 // cl_main.c -- client main loop
23 #include "cl_collision.h"
32 // we need to declare some mouse variables here, because the menu system
33 // references them even when on a unix system.
35 cvar_t csqc_progname = {0, "csqc_progname","csprogs.dat","name of csprogs.dat file to load"};
36 cvar_t csqc_progcrc = {CVAR_READONLY, "csqc_progcrc","-1","CRC of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1"};
37 cvar_t csqc_progsize = {CVAR_READONLY, "csqc_progsize","-1","file size of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1"};
39 cvar_t cl_shownet = {0, "cl_shownet","0","1 = print packet size, 2 = print packet message list"};
40 cvar_t cl_nolerp = {0, "cl_nolerp", "0","network update smoothing"};
41 cvar_t cl_lerpanim_maxdelta_server = {0, "cl_lerpanim_maxdelta_server", "0.1","maximum frame delta for smoothing between server-controlled animation frames (when 0, one network frame)"};
42 cvar_t cl_lerpanim_maxdelta_framegroups = {0, "cl_lerpanim_maxdelta_framegroups", "0.1","maximum frame delta for smoothing between framegroups (when 0, one network frame)"};
44 cvar_t cl_itembobheight = {0, "cl_itembobheight", "0","how much items bob up and down (try 8)"};
45 cvar_t cl_itembobspeed = {0, "cl_itembobspeed", "0.5","how frequently items bob up and down"};
47 cvar_t lookspring = {CVAR_SAVE, "lookspring","0","returns pitch to level with the floor when no longer holding a pitch key"};
48 cvar_t lookstrafe = {CVAR_SAVE, "lookstrafe","0","move instead of turning"};
49 cvar_t sensitivity = {CVAR_SAVE, "sensitivity","3","mouse speed multiplier"};
51 cvar_t m_pitch = {CVAR_SAVE, "m_pitch","0.022","mouse pitch speed multiplier"};
52 cvar_t m_yaw = {CVAR_SAVE, "m_yaw","0.022","mouse yaw speed multiplier"};
53 cvar_t m_forward = {CVAR_SAVE, "m_forward","1","mouse forward speed multiplier"};
54 cvar_t m_side = {CVAR_SAVE, "m_side","0.8","mouse side speed multiplier"};
56 cvar_t freelook = {CVAR_SAVE, "freelook", "1","mouse controls pitch instead of forward/back"};
58 cvar_t cl_autodemo = {CVAR_SAVE, "cl_autodemo", "0", "records every game played, using the date/time and map name to name the demo file" };
59 cvar_t cl_autodemo_nameformat = {CVAR_SAVE, "cl_autodemo_nameformat", "autodemos/%Y-%m-%d_%H-%M", "The format of the cl_autodemo filename, followed by the map name (the date is encoded using strftime escapes)" };
60 cvar_t cl_autodemo_delete = {0, "cl_autodemo_delete", "0", "Delete demos after recording. This is a bitmask, bit 1 gives the default, bit 0 the value for the current demo. Thus, the values are: 0 = disabled; 1 = delete current demo only; 2 = delete all demos except the current demo; 3 = delete all demos from now on" };
62 cvar_t r_draweffects = {0, "r_draweffects", "1","renders temporary sprite effects"};
64 cvar_t cl_explosions_alpha_start = {CVAR_SAVE, "cl_explosions_alpha_start", "1.5","starting alpha of an explosion shell"};
65 cvar_t cl_explosions_alpha_end = {CVAR_SAVE, "cl_explosions_alpha_end", "0","end alpha of an explosion shell (just before it disappears)"};
66 cvar_t cl_explosions_size_start = {CVAR_SAVE, "cl_explosions_size_start", "16","starting size of an explosion shell"};
67 cvar_t cl_explosions_size_end = {CVAR_SAVE, "cl_explosions_size_end", "128","ending alpha of an explosion shell (just before it disappears)"};
68 cvar_t cl_explosions_lifetime = {CVAR_SAVE, "cl_explosions_lifetime", "0.5","how long an explosion shell lasts"};
70 cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "0","stains lightmaps, much faster than decals but blurred"};
71 cvar_t cl_stainmaps_clearonload = {CVAR_SAVE, "cl_stainmaps_clearonload", "1","clear stainmaps on map restart"};
73 cvar_t cl_beams_polygons = {CVAR_SAVE, "cl_beams_polygons", "1","use beam polygons instead of models"};
74 cvar_t cl_beams_quakepositionhack = {CVAR_SAVE, "cl_beams_quakepositionhack", "1", "makes your lightning gun appear to fire from your waist (as in Quake and QuakeWorld)"};
75 cvar_t cl_beams_instantaimhack = {CVAR_SAVE, "cl_beams_instantaimhack", "0", "makes your lightning gun aiming update instantly"};
76 cvar_t cl_beams_lightatend = {CVAR_SAVE, "cl_beams_lightatend", "0", "make a light at the end of the beam"};
78 cvar_t cl_deathfade = {CVAR_SAVE, "cl_deathfade", "0", "fade screen to dark red when dead, value represents how fast the fade is (higher is faster)"};
80 cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0","hide player shadow"};
82 cvar_t cl_dlights_decayradius = {CVAR_SAVE, "cl_dlights_decayradius", "1", "reduces size of light flashes over time"};
83 cvar_t cl_dlights_decaybrightness = {CVAR_SAVE, "cl_dlights_decaybrightness", "1", "reduces brightness of light flashes over time"};
85 cvar_t qport = {0, "qport", "0", "identification key for playing on qw servers (allows you to maintain a connection to a quakeworld server even if your port changes)"};
87 cvar_t cl_prydoncursor = {0, "cl_prydoncursor", "0", "enables a mouse pointer which is able to click on entities in the world, useful for point and click mods, see PRYDON_CLIENTCURSOR extension in dpextensions.qc"};
88 cvar_t cl_prydoncursor_notrace = {0, "cl_prydoncursor_notrace", "0", "disables traceline used in prydon cursor reporting to the game, saving some cpu time"};
90 cvar_t cl_deathnoviewmodel = {0, "cl_deathnoviewmodel", "1", "hides gun model when dead"};
92 cvar_t cl_locs_enable = {CVAR_SAVE, "locs_enable", "1", "enables replacement of certain % codes in chat messages: %l (location), %d (last death location), %h (health), %a (armor), %x (rockets), %c (cells), %r (rocket launcher status), %p (powerup status), %w (weapon status), %t (current time in level)"};
93 cvar_t cl_locs_show = {0, "locs_show", "0", "shows defined locations for editing purposes"};
95 extern cvar_t r_equalize_entities_fullbright;
101 =====================
104 =====================
106 void CL_VM_ShutDown (void);
107 void CL_ClearState(void)
114 // wipe the entire cl structure
115 Mem_EmptyPool(cls.levelmempool);
116 memset (&cl, 0, sizeof(cl));
120 // reset the view zoom interpolation
121 cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
122 cl.sensitivityscale = 1.0f;
124 // enable rendering of the world and such
125 cl.csqc_vidvars.drawworld = r_drawworld.integer != 0;
126 cl.csqc_vidvars.drawenginesbar = true;
127 cl.csqc_vidvars.drawcrosshair = true;
129 // set up the float version of the stats array for easier access to float stats
130 cl.statsf = (float *)cl.stats;
133 cl.num_static_entities = 0;
134 cl.num_brushmodel_entities = 0;
136 // tweak these if the game runs out
137 cl.max_csqcrenderentities = 0;
138 cl.max_entities = MAX_ENITIES_INITIAL;
139 cl.max_static_entities = MAX_STATICENTITIES;
140 cl.max_effects = MAX_EFFECTS;
141 cl.max_beams = MAX_BEAMS;
142 cl.max_dlights = MAX_DLIGHTS;
143 cl.max_lightstyle = MAX_LIGHTSTYLES;
144 cl.max_brushmodel_entities = MAX_EDICTS;
145 cl.max_particles = MAX_PARTICLES_INITIAL; // grows dynamically
146 cl.max_decals = MAX_DECALS_INITIAL; // grows dynamically
153 cl.csqcrenderentities = NULL;
154 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
155 cl.entities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char));
156 cl.static_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_static_entities * sizeof(entity_t));
157 cl.effects = (cl_effect_t *)Mem_Alloc(cls.levelmempool, cl.max_effects * sizeof(cl_effect_t));
158 cl.beams = (beam_t *)Mem_Alloc(cls.levelmempool, cl.max_beams * sizeof(beam_t));
159 cl.dlights = (dlight_t *)Mem_Alloc(cls.levelmempool, cl.max_dlights * sizeof(dlight_t));
160 cl.lightstyle = (lightstyle_t *)Mem_Alloc(cls.levelmempool, cl.max_lightstyle * sizeof(lightstyle_t));
161 cl.brushmodel_entities = (int *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(int));
162 cl.particles = (particle_t *) Mem_Alloc(cls.levelmempool, cl.max_particles * sizeof(particle_t));
163 cl.decals = (decal_t *) Mem_Alloc(cls.levelmempool, cl.max_decals * sizeof(decal_t));
166 // LordHavoc: have to set up the baseline info for alpha and other stuff
167 for (i = 0;i < cl.max_entities;i++)
169 cl.entities[i].state_baseline = defaultstate;
170 cl.entities[i].state_previous = defaultstate;
171 cl.entities[i].state_current = defaultstate;
174 if (gamemode == GAME_NEXUIZ || gamemode == GAME_XONOTIC)
176 VectorSet(cl.playerstandmins, -16, -16, -24);
177 VectorSet(cl.playerstandmaxs, 16, 16, 45);
178 VectorSet(cl.playercrouchmins, -16, -16, -24);
179 VectorSet(cl.playercrouchmaxs, 16, 16, 25);
183 VectorSet(cl.playerstandmins, -16, -16, -24);
184 VectorSet(cl.playerstandmaxs, 16, 16, 24);
185 VectorSet(cl.playercrouchmins, -16, -16, -24);
186 VectorSet(cl.playercrouchmaxs, 16, 16, 24);
189 // disable until we get textures for it
192 ent = &cl.entities[0];
193 // entire entity array was cleared, so just fill in a few fields
194 ent->state_current.active = true;
195 ent->render.model = cl.worldmodel = NULL; // no world model yet
196 ent->render.alpha = 1;
197 ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
198 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, 0, 0, 0, 0, 0, 0, 1);
199 ent->render.allowdecals = true;
200 CL_UpdateRenderEntity(&ent->render);
202 // noclip is turned off at start
203 noclip_anglehack = false;
205 // mark all frames invalid for delta
206 memset(cl.qw_deltasequence, -1, sizeof(cl.qw_deltasequence));
208 // set bestweapon data back to Quake data
209 IN_BestWeapon_ResetData();
214 void CL_SetInfo(const char *key, const char *value, qboolean send, qboolean allowstarkey, qboolean allowmodel, qboolean quiet)
217 qboolean fail = false;
218 if (!allowstarkey && key[0] == '*')
220 if (!allowmodel && (!strcasecmp(key, "pmodel") || !strcasecmp(key, "emodel")))
222 for (i = 0;key[i];i++)
223 if (ISWHITESPACE(key[i]) || key[i] == '\"')
225 for (i = 0;value[i];i++)
226 if (value[i] == '\r' || value[i] == '\n' || value[i] == '\"')
231 Con_Printf("Can't setinfo \"%s\" \"%s\"\n", key, value);
234 InfoString_SetValue(cls.userinfo, sizeof(cls.userinfo), key, value);
235 if (cls.state == ca_connected && cls.netcon)
237 if (cls.protocol == PROTOCOL_QUAKEWORLD)
239 MSG_WriteByte(&cls.netcon->message, qw_clc_stringcmd);
240 MSG_WriteString(&cls.netcon->message, va("setinfo \"%s\" \"%s\"", key, value));
242 else if (!strcasecmp(key, "name"))
244 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
245 MSG_WriteString(&cls.netcon->message, va("name \"%s\"", value));
247 else if (!strcasecmp(key, "playermodel"))
249 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
250 MSG_WriteString(&cls.netcon->message, va("playermodel \"%s\"", value));
252 else if (!strcasecmp(key, "playerskin"))
254 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
255 MSG_WriteString(&cls.netcon->message, va("playerskin \"%s\"", value));
257 else if (!strcasecmp(key, "topcolor"))
259 // don't send anything, the combined color code will be updated manually
261 else if (!strcasecmp(key, "bottomcolor"))
263 // don't send anything, the combined color code will be updated manually
265 else if (!strcasecmp(key, "rate"))
267 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
268 MSG_WriteString(&cls.netcon->message, va("rate \"%s\"", value));
273 void CL_ExpandEntities(int num)
275 int i, oldmaxentities;
276 entity_t *oldentities;
277 if (num >= cl.max_entities)
280 Sys_Error("CL_ExpandEntities: cl.entities not initialized");
281 if (num >= MAX_EDICTS)
282 Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
283 oldmaxentities = cl.max_entities;
284 oldentities = cl.entities;
285 cl.max_entities = (num & ~255) + 256;
286 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
287 memcpy(cl.entities, oldentities, oldmaxentities * sizeof(entity_t));
288 Mem_Free(oldentities);
289 for (i = oldmaxentities;i < cl.max_entities;i++)
291 cl.entities[i].state_baseline = defaultstate;
292 cl.entities[i].state_previous = defaultstate;
293 cl.entities[i].state_current = defaultstate;
298 void CL_ExpandCSQCRenderEntities(int num)
301 int oldmaxcsqcrenderentities;
302 entity_render_t *oldcsqcrenderentities;
303 if (num >= cl.max_csqcrenderentities)
305 if (num >= MAX_EDICTS)
306 Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
307 oldmaxcsqcrenderentities = cl.max_csqcrenderentities;
308 oldcsqcrenderentities = cl.csqcrenderentities;
309 cl.max_csqcrenderentities = (num & ~255) + 256;
310 cl.csqcrenderentities = (entity_render_t *)Mem_Alloc(cls.levelmempool, cl.max_csqcrenderentities * sizeof(entity_render_t));
311 if (oldcsqcrenderentities)
313 memcpy(cl.csqcrenderentities, oldcsqcrenderentities, oldmaxcsqcrenderentities * sizeof(entity_render_t));
314 for (i = 0;i < r_refdef.scene.numentities;i++)
315 if(r_refdef.scene.entities[i] >= oldcsqcrenderentities && r_refdef.scene.entities[i] < (oldcsqcrenderentities + oldmaxcsqcrenderentities))
316 r_refdef.scene.entities[i] = cl.csqcrenderentities + (r_refdef.scene.entities[i] - oldcsqcrenderentities);
317 Mem_Free(oldcsqcrenderentities);
323 =====================
326 Sends a disconnect message to the server
327 This is also called on Host_Error, so it shouldn't cause any errors
328 =====================
330 void CL_Disconnect(void)
332 if (cls.state == ca_dedicated)
335 if (COM_CheckParm("-profilegameonly"))
336 Sys_AllowProfiling(false);
338 Curl_Clear_forthismap();
340 Con_DPrintf("CL_Disconnect\n");
342 Cvar_SetValueQuick(&csqc_progcrc, -1);
343 Cvar_SetValueQuick(&csqc_progsize, -1);
345 // stop sounds (especially looping!)
348 cl.parsingtextexpectingpingforscores = 0; // just in case no reply has come yet
350 // clear contents blends
351 cl.cshifts[0].percent = 0;
352 cl.cshifts[1].percent = 0;
353 cl.cshifts[2].percent = 0;
354 cl.cshifts[3].percent = 0;
356 cl.worldmodel = NULL;
358 CL_Parse_ErrorCleanUp();
360 if (cls.demoplayback)
365 unsigned char bufdata[8];
366 if (cls.demorecording)
369 // send disconnect message 3 times to improve chances of server
370 // receiving it (but it still fails sometimes)
371 memset(&buf, 0, sizeof(buf));
373 buf.maxsize = sizeof(bufdata);
374 if (cls.protocol == PROTOCOL_QUAKEWORLD)
376 Con_DPrint("Sending drop command\n");
377 MSG_WriteByte(&buf, qw_clc_stringcmd);
378 MSG_WriteString(&buf, "drop");
382 Con_DPrint("Sending clc_disconnect\n");
383 MSG_WriteByte(&buf, clc_disconnect);
385 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
386 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
387 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
388 NetConn_Close(cls.netcon);
391 cls.state = ca_disconnected;
393 cls.demoplayback = cls.timedemo = false;
397 void CL_Disconnect_f(void)
401 Host_ShutdownServer ();
408 =====================
409 CL_EstablishConnection
411 Host should be either "local" or a net address
412 =====================
414 void CL_EstablishConnection(const char *host, int firstarg)
416 if (cls.state == ca_dedicated)
419 // clear menu's connect error message
420 M_Update_Return_Reason("");
423 // stop demo loop in case this fails
424 if (cls.demoplayback)
427 // if downloads are running, cancel their finishing action
428 Curl_Clear_forthismap();
430 // make sure the client ports are open before attempting to connect
431 NetConn_UpdateSockets();
433 // run a network frame
434 //NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
436 if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
438 cls.connect_trying = true;
439 cls.connect_remainingtries = 3;
440 cls.connect_nextsendtime = 0;
442 // only NOW, set connect_userinfo
446 *cls.connect_userinfo = 0;
447 for(i = firstarg; i+2 <= Cmd_Argc(); i += 2)
448 InfoString_SetValue(cls.connect_userinfo, sizeof(cls.connect_userinfo), Cmd_Argv(i), Cmd_Argv(i+1));
450 else if(firstarg < -1)
452 // -1: keep as is (reconnect)
454 *cls.connect_userinfo = 0;
457 M_Update_Return_Reason("Trying to connect...");
459 // run several network frames to jump into the game quickly
462 // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
463 // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
464 // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
465 // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
470 Con_Print("Unable to find a suitable network socket to connect to server.\n");
471 M_Update_Return_Reason("No network");
480 static void CL_PrintEntities_f(void)
485 for (i = 0, ent = cl.entities;i < cl.num_entities;i++, ent++)
487 const char* modelname;
489 if (!ent->state_current.active)
492 if (ent->render.model)
493 modelname = ent->render.model->name;
495 modelname = "--no model--";
496 Con_Printf("%3i: %-25s:%4i (%5i %5i %5i) [%3i %3i %3i] %4.2f %5.3f\n", i, modelname, ent->render.framegroupblend[0].frame, (int) ent->state_current.origin[0], (int) ent->state_current.origin[1], (int) ent->state_current.origin[2], (int) ent->state_current.angles[0] % 360, (int) ent->state_current.angles[1] % 360, (int) ent->state_current.angles[2] % 360, ent->render.scale, ent->render.alpha);
504 List information on all models in the client modelindex
507 static void CL_ModelIndexList_f(void)
513 Con_Printf("%3s: %-30s %-8s %-8s\n", "ID", "Name", "Type", "Triangles");
515 for (i = -MAX_MODELS;i < MAX_MODELS;i++)
517 model = CL_GetModelByIndex(i);
518 if(model->loaded || i == 1)
519 Con_Printf("%3i: %-30s %-8s %-10i\n", i, model->name, model->modeldatatypestring, model->surfmesh.num_triangles);
521 Con_Printf("%3i: %-30s %-30s\n", i, model->name, "--no local model found--");
530 List all sounds in the client soundindex
533 static void CL_SoundIndexList_f(void)
537 while(cl.sound_precache[i] && i != MAX_SOUNDS)
539 Con_Printf("%i : %s\n", i, cl.sound_precache[i]->name);
546 CL_UpdateRenderEntity
548 Updates inversematrix, animation interpolation factors, scale, and mins/maxs
551 void CL_UpdateRenderEntity(entity_render_t *ent)
555 dp_model_t *model = ent->model;
556 // update the inverse matrix for the renderer
557 Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
558 // update the animation blend state
559 VM_FrameBlendFromFrameGroupBlend(ent->frameblend, ent->framegroupblend, ent->model);
560 // we need the matrix origin to center the box
561 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
562 // update entity->render.scale because the renderer needs it
563 ent->scale = scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
566 // NOTE: this directly extracts vector components from the matrix, which relies on the matrix orientation!
567 #ifdef MATRIX4x4_OPENGLORIENTATION
568 if (ent->matrix.m[0][2] != 0 || ent->matrix.m[1][2] != 0)
570 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
574 VectorMA(org, scale, model->rotatedmins, ent->mins);
575 VectorMA(org, scale, model->rotatedmaxs, ent->maxs);
577 #ifdef MATRIX4x4_OPENGLORIENTATION
578 else if (ent->matrix.m[1][0] != 0 || ent->matrix.m[0][1] != 0)
580 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
584 VectorMA(org, scale, model->yawmins, ent->mins);
585 VectorMA(org, scale, model->yawmaxs, ent->maxs);
589 VectorMA(org, scale, model->normalmins, ent->mins);
590 VectorMA(org, scale, model->normalmaxs, ent->maxs);
595 ent->mins[0] = org[0] - 16;
596 ent->mins[1] = org[1] - 16;
597 ent->mins[2] = org[2] - 16;
598 ent->maxs[0] = org[0] + 16;
599 ent->maxs[1] = org[1] + 16;
600 ent->maxs[2] = org[2] + 16;
608 Determines the fraction between the last two messages that the objects
612 static float CL_LerpPoint(void)
616 if (cl_nettimesyncboundmode.integer == 1)
617 cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
619 // LordHavoc: lerp in listen games as the server is being capped below the client (usually)
620 if (cl.mtime[0] <= cl.mtime[1])
622 cl.time = cl.mtime[0];
626 f = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]);
627 return bound(0, f, 1);
630 void CL_ClearTempEntities (void)
632 r_refdef.scene.numtempentities = 0;
633 // grow tempentities buffer on request
634 if (r_refdef.scene.expandtempentities)
636 Con_Printf("CL_NewTempEntity: grow maxtempentities from %i to %i\n", r_refdef.scene.maxtempentities, r_refdef.scene.maxtempentities * 2);
637 r_refdef.scene.maxtempentities *= 2;
638 r_refdef.scene.tempentities = (entity_render_t *)Mem_Realloc(cls.permanentmempool, r_refdef.scene.tempentities, sizeof(entity_render_t) * r_refdef.scene.maxtempentities);
639 r_refdef.scene.expandtempentities = false;
643 entity_render_t *CL_NewTempEntity(double shadertime)
645 entity_render_t *render;
647 if (r_refdef.scene.numentities >= r_refdef.scene.maxentities)
649 if (r_refdef.scene.numtempentities >= r_refdef.scene.maxtempentities)
651 r_refdef.scene.expandtempentities = true; // will be reallocated next frame since current frame may have pointers set already
654 render = &r_refdef.scene.tempentities[r_refdef.scene.numtempentities++];
655 memset (render, 0, sizeof(*render));
656 r_refdef.scene.entities[r_refdef.scene.numentities++] = render;
658 render->shadertime = shadertime;
660 VectorSet(render->colormod, 1, 1, 1);
661 VectorSet(render->glowmod, 1, 1, 1);
665 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
669 if (!modelindex) // sanity check
673 Con_Printf("CL_Effect: framerate %f is < 1\n", framerate);
678 Con_Printf("CL_Effect: framecount %i is < 1\n", framecount);
681 for (i = 0, e = cl.effects;i < cl.max_effects;i++, e++)
686 VectorCopy(org, e->origin);
687 e->modelindex = modelindex;
688 e->starttime = cl.time;
689 e->startframe = startframe;
690 e->endframe = startframe + framecount;
691 e->framerate = framerate;
694 e->frame1time = cl.time;
695 e->frame2time = cl.time;
696 cl.num_effects = max(cl.num_effects, i + 1);
701 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)
706 // then look for anything else
708 for (i = 0;i < cl.max_dlights;i++, dl++)
712 // unable to find one
713 if (i == cl.max_dlights)
716 //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
717 memset (dl, 0, sizeof(*dl));
718 cl.num_dlights = max(cl.num_dlights, i + 1);
719 Matrix4x4_Normalize(&dl->matrix, matrix);
721 Matrix4x4_OriginFromMatrix(&dl->matrix, dl->origin);
722 CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
723 Matrix4x4_SetOrigin(&dl->matrix, dl->origin[0], dl->origin[1], dl->origin[2]);
726 dl->color[1] = green;
728 dl->initialradius = radius;
729 dl->initialcolor[0] = red;
730 dl->initialcolor[1] = green;
731 dl->initialcolor[2] = blue;
732 dl->decay = decay / radius; // changed decay to be a percentage decrease
733 dl->intensity = 1; // this is what gets decayed
735 dl->die = cl.time + lifetime;
739 dpsnprintf(dl->cubemapname, sizeof(dl->cubemapname), "cubemaps/%i", cubemapnum);
741 dl->cubemapname[0] = 0;
743 dl->shadow = shadowenable;
746 dl->coronasizescale = coronasizescale;
747 dl->ambientscale = ambientscale;
748 dl->diffusescale = diffusescale;
749 dl->specularscale = specularscale;
752 void CL_DecayLightFlashes(void)
758 time = bound(0, cl.time - cl.oldtime, 0.1);
759 oldmax = cl.num_dlights;
761 for (i = 0, dl = cl.dlights;i < oldmax;i++, dl++)
765 dl->intensity -= time * dl->decay;
766 if (cl.time < dl->die && dl->intensity > 0)
768 if (cl_dlights_decayradius.integer)
769 dl->radius = dl->initialradius * dl->intensity;
771 dl->radius = dl->initialradius;
772 if (cl_dlights_decaybrightness.integer)
773 VectorScale(dl->initialcolor, dl->intensity, dl->color);
775 VectorCopy(dl->initialcolor, dl->color);
776 cl.num_dlights = i + 1;
784 // called before entity relinking
785 void CL_RelinkLightFlashes(void)
790 matrix4x4_t tempmatrix;
792 if (r_dynamic.integer)
794 for (i = 0, dl = cl.dlights;i < cl.num_dlights && r_refdef.scene.numlights < MAX_DLIGHTS;i++, dl++)
798 tempmatrix = dl->matrix;
799 Matrix4x4_Scale(&tempmatrix, dl->radius, 1);
800 // we need the corona fading to be persistent
801 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);
802 r_refdef.scene.lights[r_refdef.scene.numlights++] = &dl->rtlight;
809 for (j = 0;j < cl.max_lightstyle;j++)
811 r_refdef.scene.rtlightstylevalue[j] = 1;
812 r_refdef.scene.lightstylevalue[j] = 256;
818 // 'm' is normal light, 'a' is no light, 'z' is double bright
822 for (j = 0;j < cl.max_lightstyle;j++)
824 if (!cl.lightstyle[j].length)
826 r_refdef.scene.rtlightstylevalue[j] = 1;
827 r_refdef.scene.lightstylevalue[j] = 256;
830 // static lightstyle "=value"
831 if (cl.lightstyle[j].map[0] == '=')
833 r_refdef.scene.rtlightstylevalue[j] = atof(cl.lightstyle[j].map + 1);
834 if ( r_lerplightstyles.integer || ((int)f - f) < 0.01)
835 r_refdef.scene.lightstylevalue[j] = r_refdef.scene.rtlightstylevalue[j];
838 k = i % cl.lightstyle[j].length;
839 l = (i-1) % cl.lightstyle[j].length;
840 k = cl.lightstyle[j].map[k] - 'a';
841 l = cl.lightstyle[j].map[l] - 'a';
842 // rtlightstylevalue is always interpolated because it has no bad
843 // consequences for performance
844 // lightstylevalue is subject to a cvar for performance reasons;
845 // skipping lightmap updates on most rendered frames substantially
846 // improves framerates (but makes light fades look bad)
847 r_refdef.scene.rtlightstylevalue[j] = ((k*frac)+(l*(1-frac)))*(22/256.0f);
848 r_refdef.scene.lightstylevalue[j] = r_lerplightstyles.integer ? (unsigned short)(((k*frac)+(l*(1-frac)))*22) : k*22;
852 void CL_AddQWCTFFlagModel(entity_t *player, int skin)
854 int frame = player->render.framegroupblend[0].frame;
856 entity_render_t *flagrender;
857 matrix4x4_t flagmatrix;
859 // this code taken from QuakeWorld
861 if (frame >= 29 && frame <= 40)
863 if (frame >= 29 && frame <= 34)
865 if (frame == 29) f = f + 2;
866 else if (frame == 30) f = f + 8;
867 else if (frame == 31) f = f + 12;
868 else if (frame == 32) f = f + 11;
869 else if (frame == 33) f = f + 10;
870 else if (frame == 34) f = f + 4;
872 else if (frame >= 35 && frame <= 40)
874 if (frame == 35) f = f + 2;
875 else if (frame == 36) f = f + 10;
876 else if (frame == 37) f = f + 10;
877 else if (frame == 38) f = f + 8;
878 else if (frame == 39) f = f + 4;
879 else if (frame == 40) f = f + 2;
882 else if (frame >= 103 && frame <= 118)
884 if (frame >= 103 && frame <= 104) f = f + 6; //nailattack
885 else if (frame >= 105 && frame <= 106) f = f + 6; //light
886 else if (frame >= 107 && frame <= 112) f = f + 7; //rocketattack
887 else if (frame >= 112 && frame <= 118) f = f + 7; //shotattack
889 // end of code taken from QuakeWorld
891 flagrender = CL_NewTempEntity(player->render.shadertime);
895 flagrender->model = CL_GetModelByIndex(cl.qw_modelindex_flag);
896 flagrender->skinnum = skin;
897 flagrender->alpha = 1;
898 VectorSet(flagrender->colormod, 1, 1, 1);
899 VectorSet(flagrender->glowmod, 1, 1, 1);
900 // attach the flag to the player matrix
901 Matrix4x4_CreateFromQuakeEntity(&flagmatrix, -f, -22, 0, 0, 0, -45, 1);
902 Matrix4x4_Concat(&flagrender->matrix, &player->render.matrix, &flagmatrix);
903 CL_UpdateRenderEntity(flagrender);
906 matrix4x4_t viewmodelmatrix;
908 static const vec3_t muzzleflashorigin = {18, 0, 0};
910 extern void V_DriftPitch(void);
911 extern void V_FadeViewFlashs(void);
912 extern void V_CalcViewBlend(void);
913 extern void V_CalcRefdef(void);
915 void CL_SetEntityColormapColors(entity_render_t *ent, int colormap)
917 const unsigned char *cbcolor;
920 cbcolor = palette_rgb_pantscolormap[colormap & 0xF];
921 VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_pantscolor);
922 cbcolor = palette_rgb_shirtcolormap[(colormap & 0xF0) >> 4];
923 VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_shirtcolor);
927 VectorClear(ent->colormap_pantscolor);
928 VectorClear(ent->colormap_shirtcolor);
932 // note this is a recursive function, recursionlimit should be 32 or so on the initial call
933 void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolate)
935 const matrix4x4_t *matrix;
936 matrix4x4_t blendmatrix, tempmatrix, matrix2;
938 float origin[3], angles[3], lerp;
941 //entity_persistent_t *p = &e->persistent;
942 //entity_render_t *r = &e->render;
943 // skip inactive entities and world
944 if (!e->state_current.active || e == cl.entities)
946 if (recursionlimit < 1)
948 e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
949 e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
950 e->render.flags = e->state_current.flags;
951 e->render.effects = e->state_current.effects;
952 VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
953 VectorScale(e->state_current.glowmod, (1.0f / 32.0f), e->render.glowmod);
954 if(e >= cl.entities && e < cl.entities + cl.num_entities)
955 e->render.entitynumber = e - cl.entities;
957 e->render.entitynumber = 0;
958 if (e->state_current.flags & RENDER_COLORMAPPED)
959 CL_SetEntityColormapColors(&e->render, e->state_current.colormap);
960 else if (e->state_current.colormap > 0 && e->state_current.colormap <= cl.maxclients && cl.scores != NULL)
961 CL_SetEntityColormapColors(&e->render, cl.scores[e->state_current.colormap-1].colors);
963 CL_SetEntityColormapColors(&e->render, -1);
964 e->render.skinnum = e->state_current.skin;
965 if (e->state_current.tagentity)
967 // attached entity (gun held in player model's hand, etc)
968 // if the tag entity is currently impossible, skip it
969 if (e->state_current.tagentity >= cl.num_entities)
971 t = cl.entities + e->state_current.tagentity;
972 // if the tag entity is inactive, skip it
973 if (t->state_current.active)
975 // update the parent first
976 CL_UpdateNetworkEntity(t, recursionlimit - 1, interpolate);
981 // it may still be a CSQC entity... trying to use its
982 // info from last render frame (better than nothing)
983 if(!cl.csqc_server2csqcentitynumber[e->state_current.tagentity])
985 r = cl.csqcrenderentities + cl.csqc_server2csqcentitynumber[e->state_current.tagentity];
987 return; // neither CSQC nor legacy entity... can't attach
989 // make relative to the entity
991 // some properties of the tag entity carry over
992 e->render.flags |= r->flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
993 // if a valid tagindex is used, make it relative to that tag instead
994 if (e->state_current.tagentity && e->state_current.tagindex >= 1 && r->model)
996 if(!Mod_Alias_GetTagMatrix(r->model, r->frameblend, r->skeleton, e->state_current.tagindex - 1, &blendmatrix)) // i.e. no error
998 // concat the tag matrices onto the entity matrix
999 Matrix4x4_Concat(&tempmatrix, &r->matrix, &blendmatrix);
1000 // use the constructed tag matrix
1001 matrix = &tempmatrix;
1005 else if (e->render.flags & RENDER_VIEWMODEL)
1007 // view-relative entity (guns and such)
1008 if (e->render.effects & EF_NOGUNBOB)
1009 matrix = &r_refdef.view.matrix; // really attached to view
1011 matrix = &viewmodelmatrix; // attached to gun bob matrix
1015 // world-relative entity (the normal kind)
1016 matrix = &identitymatrix;
1020 // if it's the predicted player entity, update according to client movement
1021 // but don't lerp if going through a teleporter as it causes a bad lerp
1022 // also don't use the predicted location if fixangle was set on both of
1023 // the most recent server messages, as that cause means you are spectating
1024 // someone or watching a cutscene of some sort
1025 if (cl_nolerp.integer || cls.timedemo)
1026 interpolate = false;
1027 if (e == cl.entities + cl.playerentity && cl.movement_predicted && (!cl.fixangle[1] || !cl.fixangle[0]))
1029 VectorCopy(cl.movement_origin, origin);
1030 VectorSet(angles, 0, cl.viewangles[1], 0);
1032 else if (interpolate && e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1)
1034 // interpolate the origin and angles
1035 lerp = max(0, lerp);
1036 VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
1038 // this fails at the singularity of euler angles
1039 VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
1040 if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
1041 if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
1042 if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
1043 VectorMA(e->persistent.oldangles, lerp, delta, angles);
1046 vec3_t f0, u0, f1, u1;
1047 AngleVectors(e->persistent.oldangles, f0, NULL, u0);
1048 AngleVectors(e->persistent.newangles, f1, NULL, u1);
1049 VectorMAM(1-lerp, f0, lerp, f1, f0);
1050 VectorMAM(1-lerp, u0, lerp, u1, u0);
1051 AnglesFromVectors(angles, f0, u0, false);
1058 VectorCopy(e->persistent.neworigin, origin);
1059 VectorCopy(e->persistent.newangles, angles);
1062 // model setup and some modelflags
1063 frame = e->state_current.frame;
1064 e->render.model = CL_GetModelByIndex(e->state_current.modelindex);
1065 if (e->render.model)
1067 if (e->render.skinnum >= e->render.model->numskins)
1068 e->render.skinnum = 0;
1069 if (frame >= e->render.model->numframes)
1071 // models can set flags such as EF_ROCKET
1072 // this 0xFF800000 mask is EF_NOMODELFLAGS plus all the higher EF_ flags such as EF_ROCKET
1073 if (!(e->render.effects & 0xFF800000))
1074 e->render.effects |= e->render.model->effects;
1075 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
1076 if (e->render.model->type == mod_alias)
1077 angles[0] = -angles[0];
1078 if ((e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
1080 VectorScale(e->render.colormod, 2, e->render.colormod);
1081 VectorScale(e->render.glowmod, 2, e->render.glowmod);
1084 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
1085 else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
1086 angles[0] = -angles[0];
1087 // NOTE: this must be synced to SV_GetPitchSign!
1089 if ((e->render.effects & EF_ROTATE) && !(e->render.flags & RENDER_VIEWMODEL))
1091 angles[1] = ANGLEMOD(100*cl.time);
1092 if (cl_itembobheight.value)
1093 origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
1097 if (e->render.framegroupblend[0].frame == frame)
1099 // update frame lerp fraction
1100 e->render.framegroupblend[0].lerp = 1;
1101 e->render.framegroupblend[1].lerp = 0;
1102 if (e->render.framegroupblend[0].start > e->render.framegroupblend[1].start)
1104 // make sure frame lerp won't last longer than 100ms
1105 // (this mainly helps with models that use framegroups and
1106 // switch between them infrequently)
1107 float maxdelta = cl_lerpanim_maxdelta_server.value;
1109 if(e->render.model->animscenes)
1110 if(e->render.model->animscenes[e->render.framegroupblend[0].frame].framecount > 1 || e->render.model->animscenes[e->render.framegroupblend[1].frame].framecount > 1)
1111 maxdelta = cl_lerpanim_maxdelta_framegroups.value;
1112 maxdelta = max(maxdelta, cl.mtime[0] - cl.mtime[1]);
1113 e->render.framegroupblend[0].lerp = (cl.time - e->render.framegroupblend[0].start) / min(e->render.framegroupblend[0].start - e->render.framegroupblend[1].start, maxdelta);
1114 e->render.framegroupblend[0].lerp = bound(0, e->render.framegroupblend[0].lerp, 1);
1115 e->render.framegroupblend[1].lerp = 1 - e->render.framegroupblend[0].lerp;
1120 // begin a new frame lerp
1121 e->render.framegroupblend[1] = e->render.framegroupblend[0];
1122 e->render.framegroupblend[1].lerp = 1;
1123 e->render.framegroupblend[0].frame = frame;
1124 e->render.framegroupblend[0].start = cl.time;
1125 e->render.framegroupblend[0].lerp = 0;
1128 // set up the render matrix
1131 // attached entity, this requires a matrix multiply (concat)
1132 // FIXME: e->render.scale should go away
1133 Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1134 // concat the matrices to make the entity relative to its tag
1135 Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
1136 // get the origin from the new matrix
1137 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1141 // unattached entities are faster to process
1142 Matrix4x4_CreateFromQuakeEntity(&e->render.matrix, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1145 // tenebrae's sprites are all additive mode (weird)
1146 if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
1147 e->render.flags |= RENDER_ADDITIVE;
1148 // player model is only shown with chase_active on
1149 if (e->state_current.number == cl.viewentity)
1150 e->render.flags |= RENDER_EXTERIORMODEL;
1151 // either fullbright or lit
1152 if(!r_fullbright.integer)
1154 if (!(e->render.effects & EF_FULLBRIGHT))
1155 e->render.flags |= RENDER_LIGHT;
1156 else if(r_equalize_entities_fullbright.integer)
1157 e->render.flags |= RENDER_LIGHT | RENDER_EQUALIZE;
1159 // hide player shadow during intermission or nehahra movie
1160 if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST))
1161 && (e->render.alpha >= 1)
1162 && !(e->render.flags & RENDER_VIEWMODEL)
1163 && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
1164 e->render.flags |= RENDER_SHADOW;
1165 if (e->render.flags & RENDER_VIEWMODEL)
1166 e->render.flags |= RENDER_NOSELFSHADOW;
1167 if (e->render.effects & EF_NOSELFSHADOW)
1168 e->render.flags |= RENDER_NOSELFSHADOW;
1169 if (e->render.effects & EF_NODEPTHTEST)
1170 e->render.flags |= RENDER_NODEPTHTEST;
1171 if (e->render.effects & EF_ADDITIVE)
1172 e->render.flags |= RENDER_ADDITIVE;
1173 if (e->render.effects & EF_DOUBLESIDED)
1174 e->render.flags |= RENDER_DOUBLESIDED;
1176 // make the other useful stuff
1177 e->render.allowdecals = true;
1178 CL_UpdateRenderEntity(&e->render);
1181 // creates light and trails from an entity
1182 void CL_UpdateNetworkEntityTrail(entity_t *e)
1184 effectnameindex_t trailtype;
1187 // bmodels are treated specially since their origin is usually '0 0 0' and
1188 // their actual geometry is far from '0 0 0'
1189 if (e->render.model && e->render.model->soundfromcenter)
1192 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1193 Matrix4x4_Transform(&e->render.matrix, o, origin);
1196 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1198 // handle particle trails and such effects now that we know where this
1199 // entity is in the world...
1200 trailtype = EFFECT_NONE;
1201 // LordHavoc: if the entity has no effects, don't check each
1202 if (e->render.effects & (EF_BRIGHTFIELD | EF_FLAME | EF_STARDUST))
1204 if (e->render.effects & EF_BRIGHTFIELD)
1206 if (gamemode == GAME_NEXUIZ || gamemode == GAME_XONOTIC)
1207 trailtype = EFFECT_TR_NEXUIZPLASMA;
1209 CL_EntityParticles(e);
1211 if (e->render.effects & EF_FLAME)
1212 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);
1213 if (e->render.effects & EF_STARDUST)
1214 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);
1216 if (e->render.internaleffects & (INTEF_FLAG1QW | INTEF_FLAG2QW))
1218 // these are only set on player entities
1219 CL_AddQWCTFFlagModel(e, (e->render.internaleffects & INTEF_FLAG2QW) != 0);
1221 // muzzleflash fades over time
1222 if (e->persistent.muzzleflash > 0)
1223 e->persistent.muzzleflash -= bound(0, cl.time - cl.oldtime, 0.1) * 20;
1224 // LordHavoc: if the entity has no effects, don't check each
1225 if (e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1227 if (e->render.effects & EF_GIB)
1228 trailtype = EFFECT_TR_BLOOD;
1229 else if (e->render.effects & EF_ZOMGIB)
1230 trailtype = EFFECT_TR_SLIGHTBLOOD;
1231 else if (e->render.effects & EF_TRACER)
1232 trailtype = EFFECT_TR_WIZSPIKE;
1233 else if (e->render.effects & EF_TRACER2)
1234 trailtype = EFFECT_TR_KNIGHTSPIKE;
1235 else if (e->render.effects & EF_ROCKET)
1236 trailtype = EFFECT_TR_ROCKET;
1237 else if (e->render.effects & EF_GRENADE)
1239 // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1240 trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1242 else if (e->render.effects & EF_TRACER3)
1243 trailtype = EFFECT_TR_VORESPIKE;
1246 if (e->render.flags & RENDER_GLOWTRAIL)
1247 trailtype = EFFECT_TR_GLOWTRAIL;
1248 // check if a trail is allowed (it is not after a teleport for example)
1249 if (trailtype && e->persistent.trail_allowed)
1253 VectorSubtract(e->state_current.origin, e->state_previous.origin, vel);
1254 len = e->state_current.time - e->state_previous.time;
1257 VectorScale(vel, len, vel);
1258 CL_ParticleTrail(trailtype, 1, e->persistent.trail_origin, origin, vel, vel, e, e->state_current.glowcolor, false, true, NULL, NULL);
1260 // now that the entity has survived one trail update it is allowed to
1261 // leave a real trail on later frames
1262 e->persistent.trail_allowed = true;
1263 VectorCopy(origin, e->persistent.trail_origin);
1269 CL_UpdateViewEntities
1272 void CL_UpdateViewEntities(void)
1275 // update any RENDER_VIEWMODEL entities to use the new view matrix
1276 for (i = 1;i < cl.num_entities;i++)
1278 if (cl.entities_active[i])
1280 entity_t *ent = cl.entities + i;
1281 if ((ent->render.flags & RENDER_VIEWMODEL) || ent->state_current.tagentity)
1282 CL_UpdateNetworkEntity(ent, 32, true);
1285 // and of course the engine viewmodel needs updating as well
1286 CL_UpdateNetworkEntity(&cl.viewent, 32, true);
1291 CL_UpdateNetworkCollisionEntities
1294 void CL_UpdateNetworkCollisionEntities(void)
1299 // start on the entity after the world
1300 cl.num_brushmodel_entities = 0;
1301 for (i = cl.maxclients + 1;i < cl.num_entities;i++)
1303 if (cl.entities_active[i])
1305 ent = cl.entities + i;
1306 if (ent->state_current.active && ent->render.model && ent->render.model->name[0] == '*' && ent->render.model->TraceBox)
1308 // do not interpolate the bmodels for this
1309 CL_UpdateNetworkEntity(ent, 32, false);
1310 cl.brushmodel_entities[cl.num_brushmodel_entities++] = i;
1316 extern void R_DecalSystem_Reset(decalsystem_t *decalsystem);
1320 CL_UpdateNetworkEntities
1323 void CL_UpdateNetworkEntities(void)
1328 // start on the entity after the world
1329 for (i = 1;i < cl.num_entities;i++)
1331 if (cl.entities_active[i])
1333 ent = cl.entities + i;
1334 if (ent->state_current.active)
1336 CL_UpdateNetworkEntity(ent, 32, true);
1337 // view models should never create light/trails
1338 if (!(ent->render.flags & RENDER_VIEWMODEL))
1339 CL_UpdateNetworkEntityTrail(ent);
1343 R_DecalSystem_Reset(&ent->render.decalsystem);
1344 cl.entities_active[i] = false;
1350 void CL_UpdateViewModel(void)
1354 ent->state_previous = ent->state_current;
1355 ent->state_current = defaultstate;
1356 ent->state_current.time = cl.time;
1357 ent->state_current.number = (unsigned short)-1;
1358 ent->state_current.active = true;
1359 ent->state_current.modelindex = cl.stats[STAT_WEAPON];
1360 ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
1361 ent->state_current.flags = RENDER_VIEWMODEL;
1362 if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
1363 ent->state_current.modelindex = 0;
1364 else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
1366 if (gamemode == GAME_TRANSFUSION)
1367 ent->state_current.alpha = 128;
1369 ent->state_current.modelindex = 0;
1371 ent->state_current.alpha = cl.entities[cl.viewentity].state_current.alpha;
1372 ent->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB));
1374 // reset animation interpolation on weaponmodel if model changed
1375 if (ent->state_previous.modelindex != ent->state_current.modelindex)
1377 ent->render.framegroupblend[0].frame = ent->render.framegroupblend[1].frame = ent->state_current.frame;
1378 ent->render.framegroupblend[0].start = ent->render.framegroupblend[1].start = cl.time;
1379 ent->render.framegroupblend[0].lerp = 1;ent->render.framegroupblend[1].lerp = 0;
1381 CL_UpdateNetworkEntity(ent, 32, true);
1384 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
1385 void CL_LinkNetworkEntity(entity_t *e)
1387 effectnameindex_t trailtype;
1392 // skip inactive entities and world
1393 if (!e->state_current.active || e == cl.entities)
1395 if (e->state_current.tagentity)
1397 // if the tag entity is currently impossible, skip it
1398 if (e->state_current.tagentity >= cl.num_entities)
1400 // if the tag entity is inactive, skip it
1401 if (!cl.entities[e->state_current.tagentity].state_current.active)
1403 if(!cl.csqc_server2csqcentitynumber[e->state_current.tagentity])
1405 if(!cl.csqcrenderentities[cl.csqc_server2csqcentitynumber[e->state_current.tagentity]].entitynumber)
1407 // if we get here, it's properly csqc networked and attached
1411 // create entity dlights associated with this entity
1412 if (e->render.model && e->render.model->soundfromcenter)
1414 // bmodels are treated specially since their origin is usually '0 0 0'
1416 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1417 Matrix4x4_Transform(&e->render.matrix, o, origin);
1420 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1421 trailtype = EFFECT_NONE;
1426 // LordHavoc: if the entity has no effects, don't check each
1427 if (e->render.effects & (EF_BRIGHTFIELD | EF_DIMLIGHT | EF_BRIGHTLIGHT | EF_RED | EF_BLUE | EF_FLAME | EF_STARDUST))
1429 if (e->render.effects & EF_BRIGHTFIELD)
1431 if (gamemode == GAME_NEXUIZ || gamemode == GAME_XONOTIC)
1432 trailtype = EFFECT_TR_NEXUIZPLASMA;
1434 if (e->render.effects & EF_DIMLIGHT)
1436 dlightradius = max(dlightradius, 200);
1437 dlightcolor[0] += 1.50f;
1438 dlightcolor[1] += 1.50f;
1439 dlightcolor[2] += 1.50f;
1441 if (e->render.effects & EF_BRIGHTLIGHT)
1443 dlightradius = max(dlightradius, 400);
1444 dlightcolor[0] += 3.00f;
1445 dlightcolor[1] += 3.00f;
1446 dlightcolor[2] += 3.00f;
1448 // LordHavoc: more effects
1449 if (e->render.effects & EF_RED) // red
1451 dlightradius = max(dlightradius, 200);
1452 dlightcolor[0] += 1.50f;
1453 dlightcolor[1] += 0.15f;
1454 dlightcolor[2] += 0.15f;
1456 if (e->render.effects & EF_BLUE) // blue
1458 dlightradius = max(dlightradius, 200);
1459 dlightcolor[0] += 0.15f;
1460 dlightcolor[1] += 0.15f;
1461 dlightcolor[2] += 1.50f;
1463 if (e->render.effects & EF_FLAME)
1464 CL_ParticleTrail(EFFECT_EF_FLAME, 1, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false, NULL, NULL);
1465 if (e->render.effects & EF_STARDUST)
1466 CL_ParticleTrail(EFFECT_EF_STARDUST, 1, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false, NULL, NULL);
1468 // muzzleflash fades over time, and is offset a bit
1469 if (e->persistent.muzzleflash > 0 && r_refdef.scene.numlights < MAX_DLIGHTS)
1474 matrix4x4_t tempmatrix;
1475 Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
1476 trace = CL_TraceLine(origin, v2, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, true, false, NULL, false, false);
1477 Matrix4x4_Normalize(&tempmatrix, &e->render.matrix);
1478 Matrix4x4_SetOrigin(&tempmatrix, trace.endpos[0], trace.endpos[1], trace.endpos[2]);
1479 Matrix4x4_Scale(&tempmatrix, 150, 1);
1480 VectorSet(color, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f);
1481 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);
1482 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1484 // LordHavoc: if the model has no flags, don't check each
1485 if (e->render.model && e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1487 if (e->render.effects & EF_GIB)
1488 trailtype = EFFECT_TR_BLOOD;
1489 else if (e->render.effects & EF_ZOMGIB)
1490 trailtype = EFFECT_TR_SLIGHTBLOOD;
1491 else if (e->render.effects & EF_TRACER)
1492 trailtype = EFFECT_TR_WIZSPIKE;
1493 else if (e->render.effects & EF_TRACER2)
1494 trailtype = EFFECT_TR_KNIGHTSPIKE;
1495 else if (e->render.effects & EF_ROCKET)
1496 trailtype = EFFECT_TR_ROCKET;
1497 else if (e->render.effects & EF_GRENADE)
1499 // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1500 trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1502 else if (e->render.effects & EF_TRACER3)
1503 trailtype = EFFECT_TR_VORESPIKE;
1505 // LordHavoc: customizable glow
1506 if (e->state_current.glowsize)
1508 // * 4 for the expansion from 0-255 to 0-1023 range,
1509 // / 255 to scale down byte colors
1510 dlightradius = max(dlightradius, e->state_current.glowsize * 4);
1511 VectorMA(dlightcolor, (1.0f / 255.0f), palette_rgb[e->state_current.glowcolor], dlightcolor);
1514 if ((e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) && r_refdef.scene.numlights < MAX_DLIGHTS)
1516 matrix4x4_t dlightmatrix;
1518 VectorScale(e->state_current.light, (1.0f / 256.0f), light);
1519 light[3] = e->state_current.light[3];
1520 if (light[0] == 0 && light[1] == 0 && light[2] == 0)
1521 VectorSet(light, 1, 1, 1);
1524 // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
1525 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1526 Matrix4x4_Scale(&dlightmatrix, light[3], 1);
1527 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);
1528 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1530 // make the glow dlight
1531 else if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL) && r_refdef.scene.numlights < MAX_DLIGHTS)
1533 matrix4x4_t dlightmatrix;
1534 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1535 // hack to make glowing player light shine on their gun
1536 //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
1537 // Matrix4x4_AdjustOrigin(&dlightmatrix, 0, 0, 30);
1538 Matrix4x4_Scale(&dlightmatrix, dlightradius, 1);
1539 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);
1540 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1543 if (e->render.flags & RENDER_GLOWTRAIL)
1544 trailtype = EFFECT_TR_GLOWTRAIL;
1546 CL_ParticleTrail(trailtype, 1, origin, origin, vec3_origin, vec3_origin, NULL, e->state_current.glowcolor, true, false, NULL, NULL);
1548 // don't show entities with no modelindex (note: this still shows
1549 // entities which have a modelindex that resolved to a NULL model)
1550 if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.scene.numentities < r_refdef.scene.maxentities)
1551 r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
1552 //if (cl.viewentity && e->state_current.number == cl.viewentity)
1553 // Matrix4x4_Print(&e->render.matrix);
1556 void CL_RelinkWorld(void)
1558 entity_t *ent = &cl.entities[0];
1559 // FIXME: this should be done at load
1560 ent->render.matrix = identitymatrix;
1561 ent->render.flags = RENDER_SHADOW;
1562 if (!r_fullbright.integer)
1563 ent->render.flags |= RENDER_LIGHT;
1564 VectorSet(ent->render.colormod, 1, 1, 1);
1565 VectorSet(ent->render.glowmod, 1, 1, 1);
1566 ent->render.allowdecals = true;
1567 CL_UpdateRenderEntity(&ent->render);
1568 r_refdef.scene.worldentity = &ent->render;
1569 r_refdef.scene.worldmodel = cl.worldmodel;
1572 static void CL_RelinkStaticEntities(void)
1576 for (i = 0, e = cl.static_entities;i < cl.num_static_entities && r_refdef.scene.numentities < r_refdef.scene.maxentities;i++, e++)
1578 e->render.flags = 0;
1579 // if the model was not loaded when the static entity was created we
1580 // need to re-fetch the model pointer
1581 e->render.model = CL_GetModelByIndex(e->state_baseline.modelindex);
1582 // either fullbright or lit
1583 if(!r_fullbright.integer)
1585 if (!(e->render.effects & EF_FULLBRIGHT))
1586 e->render.flags |= RENDER_LIGHT;
1587 else if(r_equalize_entities_fullbright.integer)
1588 e->render.flags |= RENDER_LIGHT | RENDER_EQUALIZE;
1590 // hide player shadow during intermission or nehahra movie
1591 if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST)) && (e->render.alpha >= 1))
1592 e->render.flags |= RENDER_SHADOW;
1593 VectorSet(e->render.colormod, 1, 1, 1);
1594 VectorSet(e->render.glowmod, 1, 1, 1);
1595 VM_FrameBlendFromFrameGroupBlend(e->render.frameblend, e->render.framegroupblend, e->render.model);
1596 e->render.allowdecals = true;
1597 CL_UpdateRenderEntity(&e->render);
1598 r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
1607 static void CL_RelinkNetworkEntities(void)
1612 // start on the entity after the world
1613 for (i = 1;i < cl.num_entities;i++)
1615 if (cl.entities_active[i])
1617 ent = cl.entities + i;
1618 if (ent->state_current.active)
1619 CL_LinkNetworkEntity(ent);
1621 cl.entities_active[i] = false;
1626 static void CL_RelinkEffects(void)
1630 entity_render_t *entrender;
1633 for (i = 0, e = cl.effects;i < cl.num_effects;i++, e++)
1637 frame = (cl.time - e->starttime) * e->framerate + e->startframe;
1638 intframe = (int)frame;
1639 if (intframe < 0 || intframe >= e->endframe)
1641 memset(e, 0, sizeof(*e));
1642 while (cl.num_effects > 0 && !cl.effects[cl.num_effects - 1].active)
1647 if (intframe != e->frame)
1649 e->frame = intframe;
1650 e->frame1time = e->frame2time;
1651 e->frame2time = cl.time;
1654 // if we're drawing effects, get a new temp entity
1655 // (NewTempEntity adds it to the render entities list for us)
1656 if (r_draweffects.integer && (entrender = CL_NewTempEntity(e->starttime)))
1658 // interpolation stuff
1659 entrender->framegroupblend[0].frame = intframe;
1660 entrender->framegroupblend[0].lerp = 1 - frame - intframe;
1661 entrender->framegroupblend[0].start = e->frame1time;
1662 if (intframe + 1 >= e->endframe)
1664 entrender->framegroupblend[1].frame = 0; // disappear
1665 entrender->framegroupblend[1].lerp = 0;
1666 entrender->framegroupblend[1].start = 0;
1670 entrender->framegroupblend[1].frame = intframe + 1;
1671 entrender->framegroupblend[1].lerp = frame - intframe;
1672 entrender->framegroupblend[1].start = e->frame2time;
1676 entrender->model = CL_GetModelByIndex(e->modelindex);
1677 entrender->alpha = 1;
1678 VectorSet(entrender->colormod, 1, 1, 1);
1679 VectorSet(entrender->glowmod, 1, 1, 1);
1681 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
1682 CL_UpdateRenderEntity(entrender);
1688 void CL_Beam_CalculatePositions(const beam_t *b, vec3_t start, vec3_t end)
1690 VectorCopy(b->start, start);
1691 VectorCopy(b->end, end);
1693 // if coming from the player, update the start position
1694 if (b->entity == cl.viewentity)
1696 if (cl_beams_quakepositionhack.integer && !chase_active.integer)
1698 // LordHavoc: this is a stupid hack from Quake that makes your
1699 // lightning appear to come from your waist and cover less of your
1701 // in Quake this hack was applied to all players (causing the
1702 // infamous crotch-lightning), but in darkplaces and QuakeWorld it
1703 // only applies to your own lightning, and only in first person
1704 Matrix4x4_OriginFromMatrix(&cl.entities[cl.viewentity].render.matrix, start);
1706 if (cl_beams_instantaimhack.integer)
1708 vec3_t dir, localend;
1710 // LordHavoc: this updates the beam direction to match your
1712 VectorSubtract(end, start, dir);
1713 len = VectorLength(dir);
1714 VectorNormalize(dir);
1715 VectorSet(localend, len, 0, 0);
1716 Matrix4x4_Transform(&r_refdef.view.matrix, localend, end);
1721 void CL_RelinkBeams(void)
1725 vec3_t dist, org, start, end;
1727 entity_render_t *entrender;
1730 matrix4x4_t tempmatrix;
1732 for (i = 0, b = cl.beams;i < cl.num_beams;i++, b++)
1736 if (b->endtime < cl.time)
1742 CL_Beam_CalculatePositions(b, start, end);
1746 if (cl_beams_lightatend.integer && r_refdef.scene.numlights < MAX_DLIGHTS)
1748 // FIXME: create a matrix from the beam start/end orientation
1750 VectorSet(dlightcolor, 0.3, 0.7, 1);
1751 Matrix4x4_CreateFromQuakeEntity(&tempmatrix, end[0], end[1], end[2], 0, 0, 0, 200);
1752 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);
1753 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1755 if (cl_beams_polygons.integer)
1759 // calculate pitch and yaw
1760 // (this is similar to the QuakeC builtin function vectoangles)
1761 VectorSubtract(end, start, dist);
1762 if (dist[1] == 0 && dist[0] == 0)
1772 yaw = atan2(dist[1], dist[0]) * 180 / M_PI;
1776 forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1777 pitch = atan2(dist[2], forward) * 180 / M_PI;
1782 // add new entities for the lightning
1783 VectorCopy (start, org);
1784 d = VectorNormalizeLength(dist);
1787 entrender = CL_NewTempEntity (0);
1790 //VectorCopy (org, ent->render.origin);
1791 entrender->model = b->model;
1792 //ent->render.effects = EF_FULLBRIGHT;
1793 //ent->render.angles[0] = pitch;
1794 //ent->render.angles[1] = yaw;
1795 //ent->render.angles[2] = rand()%360;
1796 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1797 CL_UpdateRenderEntity(entrender);
1798 VectorMA(org, 30, dist, org);
1803 while (cl.num_beams > 0 && !cl.beams[cl.num_beams - 1].model)
1807 static void CL_RelinkQWNails(void)
1811 entity_render_t *entrender;
1813 for (i = 0;i < cl.qw_num_nails;i++)
1817 // if we're drawing effects, get a new temp entity
1818 // (NewTempEntity adds it to the render entities list for us)
1819 if (!(entrender = CL_NewTempEntity(0)))
1823 entrender->model = CL_GetModelByIndex(cl.qw_modelindex_spike);
1824 entrender->alpha = 1;
1825 VectorSet(entrender->colormod, 1, 1, 1);
1826 VectorSet(entrender->glowmod, 1, 1, 1);
1828 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1);
1829 CL_UpdateRenderEntity(entrender);
1833 void CL_LerpPlayer(float frac)
1837 cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
1838 for (i = 0;i < 3;i++)
1840 cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
1841 cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
1842 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
1845 // interpolate the angles if playing a demo or spectating someone
1846 if (cls.demoplayback || cl.fixangle[0])
1848 for (i = 0;i < 3;i++)
1850 float d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
1855 cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
1860 void CSQC_RelinkAllEntities (int drawmask)
1864 CL_RelinkStaticEntities();
1869 if (drawmask & ENTMASK_ENGINE)
1871 CL_RelinkNetworkEntities();
1872 if (drawmask & ENTMASK_ENGINEVIEWMODELS)
1873 CL_LinkNetworkEntity(&cl.viewent); // link gun model
1877 // update view blend
1885 Update client game world for a new frame
1888 void CL_UpdateWorld(void)
1890 r_refdef.scene.extraupdate = !r_speeds.integer;
1891 r_refdef.scene.numentities = 0;
1892 r_refdef.scene.numlights = 0;
1893 r_refdef.view.matrix = identitymatrix;
1894 r_refdef.view.quality = 1;
1896 cl.num_brushmodel_entities = 0;
1898 if (cls.state == ca_connected && cls.signon == SIGNONS)
1900 // prepare for a new frame
1901 CL_LerpPlayer(CL_LerpPoint());
1902 CL_DecayLightFlashes();
1903 CL_ClearTempEntities();
1907 // if prediction is enabled we have to update all the collidable
1908 // network entities before the prediction code can be run
1909 CL_UpdateNetworkCollisionEntities();
1911 // now update the player prediction
1912 CL_ClientMovement_Replay();
1914 // update the player entity (which may be predicted)
1915 CL_UpdateNetworkEntity(cl.entities + cl.viewentity, 32, true);
1917 // now update the view (which depends on that player entity)
1920 // now update all the network entities and create particle trails
1921 // (some entities may depend on the view)
1922 CL_UpdateNetworkEntities();
1924 // update the engine-based viewmodel
1925 CL_UpdateViewModel();
1927 CL_RelinkLightFlashes();
1928 CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS);
1930 // decals, particles, and explosions will be updated during rneder
1933 r_refdef.scene.time = cl.time;
1936 // LordHavoc: pausedemo command
1937 static void CL_PauseDemo_f (void)
1939 cls.demopaused = !cls.demopaused;
1941 Con_Print("Demo paused\n");
1943 Con_Print("Demo unpaused\n");
1947 ======================
1949 ======================
1951 static void CL_Fog_f (void)
1953 if (Cmd_Argc () == 1)
1955 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);
1958 FOG_clear(); // so missing values get good defaults
1960 r_refdef.fog_density = atof(Cmd_Argv(1));
1962 r_refdef.fog_red = atof(Cmd_Argv(2));
1964 r_refdef.fog_green = atof(Cmd_Argv(3));
1966 r_refdef.fog_blue = atof(Cmd_Argv(4));
1968 r_refdef.fog_alpha = atof(Cmd_Argv(5));
1970 r_refdef.fog_start = atof(Cmd_Argv(6));
1972 r_refdef.fog_end = atof(Cmd_Argv(7));
1974 r_refdef.fog_height = atof(Cmd_Argv(8));
1976 r_refdef.fog_fadedepth = atof(Cmd_Argv(9));
1980 ======================
1981 CL_FogHeightTexture_f
1982 ======================
1984 static void CL_Fog_HeightTexture_f (void)
1986 if (Cmd_Argc () < 11)
1988 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);
1991 FOG_clear(); // so missing values get good defaults
1992 r_refdef.fog_density = atof(Cmd_Argv(1));
1993 r_refdef.fog_red = atof(Cmd_Argv(2));
1994 r_refdef.fog_green = atof(Cmd_Argv(3));
1995 r_refdef.fog_blue = atof(Cmd_Argv(4));
1996 r_refdef.fog_alpha = atof(Cmd_Argv(5));
1997 r_refdef.fog_start = atof(Cmd_Argv(6));
1998 r_refdef.fog_end = atof(Cmd_Argv(7));
1999 r_refdef.fog_height = atof(Cmd_Argv(8));
2000 r_refdef.fog_fadedepth = atof(Cmd_Argv(9));
2001 strlcpy(r_refdef.fog_height_texturename, Cmd_Argv(10), sizeof(r_refdef.fog_height_texturename));
2006 ====================
2009 For program optimization
2010 ====================
2012 static void CL_TimeRefresh_f (void)
2015 float timestart, timedelta;
2017 r_refdef.scene.extraupdate = false;
2019 timestart = Sys_DoubleTime();
2020 for (i = 0;i < 128;i++)
2022 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);
2023 r_refdef.view.quality = 1;
2026 timedelta = Sys_DoubleTime() - timestart;
2028 Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
2031 void CL_AreaStats_f(void)
2033 World_PrintAreaStats(&cl.world, "client");
2036 cl_locnode_t *CL_Locs_FindNearest(const vec3_t point)
2041 vec3_t nearestpoint;
2042 vec_t dist, bestdist;
2045 for (loc = cl.locnodes;loc;loc = loc->next)
2047 for (i = 0;i < 3;i++)
2048 nearestpoint[i] = bound(loc->mins[i], point[i], loc->maxs[i]);
2049 dist = VectorDistance2(nearestpoint, point);
2050 if (bestdist > dist || !best)
2061 void CL_Locs_FindLocationName(char *buffer, size_t buffersize, vec3_t point)
2064 loc = CL_Locs_FindNearest(point);
2066 strlcpy(buffer, loc->name, buffersize);
2068 dpsnprintf(buffer, buffersize, "LOC=%.0f:%.0f:%.0f", point[0], point[1], point[2]);
2071 void CL_Locs_FreeNode(cl_locnode_t *node)
2073 cl_locnode_t **pointer, **next;
2074 for (pointer = &cl.locnodes;*pointer;pointer = next)
2076 next = &(*pointer)->next;
2077 if (*pointer == node)
2079 *pointer = node->next;
2084 Con_Printf("CL_Locs_FreeNode: no such node! (%p)\n", (void *)node);
2087 void CL_Locs_AddNode(vec3_t mins, vec3_t maxs, const char *name)
2089 cl_locnode_t *node, **pointer;
2093 namelen = strlen(name);
2094 node = (cl_locnode_t *) Mem_Alloc(cls.levelmempool, sizeof(cl_locnode_t) + namelen + 1);
2095 VectorSet(node->mins, min(mins[0], maxs[0]), min(mins[1], maxs[1]), min(mins[2], maxs[2]));
2096 VectorSet(node->maxs, max(mins[0], maxs[0]), max(mins[1], maxs[1]), max(mins[2], maxs[2]));
2097 node->name = (char *)(node + 1);
2098 memcpy(node->name, name, namelen);
2099 node->name[namelen] = 0;
2100 // link it into the tail of the list to preserve the order
2101 for (pointer = &cl.locnodes;*pointer;pointer = &(*pointer)->next)
2106 void CL_Locs_Add_f(void)
2109 if (Cmd_Argc() != 5 && Cmd_Argc() != 8)
2111 Con_Printf("usage: %s x y z[ x y z] name\n", Cmd_Argv(0));
2114 mins[0] = atof(Cmd_Argv(1));
2115 mins[1] = atof(Cmd_Argv(2));
2116 mins[2] = atof(Cmd_Argv(3));
2117 if (Cmd_Argc() == 8)
2119 maxs[0] = atof(Cmd_Argv(4));
2120 maxs[1] = atof(Cmd_Argv(5));
2121 maxs[2] = atof(Cmd_Argv(6));
2122 CL_Locs_AddNode(mins, maxs, Cmd_Argv(7));
2125 CL_Locs_AddNode(mins, mins, Cmd_Argv(4));
2128 void CL_Locs_RemoveNearest_f(void)
2131 loc = CL_Locs_FindNearest(r_refdef.view.origin);
2133 CL_Locs_FreeNode(loc);
2135 Con_Printf("no loc point or box found for your location\n");
2138 void CL_Locs_Clear_f(void)
2141 CL_Locs_FreeNode(cl.locnodes);
2144 void CL_Locs_Save_f(void)
2148 char locfilename[MAX_QPATH];
2151 Con_Printf("No loc points/boxes exist!\n");
2154 if (cls.state != ca_connected || !cl.worldmodel)
2156 Con_Printf("No level loaded!\n");
2159 dpsnprintf(locfilename, sizeof(locfilename), "%s.loc", cl.worldnamenoextension);
2161 outfile = FS_OpenRealFile(locfilename, "w", false);
2164 // if any boxes are used then this is a proquake-format loc file, which
2165 // allows comments, so add some relevant information at the start
2166 for (loc = cl.locnodes;loc;loc = loc->next)
2167 if (!VectorCompare(loc->mins, loc->maxs))
2171 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);
2172 for (loc = cl.locnodes;loc;loc = loc->next)
2173 if (VectorCompare(loc->mins, loc->maxs))
2176 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");
2178 for (loc = cl.locnodes;loc;loc = loc->next)
2180 if (VectorCompare(loc->mins, loc->maxs))
2184 const char *in = loc->name;
2185 char name[MAX_INPUTLINE];
2186 for (len = 0;len < (int)sizeof(name) - 1 && *in;)
2188 if (*in == ' ') {s = "$loc_name_separator";in++;}
2189 else if (!strncmp(in, "SSG", 3)) {s = "$loc_name_ssg";in += 3;}
2190 else if (!strncmp(in, "NG", 2)) {s = "$loc_name_ng";in += 2;}
2191 else if (!strncmp(in, "SNG", 3)) {s = "$loc_name_sng";in += 3;}
2192 else if (!strncmp(in, "GL", 2)) {s = "$loc_name_gl";in += 2;}
2193 else if (!strncmp(in, "RL", 2)) {s = "$loc_name_rl";in += 2;}
2194 else if (!strncmp(in, "LG", 2)) {s = "$loc_name_lg";in += 2;}
2195 else if (!strncmp(in, "GA", 2)) {s = "$loc_name_ga";in += 2;}
2196 else if (!strncmp(in, "YA", 2)) {s = "$loc_name_ya";in += 2;}
2197 else if (!strncmp(in, "RA", 2)) {s = "$loc_name_ra";in += 2;}
2198 else if (!strncmp(in, "MEGA", 4)) {s = "$loc_name_mh";in += 4;}
2202 while (len < (int)sizeof(name) - 1 && *s)
2206 name[len++] = *in++;
2209 FS_Printf(outfile, "%.0f %.0f %.0f %s\n", loc->mins[0]*8, loc->mins[1]*8, loc->mins[2]*8, name);
2212 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);
2217 void CL_Locs_Reload_f(void)
2219 int i, linenumber, limit, len;
2221 char *filedata, *text, *textend, *linestart, *linetext, *lineend;
2222 fs_offset_t filesize;
2224 char locfilename[MAX_QPATH];
2225 char name[MAX_INPUTLINE];
2227 if (cls.state != ca_connected || !cl.worldmodel)
2229 Con_Printf("No level loaded!\n");
2235 // try maps/something.loc first (LordHavoc: where I think they should be)
2236 dpsnprintf(locfilename, sizeof(locfilename), "%s.loc", cl.worldnamenoextension);
2237 filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2240 // try proquake name as well (LordHavoc: I hate path mangling)
2241 dpsnprintf(locfilename, sizeof(locfilename), "locs/%s.loc", cl.worldbasename);
2242 filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2247 textend = filedata + filesize;
2248 for (linenumber = 1;text < textend;linenumber++)
2251 for (;text < textend && *text != '\r' && *text != '\n';text++)
2254 if (text + 1 < textend && *text == '\r' && text[1] == '\n')
2258 // trim trailing whitespace
2259 while (lineend > linestart && ISWHITESPACE(lineend[-1]))
2261 // trim leading whitespace
2262 while (linestart < lineend && ISWHITESPACE(*linestart))
2264 // check if this is a comment
2265 if (linestart + 2 <= lineend && !strncmp(linestart, "//", 2))
2267 linetext = linestart;
2269 for (i = 0;i < limit;i++)
2271 if (linetext >= lineend)
2273 // note: a missing number is interpreted as 0
2275 mins[i] = atof(linetext);
2277 maxs[i - 3] = atof(linetext);
2278 // now advance past the number
2279 while (linetext < lineend && !ISWHITESPACE(*linetext) && *linetext != ',')
2281 // advance through whitespace
2282 if (linetext < lineend)
2284 if (*linetext == ',')
2288 // note: comma can be followed by whitespace
2290 if (ISWHITESPACE(*linetext))
2293 while (linetext < lineend && ISWHITESPACE(*linetext))
2298 // if this is a quoted name, remove the quotes
2301 if (linetext >= lineend || *linetext != '"')
2302 continue; // proquake location names are always quoted
2305 len = min(lineend - linetext, (int)sizeof(name) - 1);
2306 memcpy(name, linetext, len);
2308 // add the box to the list
2309 CL_Locs_AddNode(mins, maxs, name);
2311 // if a point was parsed, it needs to be scaled down by 8 (since
2312 // point-based loc files were invented by a proxy which dealt
2313 // directly with quake protocol coordinates, which are *8), turn
2317 // interpret silly fuhquake macros
2318 for (len = 0;len < (int)sizeof(name) - 1 && linetext < lineend;)
2320 if (*linetext == '$')
2322 if (linetext + 18 <= lineend && !strncmp(linetext, "$loc_name_separator", 19)) {s = " ";linetext += 19;}
2323 else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_ssg", 13)) {s = "SSG";linetext += 13;}
2324 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ng", 12)) {s = "NG";linetext += 12;}
2325 else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_sng", 13)) {s = "SNG";linetext += 13;}
2326 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_gl", 12)) {s = "GL";linetext += 12;}
2327 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_rl", 12)) {s = "RL";linetext += 12;}
2328 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_lg", 12)) {s = "LG";linetext += 12;}
2329 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ga", 12)) {s = "GA";linetext += 12;}
2330 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ya", 12)) {s = "YA";linetext += 12;}
2331 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ra", 12)) {s = "RA";linetext += 12;}
2332 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_mh", 12)) {s = "MEGA";linetext += 12;}
2336 while (len < (int)sizeof(name) - 1 && *s)
2341 name[len++] = *linetext++;
2344 // add the point to the list
2345 VectorScale(mins, (1.0 / 8.0), mins);
2346 CL_Locs_AddNode(mins, mins, name);
2358 void CL_Shutdown (void)
2360 CL_Screen_Shutdown();
2361 CL_Particles_Shutdown();
2362 CL_Parse_Shutdown();
2364 Mem_FreePool (&cls.permanentmempool);
2365 Mem_FreePool (&cls.levelmempool);
2376 cls.levelmempool = Mem_AllocPool("client (per-level memory)", 0, NULL);
2377 cls.permanentmempool = Mem_AllocPool("client (long term memory)", 0, NULL);
2379 memset(&r_refdef, 0, sizeof(r_refdef));
2380 // max entities sent to renderer per frame
2381 r_refdef.scene.maxentities = MAX_EDICTS + 256 + 512;
2382 r_refdef.scene.entities = (entity_render_t **)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t *) * r_refdef.scene.maxentities);
2384 // max temp entities
2385 r_refdef.scene.maxtempentities = MAX_TEMPENTITIES;
2386 r_refdef.scene.tempentities = (entity_render_t *)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t) * r_refdef.scene.maxtempentities);
2391 // register our commands
2393 Cvar_RegisterVariable (&cl_upspeed);
2394 Cvar_RegisterVariable (&cl_forwardspeed);
2395 Cvar_RegisterVariable (&cl_backspeed);
2396 Cvar_RegisterVariable (&cl_sidespeed);
2397 Cvar_RegisterVariable (&cl_movespeedkey);
2398 Cvar_RegisterVariable (&cl_yawspeed);
2399 Cvar_RegisterVariable (&cl_pitchspeed);
2400 Cvar_RegisterVariable (&cl_anglespeedkey);
2401 Cvar_RegisterVariable (&cl_shownet);
2402 Cvar_RegisterVariable (&cl_nolerp);
2403 Cvar_RegisterVariable (&cl_lerpanim_maxdelta_server);
2404 Cvar_RegisterVariable (&cl_lerpanim_maxdelta_framegroups);
2405 Cvar_RegisterVariable (&cl_deathfade);
2406 Cvar_RegisterVariable (&lookspring);
2407 Cvar_RegisterVariable (&lookstrafe);
2408 Cvar_RegisterVariable (&sensitivity);
2409 Cvar_RegisterVariable (&freelook);
2411 Cvar_RegisterVariable (&m_pitch);
2412 Cvar_RegisterVariable (&m_yaw);
2413 Cvar_RegisterVariable (&m_forward);
2414 Cvar_RegisterVariable (&m_side);
2416 Cvar_RegisterVariable (&cl_itembobspeed);
2417 Cvar_RegisterVariable (&cl_itembobheight);
2419 Cmd_AddCommand ("entities", CL_PrintEntities_f, "print information on network entities known to client");
2420 Cmd_AddCommand ("disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
2421 Cmd_AddCommand ("record", CL_Record_f, "record a demo");
2422 Cmd_AddCommand ("stop", CL_Stop_f, "stop recording or playing a demo");
2423 Cmd_AddCommand ("playdemo", CL_PlayDemo_f, "watch a demo file");
2424 Cmd_AddCommand ("timedemo", CL_TimeDemo_f, "play back a demo as fast as possible and save statistics to benchmark.log");
2426 // Support Client-side Model Index List
2427 Cmd_AddCommand ("cl_modelindexlist", CL_ModelIndexList_f, "list information on all models in the client modelindex");
2428 // Support Client-side Sound Index List
2429 Cmd_AddCommand ("cl_soundindexlist", CL_SoundIndexList_f, "list all sounds in the client soundindex");
2431 Cvar_RegisterVariable (&cl_autodemo);
2432 Cvar_RegisterVariable (&cl_autodemo_nameformat);
2433 Cvar_RegisterVariable (&cl_autodemo_delete);
2435 Cmd_AddCommand ("fog", CL_Fog_f, "set global fog parameters (density red green blue [alpha [mindist [maxdist [top [fadedepth]]]]])");
2436 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)");
2438 // LordHavoc: added pausedemo
2439 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)");
2441 Cmd_AddCommand ("cl_areastats", CL_AreaStats_f, "prints statistics on entity culling during collision traces");
2443 Cvar_RegisterVariable(&r_draweffects);
2444 Cvar_RegisterVariable(&cl_explosions_alpha_start);
2445 Cvar_RegisterVariable(&cl_explosions_alpha_end);
2446 Cvar_RegisterVariable(&cl_explosions_size_start);
2447 Cvar_RegisterVariable(&cl_explosions_size_end);
2448 Cvar_RegisterVariable(&cl_explosions_lifetime);
2449 Cvar_RegisterVariable(&cl_stainmaps);
2450 Cvar_RegisterVariable(&cl_stainmaps_clearonload);
2451 Cvar_RegisterVariable(&cl_beams_polygons);
2452 Cvar_RegisterVariable(&cl_beams_quakepositionhack);
2453 Cvar_RegisterVariable(&cl_beams_instantaimhack);
2454 Cvar_RegisterVariable(&cl_beams_lightatend);
2455 Cvar_RegisterVariable(&cl_noplayershadow);
2456 Cvar_RegisterVariable(&cl_dlights_decayradius);
2457 Cvar_RegisterVariable(&cl_dlights_decaybrightness);
2459 Cvar_RegisterVariable(&cl_prydoncursor);
2460 Cvar_RegisterVariable(&cl_prydoncursor_notrace);
2462 Cvar_RegisterVariable(&cl_deathnoviewmodel);
2464 // for QW connections
2465 Cvar_RegisterVariable(&qport);
2466 Cvar_SetValueQuick(&qport, (rand() * RAND_MAX + rand()) & 0xffff);
2468 Cmd_AddCommand("timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs");
2470 Cvar_RegisterVariable(&cl_locs_enable);
2471 Cvar_RegisterVariable(&cl_locs_show);
2472 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)");
2473 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)");
2474 Cmd_AddCommand("locs_clear", CL_Locs_Clear_f, "remove all loc points/boxes");
2475 Cmd_AddCommand("locs_reload", CL_Locs_Reload_f, "reload .loc file for this map");
2476 Cmd_AddCommand("locs_save", CL_Locs_Save_f, "save .loc file for this map containing currently defined points and boxes");
2479 CL_Particles_Init();