Revert "Revert "Build in subdirs"", as the issues seem to be ironed out now.
[xonotic/darkplaces.git] / cl_main.c
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
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.
8
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.
12
13 See the GNU General Public License for more details.
14
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.
18
19 */
20 // cl_main.c  -- client main loop
21
22 #include "quakedef.h"
23 #include "cl_collision.h"
24 #include "cl_video.h"
25 #include "image.h"
26 #include "csprogs.h"
27 #include "r_shadow.h"
28 #include "libcurl.h"
29 #include "snd_main.h"
30
31 // we need to declare some mouse variables here, because the menu system
32 // references them even when on a unix system.
33
34 cvar_t csqc_progname = {0, "csqc_progname","csprogs.dat","name of csprogs.dat file to load"};
35 cvar_t csqc_progcrc = {CVAR_READONLY, "csqc_progcrc","-1","CRC of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1"};
36 cvar_t csqc_progsize = {CVAR_READONLY, "csqc_progsize","-1","file size of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1"};
37 cvar_t csqc_usedemoprogs = {0, "csqc_usedemoprogs","1","use csprogs stored in demos"};
38
39 cvar_t cl_shownet = {0, "cl_shownet","0","1 = print packet size, 2 = print packet message list"};
40 cvar_t cl_nolerp = {0, "cl_nolerp", "0","network update smoothing"};
41 cvar_t cl_lerpexcess = {0, "cl_lerpexcess", "0","maximum allowed lerp excess (hides, not fixes, some packet loss)"};
42 cvar_t cl_lerpanim_maxdelta_server = {0, "cl_lerpanim_maxdelta_server", "0.1","maximum frame delta for smoothing between server-controlled animation frames (when 0, one network frame)"};
43 cvar_t cl_lerpanim_maxdelta_framegroups = {0, "cl_lerpanim_maxdelta_framegroups", "0.1","maximum frame delta for smoothing between framegroups (when 0, one network frame)"};
44
45 cvar_t cl_itembobheight = {0, "cl_itembobheight", "0","how much items bob up and down (try 8)"};
46 cvar_t cl_itembobspeed = {0, "cl_itembobspeed", "0.5","how frequently items bob up and down"};
47
48 cvar_t lookspring = {CVAR_SAVE, "lookspring","0","returns pitch to level with the floor when no longer holding a pitch key"};
49 cvar_t lookstrafe = {CVAR_SAVE, "lookstrafe","0","move instead of turning"};
50 cvar_t sensitivity = {CVAR_SAVE, "sensitivity","3","mouse speed multiplier"};
51
52 cvar_t m_pitch = {CVAR_SAVE, "m_pitch","0.022","mouse pitch speed multiplier"};
53 cvar_t m_yaw = {CVAR_SAVE, "m_yaw","0.022","mouse yaw speed multiplier"};
54 cvar_t m_forward = {CVAR_SAVE, "m_forward","1","mouse forward speed multiplier"};
55 cvar_t m_side = {CVAR_SAVE, "m_side","0.8","mouse side speed multiplier"};
56
57 cvar_t freelook = {CVAR_SAVE, "freelook", "1","mouse controls pitch instead of forward/back"};
58
59 cvar_t cl_autodemo = {CVAR_SAVE, "cl_autodemo", "0", "records every game played, using the date/time and map name to name the demo file" };
60 cvar_t cl_autodemo_nameformat = {CVAR_SAVE, "cl_autodemo_nameformat", "autodemos/%Y-%m-%d_%H-%M", "The format of the cl_autodemo filename, followed by the map name (the date is encoded using strftime escapes)" };
61 cvar_t cl_autodemo_delete = {0, "cl_autodemo_delete", "0", "Delete demos after recording.  This is a bitmask, bit 1 gives the default, bit 0 the value for the current demo.  Thus, the values are: 0 = disabled; 1 = delete current demo only; 2 = delete all demos except the current demo; 3 = delete all demos from now on" };
62
63 cvar_t r_draweffects = {0, "r_draweffects", "1","renders temporary sprite effects"};
64
65 cvar_t cl_explosions_alpha_start = {CVAR_SAVE, "cl_explosions_alpha_start", "1.5","starting alpha of an explosion shell"};
66 cvar_t cl_explosions_alpha_end = {CVAR_SAVE, "cl_explosions_alpha_end", "0","end alpha of an explosion shell (just before it disappears)"};
67 cvar_t cl_explosions_size_start = {CVAR_SAVE, "cl_explosions_size_start", "16","starting size of an explosion shell"};
68 cvar_t cl_explosions_size_end = {CVAR_SAVE, "cl_explosions_size_end", "128","ending alpha of an explosion shell (just before it disappears)"};
69 cvar_t cl_explosions_lifetime = {CVAR_SAVE, "cl_explosions_lifetime", "0.5","how long an explosion shell lasts"};
70
71 cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "0","stains lightmaps, much faster than decals but blurred"};
72 cvar_t cl_stainmaps_clearonload = {CVAR_SAVE, "cl_stainmaps_clearonload", "1","clear stainmaps on map restart"};
73
74 cvar_t cl_beams_polygons = {CVAR_SAVE, "cl_beams_polygons", "1","use beam polygons instead of models"};
75 cvar_t cl_beams_quakepositionhack = {CVAR_SAVE, "cl_beams_quakepositionhack", "1", "makes your lightning gun appear to fire from your waist (as in Quake and QuakeWorld)"};
76 cvar_t cl_beams_instantaimhack = {CVAR_SAVE, "cl_beams_instantaimhack", "0", "makes your lightning gun aiming update instantly"};
77 cvar_t cl_beams_lightatend = {CVAR_SAVE, "cl_beams_lightatend", "0", "make a light at the end of the beam"};
78
79 cvar_t cl_deathfade = {CVAR_SAVE, "cl_deathfade", "0", "fade screen to dark red when dead, value represents how fast the fade is (higher is faster)"};
80
81 cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0","hide player shadow"};
82
83 cvar_t cl_dlights_decayradius = {CVAR_SAVE, "cl_dlights_decayradius", "1", "reduces size of light flashes over time"};
84 cvar_t cl_dlights_decaybrightness = {CVAR_SAVE, "cl_dlights_decaybrightness", "1", "reduces brightness of light flashes over time"};
85
86 cvar_t qport = {0, "qport", "0", "identification key for playing on qw servers (allows you to maintain a connection to a quakeworld server even if your port changes)"};
87
88 cvar_t cl_prydoncursor = {0, "cl_prydoncursor", "0", "enables a mouse pointer which is able to click on entities in the world, useful for point and click mods, see PRYDON_CLIENTCURSOR extension in dpextensions.qc"};
89 cvar_t cl_prydoncursor_notrace = {0, "cl_prydoncursor_notrace", "0", "disables traceline used in prydon cursor reporting to the game, saving some cpu time"};
90
91 cvar_t cl_deathnoviewmodel = {0, "cl_deathnoviewmodel", "1", "hides gun model when dead"};
92
93 cvar_t cl_locs_enable = {CVAR_SAVE, "locs_enable", "1", "enables replacement of certain % codes in chat messages: %l (location), %d (last death location), %h (health), %a (armor), %x (rockets), %c (cells), %r (rocket launcher status), %p (powerup status), %w (weapon status), %t (current time in level)"};
94 cvar_t cl_locs_show = {0, "locs_show", "0", "shows defined locations for editing purposes"};
95
96 extern cvar_t r_equalize_entities_fullbright;
97
98 client_static_t cls;
99 client_state_t  cl;
100
101 /*
102 =====================
103 CL_ClearState
104
105 =====================
106 */
107 void CL_ClearState(void)
108 {
109         int i;
110         entity_t *ent;
111
112         CL_VM_ShutDown();
113
114 // wipe the entire cl structure
115         Mem_EmptyPool(cls.levelmempool);
116         memset (&cl, 0, sizeof(cl));
117
118         S_StopAllSounds();
119
120         // reset the view zoom interpolation
121         cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
122         cl.sensitivityscale = 1.0f;
123
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;
128
129         // set up the float version of the stats array for easier access to float stats
130         cl.statsf = (float *)cl.stats;
131
132         cl.num_entities = 0;
133         cl.num_static_entities = 0;
134         cl.num_brushmodel_entities = 0;
135
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
147         cl.max_showlmps = 0;
148
149         cl.num_dlights = 0;
150         cl.num_effects = 0;
151         cl.num_beams = 0;
152
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));
164         cl.showlmps = NULL;
165
166         // LordHavoc: have to set up the baseline info for alpha and other stuff
167         for (i = 0;i < cl.max_entities;i++)
168         {
169                 cl.entities[i].state_baseline = defaultstate;
170                 cl.entities[i].state_previous = defaultstate;
171                 cl.entities[i].state_current = defaultstate;
172         }
173
174         if (gamemode == GAME_NEXUIZ || gamemode == GAME_XONOTIC)
175         {
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);
180         }
181         else
182         {
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);
187         }
188
189         // disable until we get textures for it
190         R_ResetSkyBox();
191
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);
201
202         // noclip is turned off at start
203         noclip_anglehack = false;
204
205         // mark all frames invalid for delta
206         memset(cl.qw_deltasequence, -1, sizeof(cl.qw_deltasequence));
207
208         // set bestweapon data back to Quake data
209         IN_BestWeapon_ResetData();
210
211         CL_Screen_NewMap();
212 }
213
214 void CL_SetInfo(const char *key, const char *value, qboolean send, qboolean allowstarkey, qboolean allowmodel, qboolean quiet)
215 {
216         int i;
217         qboolean fail = false;
218         char vabuf[1024];
219         if (!allowstarkey && key[0] == '*')
220                 fail = true;
221         if (!allowmodel && (!strcasecmp(key, "pmodel") || !strcasecmp(key, "emodel")))
222                 fail = true;
223         for (i = 0;key[i];i++)
224                 if (ISWHITESPACE(key[i]) || key[i] == '\"')
225                         fail = true;
226         for (i = 0;value[i];i++)
227                 if (value[i] == '\r' || value[i] == '\n' || value[i] == '\"')
228                         fail = true;
229         if (fail)
230         {
231                 if (!quiet)
232                         Con_Printf("Can't setinfo \"%s\" \"%s\"\n", key, value);
233                 return;
234         }
235         InfoString_SetValue(cls.userinfo, sizeof(cls.userinfo), key, value);
236         if (cls.state == ca_connected && cls.netcon)
237         {
238                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
239                 {
240                         MSG_WriteByte(&cls.netcon->message, qw_clc_stringcmd);
241                         MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "setinfo \"%s\" \"%s\"", key, value));
242                 }
243                 else if (!strcasecmp(key, "name"))
244                 {
245                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
246                         MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "name \"%s\"", value));
247                 }
248                 else if (!strcasecmp(key, "playermodel"))
249                 {
250                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
251                         MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "playermodel \"%s\"", value));
252                 }
253                 else if (!strcasecmp(key, "playerskin"))
254                 {
255                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
256                         MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "playerskin \"%s\"", value));
257                 }
258                 else if (!strcasecmp(key, "topcolor"))
259                 {
260                         // don't send anything, the combined color code will be updated manually
261                 }
262                 else if (!strcasecmp(key, "bottomcolor"))
263                 {
264                         // don't send anything, the combined color code will be updated manually
265                 }
266                 else if (!strcasecmp(key, "rate"))
267                 {
268                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
269                         MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "rate \"%s\"", value));
270                 }
271                 else if (!strcasecmp(key, "rate_burstsize"))
272                 {
273                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
274                         MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "rate_burstsize \"%s\"", value));
275                 }
276         }
277 }
278
279 void CL_ExpandEntities(int num)
280 {
281         int i, oldmaxentities;
282         entity_t *oldentities;
283         if (num >= cl.max_entities)
284         {
285                 if (!cl.entities)
286                         Sys_Error("CL_ExpandEntities: cl.entities not initialized");
287                 if (num >= MAX_EDICTS)
288                         Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
289                 oldmaxentities = cl.max_entities;
290                 oldentities = cl.entities;
291                 cl.max_entities = (num & ~255) + 256;
292                 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
293                 memcpy(cl.entities, oldentities, oldmaxentities * sizeof(entity_t));
294                 Mem_Free(oldentities);
295                 for (i = oldmaxentities;i < cl.max_entities;i++)
296                 {
297                         cl.entities[i].state_baseline = defaultstate;
298                         cl.entities[i].state_previous = defaultstate;
299                         cl.entities[i].state_current = defaultstate;
300                 }
301         }
302 }
303
304 void CL_ExpandCSQCRenderEntities(int num)
305 {
306         int i;
307         int oldmaxcsqcrenderentities;
308         entity_render_t *oldcsqcrenderentities;
309         if (num >= cl.max_csqcrenderentities)
310         {
311                 if (num >= MAX_EDICTS)
312                         Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
313                 oldmaxcsqcrenderentities = cl.max_csqcrenderentities;
314                 oldcsqcrenderentities = cl.csqcrenderentities;
315                 cl.max_csqcrenderentities = (num & ~255) + 256;
316                 cl.csqcrenderentities = (entity_render_t *)Mem_Alloc(cls.levelmempool, cl.max_csqcrenderentities * sizeof(entity_render_t));
317                 if (oldcsqcrenderentities)
318                 {
319                         memcpy(cl.csqcrenderentities, oldcsqcrenderentities, oldmaxcsqcrenderentities * sizeof(entity_render_t));
320                         for (i = 0;i < r_refdef.scene.numentities;i++)
321                                 if(r_refdef.scene.entities[i] >= oldcsqcrenderentities && r_refdef.scene.entities[i] < (oldcsqcrenderentities + oldmaxcsqcrenderentities))
322                                         r_refdef.scene.entities[i] = cl.csqcrenderentities + (r_refdef.scene.entities[i] - oldcsqcrenderentities);
323                         Mem_Free(oldcsqcrenderentities);
324                 }
325         }
326 }
327
328 /*
329 =====================
330 CL_Disconnect
331
332 Sends a disconnect message to the server
333 This is also called on Host_Error, so it shouldn't cause any errors
334 =====================
335 */
336 void CL_Disconnect(void)
337 {
338         if (cls.state == ca_dedicated)
339                 return;
340
341         if (COM_CheckParm("-profilegameonly"))
342                 Sys_AllowProfiling(false);
343
344         Curl_Clear_forthismap();
345
346         Con_DPrintf("CL_Disconnect\n");
347
348     Cvar_SetValueQuick(&csqc_progcrc, -1);
349         Cvar_SetValueQuick(&csqc_progsize, -1);
350         CL_VM_ShutDown();
351 // stop sounds (especially looping!)
352         S_StopAllSounds ();
353
354         cl.parsingtextexpectingpingforscores = 0; // just in case no reply has come yet
355
356         // clear contents blends
357         cl.cshifts[0].percent = 0;
358         cl.cshifts[1].percent = 0;
359         cl.cshifts[2].percent = 0;
360         cl.cshifts[3].percent = 0;
361
362         cl.worldmodel = NULL;
363
364         CL_Parse_ErrorCleanUp();
365
366         if (cls.demoplayback)
367                 CL_StopPlayback();
368         else if (cls.netcon)
369         {
370                 sizebuf_t buf;
371                 unsigned char bufdata[8];
372                 if (cls.demorecording)
373                         CL_Stop_f();
374
375                 // send disconnect message 3 times to improve chances of server
376                 // receiving it (but it still fails sometimes)
377                 memset(&buf, 0, sizeof(buf));
378                 buf.data = bufdata;
379                 buf.maxsize = sizeof(bufdata);
380                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
381                 {
382                         Con_DPrint("Sending drop command\n");
383                         MSG_WriteByte(&buf, qw_clc_stringcmd);
384                         MSG_WriteString(&buf, "drop");
385                 }
386                 else
387                 {
388                         Con_DPrint("Sending clc_disconnect\n");
389                         MSG_WriteByte(&buf, clc_disconnect);
390                 }
391                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, 0, false);
392                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, 0, false);
393                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, 0, false);
394                 NetConn_Close(cls.netcon);
395                 cls.netcon = NULL;
396         }
397         cls.state = ca_disconnected;
398         cl.islocalgame = false;
399
400         cls.demoplayback = cls.timedemo = false;
401         cls.signon = 0;
402 }
403
404 void CL_Disconnect_f(void)
405 {
406         CL_Disconnect ();
407         if (sv.active)
408                 Host_ShutdownServer ();
409 }
410
411
412
413
414 /*
415 =====================
416 CL_EstablishConnection
417
418 Host should be either "local" or a net address
419 =====================
420 */
421 void CL_EstablishConnection(const char *host, int firstarg)
422 {
423         if (cls.state == ca_dedicated)
424                 return;
425
426         // don't connect to a server if we're benchmarking a demo
427         if (COM_CheckParm("-benchmark"))
428                 return;
429
430         // clear menu's connect error message
431 #ifdef CONFIG_MENU
432         M_Update_Return_Reason("");
433 #endif
434         cls.demonum = -1;
435
436         // stop demo loop in case this fails
437         if (cls.demoplayback)
438                 CL_StopPlayback();
439
440         // if downloads are running, cancel their finishing action
441         Curl_Clear_forthismap();
442
443         // make sure the client ports are open before attempting to connect
444         NetConn_UpdateSockets();
445
446         if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
447         {
448                 cls.connect_trying = true;
449                 cls.connect_remainingtries = 3;
450                 cls.connect_nextsendtime = 0;
451
452                 // only NOW, set connect_userinfo
453                 if(firstarg >= 0)
454                 {
455                         int i;
456                         *cls.connect_userinfo = 0;
457                         for(i = firstarg; i+2 <= Cmd_Argc(); i += 2)
458                                 InfoString_SetValue(cls.connect_userinfo, sizeof(cls.connect_userinfo), Cmd_Argv(i), Cmd_Argv(i+1));
459                 }
460                 else if(firstarg < -1)
461                 {
462                         // -1: keep as is (reconnect)
463                         // -2: clear
464                         *cls.connect_userinfo = 0;
465                 }
466
467 #ifdef CONFIG_MENU
468                 M_Update_Return_Reason("Trying to connect...");
469 #endif
470         }
471         else
472         {
473                 Con_Print("Unable to find a suitable network socket to connect to server.\n");
474 #ifdef CONFIG_MENU
475                 M_Update_Return_Reason("No network");
476 #endif
477         }
478 }
479
480 /*
481 ==============
482 CL_PrintEntities_f
483 ==============
484 */
485 static void CL_PrintEntities_f(void)
486 {
487         entity_t *ent;
488         int i;
489
490         for (i = 0, ent = cl.entities;i < cl.num_entities;i++, ent++)
491         {
492                 const char* modelname;
493
494                 if (!ent->state_current.active)
495                         continue;
496
497                 if (ent->render.model)
498                         modelname = ent->render.model->name;
499                 else
500                         modelname = "--no model--";
501                 Con_Printf("%3i: %-25s:%4i (%5i %5i %5i) [%3i %3i %3i] %4.2f %5.3f\n", i, modelname, ent->render.framegroupblend[0].frame, (int) ent->state_current.origin[0], (int) ent->state_current.origin[1], (int) ent->state_current.origin[2], (int) ent->state_current.angles[0] % 360, (int) ent->state_current.angles[1] % 360, (int) ent->state_current.angles[2] % 360, ent->render.scale, ent->render.alpha);
502         }
503 }
504
505 /*
506 ===============
507 CL_ModelIndexList_f
508
509 List information on all models in the client modelindex
510 ===============
511 */
512 static void CL_ModelIndexList_f(void)
513 {
514         int i;
515         dp_model_t *model;
516
517         // Print Header
518         Con_Printf("%3s: %-30s %-8s %-8s\n", "ID", "Name", "Type", "Triangles");
519
520         for (i = -MAX_MODELS;i < MAX_MODELS;i++)
521         {
522                 model = CL_GetModelByIndex(i);
523                 if (!model)
524                         continue;
525                 if(model->loaded || i == 1)
526                         Con_Printf("%3i: %-30s %-8s %-10i\n", i, model->name, model->modeldatatypestring, model->surfmesh.num_triangles);
527                 else
528                         Con_Printf("%3i: %-30s %-30s\n", i, model->name, "--no local model found--");
529                 i++;
530         }
531 }
532
533 /*
534 ===============
535 CL_SoundIndexList_f
536
537 List all sounds in the client soundindex
538 ===============
539 */
540 static void CL_SoundIndexList_f(void)
541 {
542         int i = 1;
543
544         while(cl.sound_precache[i] && i != MAX_SOUNDS)
545         { // Valid Sound
546                 Con_Printf("%i : %s\n", i, cl.sound_precache[i]->name);
547                 i++;
548         }
549 }
550
551 /*
552 ===============
553 CL_UpdateRenderEntity
554
555 Updates inversematrix, animation interpolation factors, scale, and mins/maxs
556 ===============
557 */
558 void CL_UpdateRenderEntity(entity_render_t *ent)
559 {
560         vec3_t org;
561         vec_t scale;
562         dp_model_t *model = ent->model;
563         // update the inverse matrix for the renderer
564         Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
565         // update the animation blend state
566         VM_FrameBlendFromFrameGroupBlend(ent->frameblend, ent->framegroupblend, ent->model, cl.time);
567         // we need the matrix origin to center the box
568         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
569         // update entity->render.scale because the renderer needs it
570         ent->scale = scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
571         if (model)
572         {
573                 // NOTE: this directly extracts vector components from the matrix, which relies on the matrix orientation!
574 #ifdef MATRIX4x4_OPENGLORIENTATION
575                 if (ent->matrix.m[0][2] != 0 || ent->matrix.m[1][2] != 0)
576 #else
577                 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
578 #endif
579                 {
580                         // pitch or roll
581                         VectorMA(org, scale, model->rotatedmins, ent->mins);
582                         VectorMA(org, scale, model->rotatedmaxs, ent->maxs);
583                 }
584 #ifdef MATRIX4x4_OPENGLORIENTATION
585                 else if (ent->matrix.m[1][0] != 0 || ent->matrix.m[0][1] != 0)
586 #else
587                 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
588 #endif
589                 {
590                         // yaw
591                         VectorMA(org, scale, model->yawmins, ent->mins);
592                         VectorMA(org, scale, model->yawmaxs, ent->maxs);
593                 }
594                 else
595                 {
596                         VectorMA(org, scale, model->normalmins, ent->mins);
597                         VectorMA(org, scale, model->normalmaxs, ent->maxs);
598                 }
599         }
600         else
601         {
602                 ent->mins[0] = org[0] - 16;
603                 ent->mins[1] = org[1] - 16;
604                 ent->mins[2] = org[2] - 16;
605                 ent->maxs[0] = org[0] + 16;
606                 ent->maxs[1] = org[1] + 16;
607                 ent->maxs[2] = org[2] + 16;
608         }
609 }
610
611 /*
612 ===============
613 CL_LerpPoint
614
615 Determines the fraction between the last two messages that the objects
616 should be put at.
617 ===============
618 */
619 static float CL_LerpPoint(void)
620 {
621         float f;
622
623         if (cl_nettimesyncboundmode.integer == 1)
624                 cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
625
626         // LordHavoc: lerp in listen games as the server is being capped below the client (usually)
627         if (cl.mtime[0] <= cl.mtime[1])
628         {
629                 cl.time = cl.mtime[0];
630                 return 1;
631         }
632
633         f = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]);
634         return bound(0, f, 1 + cl_lerpexcess.value);
635 }
636
637 void CL_ClearTempEntities (void)
638 {
639         r_refdef.scene.numtempentities = 0;
640         // grow tempentities buffer on request
641         if (r_refdef.scene.expandtempentities)
642         {
643                 Con_Printf("CL_NewTempEntity: grow maxtempentities from %i to %i\n", r_refdef.scene.maxtempentities, r_refdef.scene.maxtempentities * 2);
644                 r_refdef.scene.maxtempentities *= 2;
645                 r_refdef.scene.tempentities = (entity_render_t *)Mem_Realloc(cls.permanentmempool, r_refdef.scene.tempentities, sizeof(entity_render_t) * r_refdef.scene.maxtempentities);
646                 r_refdef.scene.expandtempentities = false;
647         }
648 }
649
650 entity_render_t *CL_NewTempEntity(double shadertime)
651 {
652         entity_render_t *render;
653
654         if (r_refdef.scene.numentities >= r_refdef.scene.maxentities)
655                 return NULL;
656         if (r_refdef.scene.numtempentities >= r_refdef.scene.maxtempentities)
657         {
658                 r_refdef.scene.expandtempentities = true; // will be reallocated next frame since current frame may have pointers set already
659                 return NULL;
660         }
661         render = &r_refdef.scene.tempentities[r_refdef.scene.numtempentities++];
662         memset (render, 0, sizeof(*render));
663         r_refdef.scene.entities[r_refdef.scene.numentities++] = render;
664
665         render->shadertime = shadertime;
666         render->alpha = 1;
667         VectorSet(render->colormod, 1, 1, 1);
668         VectorSet(render->glowmod, 1, 1, 1);
669         return render;
670 }
671
672 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
673 {
674         int i;
675         cl_effect_t *e;
676         if (!modelindex) // sanity check
677                 return;
678         if (framerate < 1)
679         {
680                 Con_Printf("CL_Effect: framerate %f is < 1\n", framerate);
681                 return;
682         }
683         if (framecount < 1)
684         {
685                 Con_Printf("CL_Effect: framecount %i is < 1\n", framecount);
686                 return;
687         }
688         for (i = 0, e = cl.effects;i < cl.max_effects;i++, e++)
689         {
690                 if (e->active)
691                         continue;
692                 e->active = true;
693                 VectorCopy(org, e->origin);
694                 e->modelindex = modelindex;
695                 e->starttime = cl.time;
696                 e->startframe = startframe;
697                 e->endframe = startframe + framecount;
698                 e->framerate = framerate;
699
700                 e->frame = 0;
701                 e->frame1time = cl.time;
702                 e->frame2time = cl.time;
703                 cl.num_effects = max(cl.num_effects, i + 1);
704                 break;
705         }
706 }
707
708 void CL_AllocLightFlash(entity_render_t *ent, matrix4x4_t *matrix, float radius, float red, float green, float blue, float decay, float lifetime, int cubemapnum, int style, int shadowenable, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
709 {
710         int i;
711         dlight_t *dl;
712
713 // then look for anything else
714         dl = cl.dlights;
715         for (i = 0;i < cl.max_dlights;i++, dl++)
716                 if (!dl->radius)
717                         break;
718
719         // unable to find one
720         if (i == cl.max_dlights)
721                 return;
722
723         //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
724         memset (dl, 0, sizeof(*dl));
725         cl.num_dlights = max(cl.num_dlights, i + 1);
726         Matrix4x4_Normalize(&dl->matrix, matrix);
727         dl->ent = ent;
728         Matrix4x4_OriginFromMatrix(&dl->matrix, dl->origin);
729         CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
730         Matrix4x4_SetOrigin(&dl->matrix, dl->origin[0], dl->origin[1], dl->origin[2]);
731         dl->radius = radius;
732         dl->color[0] = red;
733         dl->color[1] = green;
734         dl->color[2] = blue;
735         dl->initialradius = radius;
736         dl->initialcolor[0] = red;
737         dl->initialcolor[1] = green;
738         dl->initialcolor[2] = blue;
739         dl->decay = decay / radius; // changed decay to be a percentage decrease
740         dl->intensity = 1; // this is what gets decayed
741         if (lifetime)
742                 dl->die = cl.time + lifetime;
743         else
744                 dl->die = 0;
745         if (cubemapnum > 0)
746                 dpsnprintf(dl->cubemapname, sizeof(dl->cubemapname), "cubemaps/%i", cubemapnum);
747         else
748                 dl->cubemapname[0] = 0;
749         dl->style = style;
750         dl->shadow = shadowenable;
751         dl->corona = corona;
752         dl->flags = flags;
753         dl->coronasizescale = coronasizescale;
754         dl->ambientscale = ambientscale;
755         dl->diffusescale = diffusescale;
756         dl->specularscale = specularscale;
757 }
758
759 static void CL_DecayLightFlashes(void)
760 {
761         int i, oldmax;
762         dlight_t *dl;
763         float time;
764
765         time = bound(0, cl.time - cl.oldtime, 0.1);
766         oldmax = cl.num_dlights;
767         cl.num_dlights = 0;
768         for (i = 0, dl = cl.dlights;i < oldmax;i++, dl++)
769         {
770                 if (dl->radius)
771                 {
772                         dl->intensity -= time * dl->decay;
773                         if (cl.time < dl->die && dl->intensity > 0)
774                         {
775                                 if (cl_dlights_decayradius.integer)
776                                         dl->radius = dl->initialradius * dl->intensity;
777                                 else
778                                         dl->radius = dl->initialradius;
779                                 if (cl_dlights_decaybrightness.integer)
780                                         VectorScale(dl->initialcolor, dl->intensity, dl->color);
781                                 else
782                                         VectorCopy(dl->initialcolor, dl->color);
783                                 cl.num_dlights = i + 1;
784                         }
785                         else
786                                 dl->radius = 0;
787                 }
788         }
789 }
790
791 // called before entity relinking
792 void CL_RelinkLightFlashes(void)
793 {
794         int i, j, k, l;
795         dlight_t *dl;
796         float frac, f;
797         matrix4x4_t tempmatrix;
798
799         if (r_dynamic.integer)
800         {
801                 for (i = 0, dl = cl.dlights;i < cl.num_dlights && r_refdef.scene.numlights < MAX_DLIGHTS;i++, dl++)
802                 {
803                         if (dl->radius)
804                         {
805                                 tempmatrix = dl->matrix;
806                                 Matrix4x4_Scale(&tempmatrix, dl->radius, 1);
807                                 // we need the corona fading to be persistent
808                                 R_RTLight_Update(&dl->rtlight, false, &tempmatrix, dl->color, dl->style, dl->cubemapname, dl->shadow, dl->corona, dl->coronasizescale, dl->ambientscale, dl->diffusescale, dl->specularscale, dl->flags);
809                                 r_refdef.scene.lights[r_refdef.scene.numlights++] = &dl->rtlight;
810                         }
811                 }
812         }
813
814         if (!cl.lightstyle)
815         {
816                 for (j = 0;j < cl.max_lightstyle;j++)
817                 {
818                         r_refdef.scene.rtlightstylevalue[j] = 1;
819                         r_refdef.scene.lightstylevalue[j] = 256;
820                 }
821                 return;
822         }
823
824 // light animations
825 // 'm' is normal light, 'a' is no light, 'z' is double bright
826         f = cl.time * 10;
827         i = (int)floor(f);
828         frac = f - i;
829         for (j = 0;j < cl.max_lightstyle;j++)
830         {
831                 if (!cl.lightstyle[j].length)
832                 {
833                         r_refdef.scene.rtlightstylevalue[j] = 1;
834                         r_refdef.scene.lightstylevalue[j] = 256;
835                         continue;
836                 }
837                 // static lightstyle "=value"
838                 if (cl.lightstyle[j].map[0] == '=')
839                 {
840                         r_refdef.scene.rtlightstylevalue[j] = atof(cl.lightstyle[j].map + 1);
841                         if ( r_lerplightstyles.integer || ((int)f - f) < 0.01)
842                                 r_refdef.scene.lightstylevalue[j] = r_refdef.scene.rtlightstylevalue[j];
843                         continue;
844                 }
845                 k = i % cl.lightstyle[j].length;
846                 l = (i-1) % cl.lightstyle[j].length;
847                 k = cl.lightstyle[j].map[k] - 'a';
848                 l = cl.lightstyle[j].map[l] - 'a';
849                 // rtlightstylevalue is always interpolated because it has no bad
850                 // consequences for performance
851                 // lightstylevalue is subject to a cvar for performance reasons;
852                 // skipping lightmap updates on most rendered frames substantially
853                 // improves framerates (but makes light fades look bad)
854                 r_refdef.scene.rtlightstylevalue[j] = ((k*frac)+(l*(1-frac)))*(22/256.0f);
855                 r_refdef.scene.lightstylevalue[j] = r_lerplightstyles.integer ? (unsigned short)(((k*frac)+(l*(1-frac)))*22) : k*22;
856         }
857 }
858
859 static void CL_AddQWCTFFlagModel(entity_t *player, int skin)
860 {
861         int frame = player->render.framegroupblend[0].frame;
862         float f;
863         entity_render_t *flagrender;
864         matrix4x4_t flagmatrix;
865
866         // this code taken from QuakeWorld
867         f = 14;
868         if (frame >= 29 && frame <= 40)
869         {
870                 if (frame >= 29 && frame <= 34)
871                 { //axpain
872                         if      (frame == 29) f = f + 2;
873                         else if (frame == 30) f = f + 8;
874                         else if (frame == 31) f = f + 12;
875                         else if (frame == 32) f = f + 11;
876                         else if (frame == 33) f = f + 10;
877                         else if (frame == 34) f = f + 4;
878                 }
879                 else if (frame >= 35 && frame <= 40)
880                 { // pain
881                         if      (frame == 35) f = f + 2;
882                         else if (frame == 36) f = f + 10;
883                         else if (frame == 37) f = f + 10;
884                         else if (frame == 38) f = f + 8;
885                         else if (frame == 39) f = f + 4;
886                         else if (frame == 40) f = f + 2;
887                 }
888         }
889         else if (frame >= 103 && frame <= 118)
890         {
891                 if      (frame >= 103 && frame <= 104) f = f + 6;  //nailattack
892                 else if (frame >= 105 && frame <= 106) f = f + 6;  //light
893                 else if (frame >= 107 && frame <= 112) f = f + 7;  //rocketattack
894                 else if (frame >= 112 && frame <= 118) f = f + 7;  //shotattack
895         }
896         // end of code taken from QuakeWorld
897
898         flagrender = CL_NewTempEntity(player->render.shadertime);
899         if (!flagrender)
900                 return;
901
902         flagrender->model = CL_GetModelByIndex(cl.qw_modelindex_flag);
903         flagrender->skinnum = skin;
904         flagrender->alpha = 1;
905         VectorSet(flagrender->colormod, 1, 1, 1);
906         VectorSet(flagrender->glowmod, 1, 1, 1);
907         // attach the flag to the player matrix
908         Matrix4x4_CreateFromQuakeEntity(&flagmatrix, -f, -22, 0, 0, 0, -45, 1);
909         Matrix4x4_Concat(&flagrender->matrix, &player->render.matrix, &flagmatrix);
910         CL_UpdateRenderEntity(flagrender);
911 }
912
913 matrix4x4_t viewmodelmatrix_withbob;
914 matrix4x4_t viewmodelmatrix_nobob;
915
916 static const vec3_t muzzleflashorigin = {18, 0, 0};
917
918 void CL_SetEntityColormapColors(entity_render_t *ent, int colormap)
919 {
920         const unsigned char *cbcolor;
921         if (colormap >= 0)
922         {
923                 cbcolor = palette_rgb_pantscolormap[colormap & 0xF];
924                 VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_pantscolor);
925                 cbcolor = palette_rgb_shirtcolormap[(colormap & 0xF0) >> 4];
926                 VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_shirtcolor);
927         }
928         else
929         {
930                 VectorClear(ent->colormap_pantscolor);
931                 VectorClear(ent->colormap_shirtcolor);
932         }
933 }
934
935 // note this is a recursive function, recursionlimit should be 32 or so on the initial call
936 static void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolate)
937 {
938         const matrix4x4_t *matrix;
939         matrix4x4_t blendmatrix, tempmatrix, matrix2;
940         int frame;
941         vec_t origin[3], angles[3], lerp;
942         entity_t *t;
943         entity_render_t *r;
944         //entity_persistent_t *p = &e->persistent;
945         //entity_render_t *r = &e->render;
946         // skip inactive entities and world
947         if (!e->state_current.active || e == cl.entities)
948                 return;
949         if (recursionlimit < 1)
950                 return;
951         e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
952         e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
953         e->render.flags = e->state_current.flags;
954         e->render.effects = e->state_current.effects;
955         VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
956         VectorScale(e->state_current.glowmod, (1.0f / 32.0f), e->render.glowmod);
957         if(e >= cl.entities && e < cl.entities + cl.num_entities)
958                 e->render.entitynumber = e - cl.entities;
959         else
960                 e->render.entitynumber = 0;
961         if (e->state_current.flags & RENDER_COLORMAPPED)
962                 CL_SetEntityColormapColors(&e->render, e->state_current.colormap);
963         else if (e->state_current.colormap > 0 && e->state_current.colormap <= cl.maxclients && cl.scores != NULL)
964                 CL_SetEntityColormapColors(&e->render, cl.scores[e->state_current.colormap-1].colors);
965         else
966                 CL_SetEntityColormapColors(&e->render, -1);
967         e->render.skinnum = e->state_current.skin;
968         if (e->state_current.tagentity)
969         {
970                 // attached entity (gun held in player model's hand, etc)
971                 // if the tag entity is currently impossible, skip it
972                 if (e->state_current.tagentity >= cl.num_entities)
973                         return;
974                 t = cl.entities + e->state_current.tagentity;
975                 // if the tag entity is inactive, skip it
976                 if (t->state_current.active)
977                 {
978                         // update the parent first
979                         CL_UpdateNetworkEntity(t, recursionlimit - 1, interpolate);
980                         r = &t->render;
981                 }
982                 else
983                 {
984                         // it may still be a CSQC entity... trying to use its
985                         // info from last render frame (better than nothing)
986                         if(!cl.csqc_server2csqcentitynumber[e->state_current.tagentity])
987                                 return;
988                         r = cl.csqcrenderentities + cl.csqc_server2csqcentitynumber[e->state_current.tagentity];
989                         if(!r->entitynumber)
990                                 return; // neither CSQC nor legacy entity... can't attach
991                 }
992                 // make relative to the entity
993                 matrix = &r->matrix;
994                 // some properties of the tag entity carry over
995                 e->render.flags |= r->flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
996                 // if a valid tagindex is used, make it relative to that tag instead
997                 if (e->state_current.tagentity && e->state_current.tagindex >= 1 && r->model)
998                 {
999                         if(!Mod_Alias_GetTagMatrix(r->model, r->frameblend, r->skeleton, e->state_current.tagindex - 1, &blendmatrix)) // i.e. no error
1000                         {
1001                                 // concat the tag matrices onto the entity matrix
1002                                 Matrix4x4_Concat(&tempmatrix, &r->matrix, &blendmatrix);
1003                                 // use the constructed tag matrix
1004                                 matrix = &tempmatrix;
1005                         }
1006                 }
1007         }
1008         else if (e->render.flags & RENDER_VIEWMODEL)
1009         {
1010                 // view-relative entity (guns and such)
1011                 if (e->render.effects & EF_NOGUNBOB)
1012                         matrix = &viewmodelmatrix_nobob; // really attached to view
1013                 else
1014                         matrix = &viewmodelmatrix_withbob; // attached to gun bob matrix
1015         }
1016         else
1017         {
1018                 // world-relative entity (the normal kind)
1019                 matrix = &identitymatrix;
1020         }
1021
1022         // movement lerp
1023         // if it's the predicted player entity, update according to client movement
1024         // but don't lerp if going through a teleporter as it causes a bad lerp
1025         // also don't use the predicted location if fixangle was set on both of
1026         // the most recent server messages, as that cause means you are spectating
1027         // someone or watching a cutscene of some sort
1028         if (cl_nolerp.integer || cls.timedemo)
1029                 interpolate = false;
1030         if (e == cl.entities + cl.playerentity && cl.movement_predicted && (!cl.fixangle[1] || !cl.fixangle[0]))
1031         {
1032                 VectorCopy(cl.movement_origin, origin);
1033                 VectorSet(angles, 0, cl.viewangles[1], 0);
1034         }
1035         else if (interpolate && e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1 + cl_lerpexcess.value)
1036         {
1037                 // interpolate the origin and angles
1038                 lerp = max(0, lerp);
1039                 VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
1040 #if 0
1041                 // this fails at the singularity of euler angles
1042                 VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
1043                 if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
1044                 if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
1045                 if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
1046                 VectorMA(e->persistent.oldangles, lerp, delta, angles);
1047 #else
1048                 {
1049                         vec3_t f0, u0, f1, u1;
1050                         AngleVectors(e->persistent.oldangles, f0, NULL, u0);
1051                         AngleVectors(e->persistent.newangles, f1, NULL, u1);
1052                         VectorMAM(1-lerp, f0, lerp, f1, f0);
1053                         VectorMAM(1-lerp, u0, lerp, u1, u0);
1054                         AnglesFromVectors(angles, f0, u0, false);
1055                 }
1056 #endif
1057         }
1058         else
1059         {
1060                 // no interpolation
1061                 VectorCopy(e->persistent.neworigin, origin);
1062                 VectorCopy(e->persistent.newangles, angles);
1063         }
1064
1065         // model setup and some modelflags
1066         frame = e->state_current.frame;
1067         e->render.model = CL_GetModelByIndex(e->state_current.modelindex);
1068         if (e->render.model)
1069         {
1070                 if (e->render.skinnum >= e->render.model->numskins)
1071                         e->render.skinnum = 0;
1072                 if (frame >= e->render.model->numframes)
1073                         frame = 0;
1074                 // models can set flags such as EF_ROCKET
1075                 // this 0xFF800000 mask is EF_NOMODELFLAGS plus all the higher EF_ flags such as EF_ROCKET
1076                 if (!(e->render.effects & 0xFF800000))
1077                         e->render.effects |= e->render.model->effects;
1078                 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
1079                 if (e->render.model->type == mod_alias)
1080                         angles[0] = -angles[0];
1081                 if ((e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
1082                 {
1083                         VectorScale(e->render.colormod, 2, e->render.colormod);
1084                         VectorScale(e->render.glowmod, 2, e->render.glowmod);
1085                 }
1086         }
1087         // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
1088         else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
1089                 angles[0] = -angles[0];
1090                 // NOTE: this must be synced to SV_GetPitchSign!
1091
1092         if ((e->render.effects & EF_ROTATE) && !(e->render.flags & RENDER_VIEWMODEL))
1093         {
1094                 angles[1] = ANGLEMOD(100*cl.time);
1095                 if (cl_itembobheight.value)
1096                         origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
1097         }
1098
1099         // animation lerp
1100         e->render.skeleton = NULL;
1101         if (e->render.flags & RENDER_COMPLEXANIMATION)
1102         {
1103                 e->render.framegroupblend[0] = e->state_current.framegroupblend[0];
1104                 e->render.framegroupblend[1] = e->state_current.framegroupblend[1];
1105                 e->render.framegroupblend[2] = e->state_current.framegroupblend[2];
1106                 e->render.framegroupblend[3] = e->state_current.framegroupblend[3];
1107                 if (e->state_current.skeletonobject.model && e->state_current.skeletonobject.relativetransforms)
1108                         e->render.skeleton = &e->state_current.skeletonobject;
1109         }
1110         else if (e->render.framegroupblend[0].frame == frame)
1111         {
1112                 // update frame lerp fraction
1113                 e->render.framegroupblend[0].lerp = 1;
1114                 e->render.framegroupblend[1].lerp = 0;
1115                 if (e->render.framegroupblend[0].start > e->render.framegroupblend[1].start)
1116                 {
1117                         // make sure frame lerp won't last longer than 100ms
1118                         // (this mainly helps with models that use framegroups and
1119                         // switch between them infrequently)
1120                         float maxdelta = cl_lerpanim_maxdelta_server.value;
1121                         if(e->render.model)
1122                         if(e->render.model->animscenes)
1123                         if(e->render.model->animscenes[e->render.framegroupblend[0].frame].framecount > 1 || e->render.model->animscenes[e->render.framegroupblend[1].frame].framecount > 1)
1124                                 maxdelta = cl_lerpanim_maxdelta_framegroups.value;
1125                         maxdelta = max(maxdelta, cl.mtime[0] - cl.mtime[1]);
1126                         e->render.framegroupblend[0].lerp = (cl.time - e->render.framegroupblend[0].start) / min(e->render.framegroupblend[0].start - e->render.framegroupblend[1].start, maxdelta);
1127                         e->render.framegroupblend[0].lerp = bound(0, e->render.framegroupblend[0].lerp, 1);
1128                         e->render.framegroupblend[1].lerp = 1 - e->render.framegroupblend[0].lerp;
1129                 }
1130         }
1131         else
1132         {
1133                 // begin a new frame lerp
1134                 e->render.framegroupblend[1] = e->render.framegroupblend[0];
1135                 e->render.framegroupblend[1].lerp = 1;
1136                 e->render.framegroupblend[0].frame = frame;
1137                 e->render.framegroupblend[0].start = cl.time;
1138                 e->render.framegroupblend[0].lerp = 0;
1139         }
1140
1141         // set up the render matrix
1142         if (matrix)
1143         {
1144                 // attached entity, this requires a matrix multiply (concat)
1145                 // FIXME: e->render.scale should go away
1146                 Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1147                 // concat the matrices to make the entity relative to its tag
1148                 Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
1149                 // get the origin from the new matrix
1150                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1151         }
1152         else
1153         {
1154                 // unattached entities are faster to process
1155                 Matrix4x4_CreateFromQuakeEntity(&e->render.matrix, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1156         }
1157
1158         // tenebrae's sprites are all additive mode (weird)
1159         if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
1160                 e->render.flags |= RENDER_ADDITIVE;
1161         // player model is only shown with chase_active on
1162         if (e->state_current.number == cl.viewentity)
1163                 e->render.flags |= RENDER_EXTERIORMODEL;
1164         // either fullbright or lit
1165         if(!r_fullbright.integer)
1166         {
1167                 if (!(e->render.effects & EF_FULLBRIGHT))
1168                         e->render.flags |= RENDER_LIGHT;
1169                 else if(r_equalize_entities_fullbright.integer)
1170                         e->render.flags |= RENDER_LIGHT | RENDER_EQUALIZE;
1171         }
1172         // hide player shadow during intermission or nehahra movie
1173         if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST))
1174          && (e->render.alpha >= 1)
1175          && !(e->render.flags & RENDER_VIEWMODEL)
1176          && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
1177                 e->render.flags |= RENDER_SHADOW;
1178         if (e->render.flags & RENDER_VIEWMODEL)
1179                 e->render.flags |= RENDER_NOSELFSHADOW;
1180         if (e->render.effects & EF_NOSELFSHADOW)
1181                 e->render.flags |= RENDER_NOSELFSHADOW;
1182         if (e->render.effects & EF_NODEPTHTEST)
1183                 e->render.flags |= RENDER_NODEPTHTEST;
1184         if (e->render.effects & EF_ADDITIVE)
1185                 e->render.flags |= RENDER_ADDITIVE;
1186         if (e->render.effects & EF_DOUBLESIDED)
1187                 e->render.flags |= RENDER_DOUBLESIDED;
1188         if (e->render.effects & EF_DYNAMICMODELLIGHT)
1189                 e->render.flags |= RENDER_DYNAMICMODELLIGHT;
1190
1191         // make the other useful stuff
1192         e->render.allowdecals = true;
1193         CL_UpdateRenderEntity(&e->render);
1194 }
1195
1196 // creates light and trails from an entity
1197 static void CL_UpdateNetworkEntityTrail(entity_t *e)
1198 {
1199         effectnameindex_t trailtype;
1200         vec3_t origin;
1201
1202         // bmodels are treated specially since their origin is usually '0 0 0' and
1203         // their actual geometry is far from '0 0 0'
1204         if (e->render.model && e->render.model->soundfromcenter)
1205         {
1206                 vec3_t o;
1207                 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1208                 Matrix4x4_Transform(&e->render.matrix, o, origin);
1209         }
1210         else
1211                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1212
1213         // handle particle trails and such effects now that we know where this
1214         // entity is in the world...
1215         trailtype = EFFECT_NONE;
1216         // LordHavoc: if the entity has no effects, don't check each
1217         if (e->render.effects & (EF_BRIGHTFIELD | EF_FLAME | EF_STARDUST))
1218         {
1219                 if (e->render.effects & EF_BRIGHTFIELD)
1220                 {
1221                         if (gamemode == GAME_NEXUIZ || gamemode == GAME_XONOTIC)
1222                                 trailtype = EFFECT_TR_NEXUIZPLASMA;
1223                         else
1224                                 CL_EntityParticles(e);
1225                 }
1226                 if (e->render.effects & EF_FLAME)
1227                         CL_ParticleTrail(EFFECT_EF_FLAME, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true, NULL, NULL, 1);
1228                 if (e->render.effects & EF_STARDUST)
1229                         CL_ParticleTrail(EFFECT_EF_STARDUST, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true, NULL, NULL, 1);
1230         }
1231         if (e->render.internaleffects & (INTEF_FLAG1QW | INTEF_FLAG2QW))
1232         {
1233                 // these are only set on player entities
1234                 CL_AddQWCTFFlagModel(e, (e->render.internaleffects & INTEF_FLAG2QW) != 0);
1235         }
1236         // muzzleflash fades over time
1237         if (e->persistent.muzzleflash > 0)
1238                 e->persistent.muzzleflash -= bound(0, cl.time - cl.oldtime, 0.1) * 20;
1239         // LordHavoc: if the entity has no effects, don't check each
1240         if (e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1241         {
1242                 if (e->render.effects & EF_GIB)
1243                         trailtype = EFFECT_TR_BLOOD;
1244                 else if (e->render.effects & EF_ZOMGIB)
1245                         trailtype = EFFECT_TR_SLIGHTBLOOD;
1246                 else if (e->render.effects & EF_TRACER)
1247                         trailtype = EFFECT_TR_WIZSPIKE;
1248                 else if (e->render.effects & EF_TRACER2)
1249                         trailtype = EFFECT_TR_KNIGHTSPIKE;
1250                 else if (e->render.effects & EF_ROCKET)
1251                         trailtype = EFFECT_TR_ROCKET;
1252                 else if (e->render.effects & EF_GRENADE)
1253                 {
1254                         // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1255                         trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1256                 }
1257                 else if (e->render.effects & EF_TRACER3)
1258                         trailtype = EFFECT_TR_VORESPIKE;
1259         }
1260         // do trails
1261         if (e->render.flags & RENDER_GLOWTRAIL)
1262                 trailtype = EFFECT_TR_GLOWTRAIL;
1263         if (e->state_current.traileffectnum)
1264                 trailtype = (effectnameindex_t)e->state_current.traileffectnum;
1265         // check if a trail is allowed (it is not after a teleport for example)
1266         if (trailtype && e->persistent.trail_allowed)
1267         {
1268                 float len;
1269                 vec3_t vel;
1270                 VectorSubtract(e->state_current.origin, e->state_previous.origin, vel);
1271                 len = e->state_current.time - e->state_previous.time;
1272                 if (len > 0)
1273                         len = 1.0f / len;
1274                 VectorScale(vel, len, vel);
1275                 // pass time as count so that trails that are time based (such as an emitter) will emit properly as long as they don't use trailspacing
1276                 CL_ParticleTrail(trailtype, bound(0, cl.time - cl.oldtime, 0.1), e->persistent.trail_origin, origin, vel, vel, e, e->state_current.glowcolor, false, true, NULL, NULL, 1);
1277         }
1278         // now that the entity has survived one trail update it is allowed to
1279         // leave a real trail on later frames
1280         e->persistent.trail_allowed = true;
1281         VectorCopy(origin, e->persistent.trail_origin);
1282 }
1283
1284
1285 /*
1286 ===============
1287 CL_UpdateViewEntities
1288 ===============
1289 */
1290 void CL_UpdateViewEntities(void)
1291 {
1292         int i;
1293         // update any RENDER_VIEWMODEL entities to use the new view matrix
1294         for (i = 1;i < cl.num_entities;i++)
1295         {
1296                 if (cl.entities_active[i])
1297                 {
1298                         entity_t *ent = cl.entities + i;
1299                         if ((ent->render.flags & RENDER_VIEWMODEL) || ent->state_current.tagentity)
1300                                 CL_UpdateNetworkEntity(ent, 32, true);
1301                 }
1302         }
1303         // and of course the engine viewmodel needs updating as well
1304         CL_UpdateNetworkEntity(&cl.viewent, 32, true);
1305 }
1306
1307 /*
1308 ===============
1309 CL_UpdateNetworkCollisionEntities
1310 ===============
1311 */
1312 static void CL_UpdateNetworkCollisionEntities(void)
1313 {
1314         entity_t *ent;
1315         int i;
1316
1317         // start on the entity after the world
1318         cl.num_brushmodel_entities = 0;
1319         for (i = cl.maxclients + 1;i < cl.num_entities;i++)
1320         {
1321                 if (cl.entities_active[i])
1322                 {
1323                         ent = cl.entities + i;
1324                         if (ent->state_current.active && ent->render.model && ent->render.model->name[0] == '*' && ent->render.model->TraceBox)
1325                         {
1326                                 // do not interpolate the bmodels for this
1327                                 CL_UpdateNetworkEntity(ent, 32, false);
1328                                 cl.brushmodel_entities[cl.num_brushmodel_entities++] = i;
1329                         }
1330                 }
1331         }
1332 }
1333
1334 /*
1335 ===============
1336 CL_UpdateNetworkEntities
1337 ===============
1338 */
1339 static void CL_UpdateNetworkEntities(void)
1340 {
1341         entity_t *ent;
1342         int i;
1343
1344         // start on the entity after the world
1345         for (i = 1;i < cl.num_entities;i++)
1346         {
1347                 if (cl.entities_active[i])
1348                 {
1349                         ent = cl.entities + i;
1350                         if (ent->state_current.active)
1351                         {
1352                                 CL_UpdateNetworkEntity(ent, 32, true);
1353                                 // view models should never create light/trails
1354                                 if (!(ent->render.flags & RENDER_VIEWMODEL))
1355                                         CL_UpdateNetworkEntityTrail(ent);
1356                         }
1357                         else
1358                         {
1359                                 R_DecalSystem_Reset(&ent->render.decalsystem);
1360                                 cl.entities_active[i] = false;
1361                         }
1362                 }
1363         }
1364 }
1365
1366 static void CL_UpdateViewModel(void)
1367 {
1368         entity_t *ent;
1369         ent = &cl.viewent;
1370         ent->state_previous = ent->state_current;
1371         ent->state_current = defaultstate;
1372         ent->state_current.time = cl.time;
1373         ent->state_current.number = (unsigned short)-1;
1374         ent->state_current.active = true;
1375         ent->state_current.modelindex = cl.stats[STAT_WEAPON];
1376         ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
1377         ent->state_current.flags = RENDER_VIEWMODEL;
1378         if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
1379                 ent->state_current.modelindex = 0;
1380         else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
1381         {
1382                 if (gamemode == GAME_TRANSFUSION)
1383                         ent->state_current.alpha = 128;
1384                 else
1385                         ent->state_current.modelindex = 0;
1386         }
1387         ent->state_current.alpha = cl.entities[cl.viewentity].state_current.alpha;
1388         ent->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB));
1389
1390         // reset animation interpolation on weaponmodel if model changed
1391         if (ent->state_previous.modelindex != ent->state_current.modelindex)
1392         {
1393                 ent->render.framegroupblend[0].frame = ent->render.framegroupblend[1].frame = ent->state_current.frame;
1394                 ent->render.framegroupblend[0].start = ent->render.framegroupblend[1].start = cl.time;
1395                 ent->render.framegroupblend[0].lerp = 1;ent->render.framegroupblend[1].lerp = 0;
1396         }
1397         CL_UpdateNetworkEntity(ent, 32, true);
1398 }
1399
1400 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
1401 static void CL_LinkNetworkEntity(entity_t *e)
1402 {
1403         effectnameindex_t trailtype;
1404         vec3_t origin;
1405         vec3_t dlightcolor;
1406         vec_t dlightradius;
1407         char vabuf[1024];
1408
1409         // skip inactive entities and world
1410         if (!e->state_current.active || e == cl.entities)
1411                 return;
1412         if (e->state_current.tagentity)
1413         {
1414                 // if the tag entity is currently impossible, skip it
1415                 if (e->state_current.tagentity >= cl.num_entities)
1416                         return;
1417                 // if the tag entity is inactive, skip it
1418                 if (!cl.entities[e->state_current.tagentity].state_current.active)
1419                 {
1420                         if(!cl.csqc_server2csqcentitynumber[e->state_current.tagentity])
1421                                 return;
1422                         if(!cl.csqcrenderentities[cl.csqc_server2csqcentitynumber[e->state_current.tagentity]].entitynumber)
1423                                 return;
1424                         // if we get here, it's properly csqc networked and attached
1425                 }
1426         }
1427
1428         // create entity dlights associated with this entity
1429         if (e->render.model && e->render.model->soundfromcenter)
1430         {
1431                 // bmodels are treated specially since their origin is usually '0 0 0'
1432                 vec3_t o;
1433                 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1434                 Matrix4x4_Transform(&e->render.matrix, o, origin);
1435         }
1436         else
1437                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1438         trailtype = EFFECT_NONE;
1439         dlightradius = 0;
1440         dlightcolor[0] = 0;
1441         dlightcolor[1] = 0;
1442         dlightcolor[2] = 0;
1443         // LordHavoc: if the entity has no effects, don't check each
1444         if (e->render.effects & (EF_BRIGHTFIELD | EF_DIMLIGHT | EF_BRIGHTLIGHT | EF_RED | EF_BLUE | EF_FLAME | EF_STARDUST))
1445         {
1446                 if (e->render.effects & EF_BRIGHTFIELD)
1447                 {
1448                         if (gamemode == GAME_NEXUIZ || gamemode == GAME_XONOTIC)
1449                                 trailtype = EFFECT_TR_NEXUIZPLASMA;
1450                 }
1451                 if (e->render.effects & EF_DIMLIGHT)
1452                 {
1453                         dlightradius = max(dlightradius, 200);
1454                         dlightcolor[0] += 1.50f;
1455                         dlightcolor[1] += 1.50f;
1456                         dlightcolor[2] += 1.50f;
1457                 }
1458                 if (e->render.effects & EF_BRIGHTLIGHT)
1459                 {
1460                         dlightradius = max(dlightradius, 400);
1461                         dlightcolor[0] += 3.00f;
1462                         dlightcolor[1] += 3.00f;
1463                         dlightcolor[2] += 3.00f;
1464                 }
1465                 // LordHavoc: more effects
1466                 if (e->render.effects & EF_RED) // red
1467                 {
1468                         dlightradius = max(dlightradius, 200);
1469                         dlightcolor[0] += 1.50f;
1470                         dlightcolor[1] += 0.15f;
1471                         dlightcolor[2] += 0.15f;
1472                 }
1473                 if (e->render.effects & EF_BLUE) // blue
1474                 {
1475                         dlightradius = max(dlightradius, 200);
1476                         dlightcolor[0] += 0.15f;
1477                         dlightcolor[1] += 0.15f;
1478                         dlightcolor[2] += 1.50f;
1479                 }
1480                 if (e->render.effects & EF_FLAME)
1481                         CL_ParticleTrail(EFFECT_EF_FLAME, 1, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false, NULL, NULL, 1);
1482                 if (e->render.effects & EF_STARDUST)
1483                         CL_ParticleTrail(EFFECT_EF_STARDUST, 1, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false, NULL, NULL, 1);
1484         }
1485         // muzzleflash fades over time, and is offset a bit
1486         if (e->persistent.muzzleflash > 0 && r_refdef.scene.numlights < MAX_DLIGHTS)
1487         {
1488                 vec3_t v2;
1489                 vec3_t color;
1490                 trace_t trace;
1491                 matrix4x4_t tempmatrix;
1492                 Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
1493                 trace = CL_TraceLine(origin, v2, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, true, false, NULL, false, false);
1494                 Matrix4x4_Normalize(&tempmatrix, &e->render.matrix);
1495                 Matrix4x4_SetOrigin(&tempmatrix, trace.endpos[0], trace.endpos[1], trace.endpos[2]);
1496                 Matrix4x4_Scale(&tempmatrix, 150, 1);
1497                 VectorSet(color, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f);
1498                 R_RTLight_Update(&r_refdef.scene.templights[r_refdef.scene.numlights], false, &tempmatrix, color, -1, NULL, true, 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1499                 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1500         }
1501         // LordHavoc: if the model has no flags, don't check each
1502         if (e->render.model && e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1503         {
1504                 if (e->render.effects & EF_GIB)
1505                         trailtype = EFFECT_TR_BLOOD;
1506                 else if (e->render.effects & EF_ZOMGIB)
1507                         trailtype = EFFECT_TR_SLIGHTBLOOD;
1508                 else if (e->render.effects & EF_TRACER)
1509                         trailtype = EFFECT_TR_WIZSPIKE;
1510                 else if (e->render.effects & EF_TRACER2)
1511                         trailtype = EFFECT_TR_KNIGHTSPIKE;
1512                 else if (e->render.effects & EF_ROCKET)
1513                         trailtype = EFFECT_TR_ROCKET;
1514                 else if (e->render.effects & EF_GRENADE)
1515                 {
1516                         // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1517                         trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1518                 }
1519                 else if (e->render.effects & EF_TRACER3)
1520                         trailtype = EFFECT_TR_VORESPIKE;
1521         }
1522         // LordHavoc: customizable glow
1523         if (e->state_current.glowsize)
1524         {
1525                 // * 4 for the expansion from 0-255 to 0-1023 range,
1526                 // / 255 to scale down byte colors
1527                 dlightradius = max(dlightradius, e->state_current.glowsize * 4);
1528                 VectorMA(dlightcolor, (1.0f / 255.0f), palette_rgb[e->state_current.glowcolor], dlightcolor);
1529         }
1530         // custom rtlight
1531         if ((e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) && r_refdef.scene.numlights < MAX_DLIGHTS)
1532         {
1533                 matrix4x4_t dlightmatrix;
1534                 vec4_t light;
1535                 VectorScale(e->state_current.light, (1.0f / 256.0f), light);
1536                 light[3] = e->state_current.light[3];
1537                 if (light[0] == 0 && light[1] == 0 && light[2] == 0)
1538                         VectorSet(light, 1, 1, 1);
1539                 if (light[3] == 0)
1540                         light[3] = 350;
1541                 // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
1542                 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1543                 Matrix4x4_Scale(&dlightmatrix, light[3], 1);
1544                 R_RTLight_Update(&r_refdef.scene.templights[r_refdef.scene.numlights], false, &dlightmatrix, light, e->state_current.lightstyle, e->state_current.skin > 0 ? va(vabuf, sizeof(vabuf), "cubemaps/%i", e->state_current.skin) : NULL, !(e->state_current.lightpflags & PFLAGS_NOSHADOW), (e->state_current.lightpflags & PFLAGS_CORONA) != 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1545                 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1546         }
1547         // make the glow dlight
1548         else if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL) && r_refdef.scene.numlights < MAX_DLIGHTS)
1549         {
1550                 matrix4x4_t dlightmatrix;
1551                 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1552                 // hack to make glowing player light shine on their gun
1553                 //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
1554                 //      Matrix4x4_AdjustOrigin(&dlightmatrix, 0, 0, 30);
1555                 Matrix4x4_Scale(&dlightmatrix, dlightradius, 1);
1556                 R_RTLight_Update(&r_refdef.scene.templights[r_refdef.scene.numlights], false, &dlightmatrix, dlightcolor, -1, NULL, true, 1, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1557                 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1558         }
1559         // do trail light
1560         if (e->render.flags & RENDER_GLOWTRAIL)
1561                 trailtype = EFFECT_TR_GLOWTRAIL;
1562         if (e->state_current.traileffectnum)
1563                 trailtype = (effectnameindex_t)e->state_current.traileffectnum;
1564         if (trailtype)
1565                 CL_ParticleTrail(trailtype, 1, origin, origin, vec3_origin, vec3_origin, NULL, e->state_current.glowcolor, true, false, NULL, NULL, 1);
1566
1567         // don't show entities with no modelindex (note: this still shows
1568         // entities which have a modelindex that resolved to a NULL model)
1569         if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.scene.numentities < r_refdef.scene.maxentities)
1570                 r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
1571         //if (cl.viewentity && e->state_current.number == cl.viewentity)
1572         //      Matrix4x4_Print(&e->render.matrix);
1573 }
1574
1575 static void CL_RelinkWorld(void)
1576 {
1577         entity_t *ent = &cl.entities[0];
1578         // FIXME: this should be done at load
1579         ent->render.matrix = identitymatrix;
1580         ent->render.flags = RENDER_SHADOW;
1581         if (!r_fullbright.integer)
1582                 ent->render.flags |= RENDER_LIGHT;
1583         VectorSet(ent->render.colormod, 1, 1, 1);
1584         VectorSet(ent->render.glowmod, 1, 1, 1);
1585         ent->render.allowdecals = true;
1586         CL_UpdateRenderEntity(&ent->render);
1587         r_refdef.scene.worldentity = &ent->render;
1588         r_refdef.scene.worldmodel = cl.worldmodel;
1589 }
1590
1591 static void CL_RelinkStaticEntities(void)
1592 {
1593         int i;
1594         entity_t *e;
1595         for (i = 0, e = cl.static_entities;i < cl.num_static_entities && r_refdef.scene.numentities < r_refdef.scene.maxentities;i++, e++)
1596         {
1597                 e->render.flags = 0;
1598                 // if the model was not loaded when the static entity was created we
1599                 // need to re-fetch the model pointer
1600                 e->render.model = CL_GetModelByIndex(e->state_baseline.modelindex);
1601                 // either fullbright or lit
1602                 if(!r_fullbright.integer)
1603                 {
1604                         if (!(e->render.effects & EF_FULLBRIGHT))
1605                                 e->render.flags |= RENDER_LIGHT;
1606                         else if(r_equalize_entities_fullbright.integer)
1607                                 e->render.flags |= RENDER_LIGHT | RENDER_EQUALIZE;
1608                 }
1609                 // hide player shadow during intermission or nehahra movie
1610                 if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST)) && (e->render.alpha >= 1))
1611                         e->render.flags |= RENDER_SHADOW;
1612                 VectorSet(e->render.colormod, 1, 1, 1);
1613                 VectorSet(e->render.glowmod, 1, 1, 1);
1614                 VM_FrameBlendFromFrameGroupBlend(e->render.frameblend, e->render.framegroupblend, e->render.model, cl.time);
1615                 e->render.allowdecals = true;
1616                 CL_UpdateRenderEntity(&e->render);
1617                 r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
1618         }
1619 }
1620
1621 /*
1622 ===============
1623 CL_RelinkEntities
1624 ===============
1625 */
1626 static void CL_RelinkNetworkEntities(void)
1627 {
1628         entity_t *ent;
1629         int i;
1630
1631         // start on the entity after the world
1632         for (i = 1;i < cl.num_entities;i++)
1633         {
1634                 if (cl.entities_active[i])
1635                 {
1636                         ent = cl.entities + i;
1637                         if (ent->state_current.active)
1638                                 CL_LinkNetworkEntity(ent);
1639                         else
1640                                 cl.entities_active[i] = false;
1641                 }
1642         }
1643 }
1644
1645 static void CL_RelinkEffects(void)
1646 {
1647         int i, intframe;
1648         cl_effect_t *e;
1649         entity_render_t *entrender;
1650         float frame;
1651
1652         for (i = 0, e = cl.effects;i < cl.num_effects;i++, e++)
1653         {
1654                 if (e->active)
1655                 {
1656                         frame = (cl.time - e->starttime) * e->framerate + e->startframe;
1657                         intframe = (int)frame;
1658                         if (intframe < 0 || intframe >= e->endframe)
1659                         {
1660                                 memset(e, 0, sizeof(*e));
1661                                 while (cl.num_effects > 0 && !cl.effects[cl.num_effects - 1].active)
1662                                         cl.num_effects--;
1663                                 continue;
1664                         }
1665
1666                         if (intframe != e->frame)
1667                         {
1668                                 e->frame = intframe;
1669                                 e->frame1time = e->frame2time;
1670                                 e->frame2time = cl.time;
1671                         }
1672
1673                         // if we're drawing effects, get a new temp entity
1674                         // (NewTempEntity adds it to the render entities list for us)
1675                         if (r_draweffects.integer && (entrender = CL_NewTempEntity(e->starttime)))
1676                         {
1677                                 // interpolation stuff
1678                                 entrender->framegroupblend[0].frame = intframe;
1679                                 entrender->framegroupblend[0].lerp = 1 - frame - intframe;
1680                                 entrender->framegroupblend[0].start = e->frame1time;
1681                                 if (intframe + 1 >= e->endframe)
1682                                 {
1683                                         entrender->framegroupblend[1].frame = 0; // disappear
1684                                         entrender->framegroupblend[1].lerp = 0;
1685                                         entrender->framegroupblend[1].start = 0;
1686                                 }
1687                                 else
1688                                 {
1689                                         entrender->framegroupblend[1].frame = intframe + 1;
1690                                         entrender->framegroupblend[1].lerp = frame - intframe;
1691                                         entrender->framegroupblend[1].start = e->frame2time;
1692                                 }
1693
1694                                 // normal stuff
1695                                 entrender->model = CL_GetModelByIndex(e->modelindex);
1696                                 entrender->alpha = 1;
1697                                 VectorSet(entrender->colormod, 1, 1, 1);
1698                                 VectorSet(entrender->glowmod, 1, 1, 1);
1699
1700                                 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
1701                                 CL_UpdateRenderEntity(entrender);
1702                         }
1703                 }
1704         }
1705 }
1706
1707 void CL_Beam_CalculatePositions(const beam_t *b, vec3_t start, vec3_t end)
1708 {
1709         VectorCopy(b->start, start);
1710         VectorCopy(b->end, end);
1711
1712         // if coming from the player, update the start position
1713         if (b->entity == cl.viewentity)
1714         {
1715                 if (cl_beams_quakepositionhack.integer && !chase_active.integer)
1716                 {
1717                         // LordHavoc: this is a stupid hack from Quake that makes your
1718                         // lightning appear to come from your waist and cover less of your
1719                         // view
1720                         // in Quake this hack was applied to all players (causing the
1721                         // infamous crotch-lightning), but in darkplaces and QuakeWorld it
1722                         // only applies to your own lightning, and only in first person
1723                         Matrix4x4_OriginFromMatrix(&cl.entities[cl.viewentity].render.matrix, start);
1724                 }
1725                 if (cl_beams_instantaimhack.integer)
1726                 {
1727                         vec3_t dir, localend;
1728                         vec_t len;
1729                         // LordHavoc: this updates the beam direction to match your
1730                         // viewangles
1731                         VectorSubtract(end, start, dir);
1732                         len = VectorLength(dir);
1733                         VectorNormalize(dir);
1734                         VectorSet(localend, len, 0, 0);
1735                         Matrix4x4_Transform(&r_refdef.view.matrix, localend, end);
1736                 }
1737         }
1738 }
1739
1740 void CL_RelinkBeams(void)
1741 {
1742         int i;
1743         beam_t *b;
1744         vec3_t dist, org, start, end;
1745         float d;
1746         entity_render_t *entrender;
1747         double yaw, pitch;
1748         float forward;
1749         matrix4x4_t tempmatrix;
1750
1751         for (i = 0, b = cl.beams;i < cl.num_beams;i++, b++)
1752         {
1753                 if (!b->model)
1754                         continue;
1755                 if (b->endtime < cl.time)
1756                 {
1757                         b->model = NULL;
1758                         continue;
1759                 }
1760
1761                 CL_Beam_CalculatePositions(b, start, end);
1762
1763                 if (b->lightning)
1764                 {
1765                         if (cl_beams_lightatend.integer && r_refdef.scene.numlights < MAX_DLIGHTS)
1766                         {
1767                                 // FIXME: create a matrix from the beam start/end orientation
1768                                 vec3_t dlightcolor;
1769                                 VectorSet(dlightcolor, 0.3, 0.7, 1);
1770                                 Matrix4x4_CreateFromQuakeEntity(&tempmatrix, end[0], end[1], end[2], 0, 0, 0, 200);
1771                                 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);
1772                                 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1773                         }
1774                         if (cl_beams_polygons.integer)
1775                                 continue;
1776                 }
1777
1778                 // calculate pitch and yaw
1779                 // (this is similar to the QuakeC builtin function vectoangles)
1780                 VectorSubtract(end, start, dist);
1781                 if (dist[1] == 0 && dist[0] == 0)
1782                 {
1783                         yaw = 0;
1784                         if (dist[2] > 0)
1785                                 pitch = 90;
1786                         else
1787                                 pitch = 270;
1788                 }
1789                 else
1790                 {
1791                         yaw = atan2(dist[1], dist[0]) * 180 / M_PI;
1792                         if (yaw < 0)
1793                                 yaw += 360;
1794
1795                         forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1796                         pitch = atan2(dist[2], forward) * 180 / M_PI;
1797                         if (pitch < 0)
1798                                 pitch += 360;
1799                 }
1800
1801                 // add new entities for the lightning
1802                 VectorCopy (start, org);
1803                 d = VectorNormalizeLength(dist);
1804                 while (d > 0)
1805                 {
1806                         entrender = CL_NewTempEntity (0);
1807                         if (!entrender)
1808                                 return;
1809                         //VectorCopy (org, ent->render.origin);
1810                         entrender->model = b->model;
1811                         //ent->render.effects = EF_FULLBRIGHT;
1812                         //ent->render.angles[0] = pitch;
1813                         //ent->render.angles[1] = yaw;
1814                         //ent->render.angles[2] = rand()%360;
1815                         Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1816                         CL_UpdateRenderEntity(entrender);
1817                         VectorMA(org, 30, dist, org);
1818                         d -= 30;
1819                 }
1820         }
1821
1822         while (cl.num_beams > 0 && !cl.beams[cl.num_beams - 1].model)
1823                 cl.num_beams--;
1824 }
1825
1826 static void CL_RelinkQWNails(void)
1827 {
1828         int i;
1829         vec_t *v;
1830         entity_render_t *entrender;
1831
1832         for (i = 0;i < cl.qw_num_nails;i++)
1833         {
1834                 v = cl.qw_nails[i];
1835
1836                 // if we're drawing effects, get a new temp entity
1837                 // (NewTempEntity adds it to the render entities list for us)
1838                 if (!(entrender = CL_NewTempEntity(0)))
1839                         continue;
1840
1841                 // normal stuff
1842                 entrender->model = CL_GetModelByIndex(cl.qw_modelindex_spike);
1843                 entrender->alpha = 1;
1844                 VectorSet(entrender->colormod, 1, 1, 1);
1845                 VectorSet(entrender->glowmod, 1, 1, 1);
1846
1847                 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1);
1848                 CL_UpdateRenderEntity(entrender);
1849         }
1850 }
1851
1852 static void CL_LerpPlayer(float frac)
1853 {
1854         int i;
1855
1856         cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
1857         for (i = 0;i < 3;i++)
1858         {
1859                 cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
1860                 cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
1861                 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
1862         }
1863
1864         // interpolate the angles if playing a demo or spectating someone
1865         if (cls.demoplayback || cl.fixangle[0])
1866         {
1867                 for (i = 0;i < 3;i++)
1868                 {
1869                         float d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
1870                         if (d > 180)
1871                                 d -= 360;
1872                         else if (d < -180)
1873                                 d += 360;
1874                         cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
1875                 }
1876         }
1877 }
1878
1879 void CSQC_RelinkAllEntities (int drawmask)
1880 {
1881         // link stuff
1882         CL_RelinkWorld();
1883         CL_RelinkStaticEntities();
1884         CL_RelinkBeams();
1885         CL_RelinkEffects();
1886
1887         // link stuff
1888         if (drawmask & ENTMASK_ENGINE)
1889         {
1890                 CL_RelinkNetworkEntities();
1891                 if (drawmask & ENTMASK_ENGINEVIEWMODELS)
1892                         CL_LinkNetworkEntity(&cl.viewent); // link gun model
1893                 CL_RelinkQWNails();
1894         }
1895
1896         // update view blend
1897         V_CalcViewBlend();
1898 }
1899
1900 /*
1901 ===============
1902 CL_UpdateWorld
1903
1904 Update client game world for a new frame
1905 ===============
1906 */
1907 void CL_UpdateWorld(void)
1908 {
1909         r_refdef.scene.extraupdate = !r_speeds.integer;
1910         r_refdef.scene.numentities = 0;
1911         r_refdef.scene.numlights = 0;
1912         r_refdef.view.matrix = identitymatrix;
1913         r_refdef.view.quality = 1;
1914                 
1915         cl.num_brushmodel_entities = 0;
1916
1917         if (cls.state == ca_connected && cls.signon == SIGNONS)
1918         {
1919                 // prepare for a new frame
1920                 CL_LerpPlayer(CL_LerpPoint());
1921                 CL_DecayLightFlashes();
1922                 CL_ClearTempEntities();
1923                 V_DriftPitch();
1924                 V_FadeViewFlashs();
1925
1926                 // if prediction is enabled we have to update all the collidable
1927                 // network entities before the prediction code can be run
1928                 CL_UpdateNetworkCollisionEntities();
1929
1930                 // now update the player prediction
1931                 CL_ClientMovement_Replay();
1932
1933                 // update the player entity (which may be predicted)
1934                 CL_UpdateNetworkEntity(cl.entities + cl.viewentity, 32, true);
1935
1936                 // now update the view (which depends on that player entity)
1937                 V_CalcRefdef();
1938
1939                 // now update all the network entities and create particle trails
1940                 // (some entities may depend on the view)
1941                 CL_UpdateNetworkEntities();
1942
1943                 // update the engine-based viewmodel
1944                 CL_UpdateViewModel();
1945
1946                 CL_RelinkLightFlashes();
1947                 CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS);
1948
1949                 // decals, particles, and explosions will be updated during rneder
1950         }
1951
1952         r_refdef.scene.time = cl.time;
1953 }
1954
1955 // LordHavoc: pausedemo command
1956 static void CL_PauseDemo_f (void)
1957 {
1958         cls.demopaused = !cls.demopaused;
1959         if (cls.demopaused)
1960                 Con_Print("Demo paused\n");
1961         else
1962                 Con_Print("Demo unpaused\n");
1963 }
1964
1965 /*
1966 ======================
1967 CL_Fog_f
1968 ======================
1969 */
1970 static void CL_Fog_f (void)
1971 {
1972         if (Cmd_Argc () == 1)
1973         {
1974                 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);
1975                 return;
1976         }
1977         FOG_clear(); // so missing values get good defaults
1978         if(Cmd_Argc() > 1)
1979                 r_refdef.fog_density = atof(Cmd_Argv(1));
1980         if(Cmd_Argc() > 2)
1981                 r_refdef.fog_red = atof(Cmd_Argv(2));
1982         if(Cmd_Argc() > 3)
1983                 r_refdef.fog_green = atof(Cmd_Argv(3));
1984         if(Cmd_Argc() > 4)
1985                 r_refdef.fog_blue = atof(Cmd_Argv(4));
1986         if(Cmd_Argc() > 5)
1987                 r_refdef.fog_alpha = atof(Cmd_Argv(5));
1988         if(Cmd_Argc() > 6)
1989                 r_refdef.fog_start = atof(Cmd_Argv(6));
1990         if(Cmd_Argc() > 7)
1991                 r_refdef.fog_end = atof(Cmd_Argv(7));
1992         if(Cmd_Argc() > 8)
1993                 r_refdef.fog_height = atof(Cmd_Argv(8));
1994         if(Cmd_Argc() > 9)
1995                 r_refdef.fog_fadedepth = atof(Cmd_Argv(9));
1996 }
1997
1998 /*
1999 ======================
2000 CL_FogHeightTexture_f
2001 ======================
2002 */
2003 static void CL_Fog_HeightTexture_f (void)
2004 {
2005         if (Cmd_Argc () < 11)
2006         {
2007                 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);
2008                 return;
2009         }
2010         FOG_clear(); // so missing values get good defaults
2011         r_refdef.fog_density = atof(Cmd_Argv(1));
2012         r_refdef.fog_red = atof(Cmd_Argv(2));
2013         r_refdef.fog_green = atof(Cmd_Argv(3));
2014         r_refdef.fog_blue = atof(Cmd_Argv(4));
2015         r_refdef.fog_alpha = atof(Cmd_Argv(5));
2016         r_refdef.fog_start = atof(Cmd_Argv(6));
2017         r_refdef.fog_end = atof(Cmd_Argv(7));
2018         r_refdef.fog_height = atof(Cmd_Argv(8));
2019         r_refdef.fog_fadedepth = atof(Cmd_Argv(9));
2020         strlcpy(r_refdef.fog_height_texturename, Cmd_Argv(10), sizeof(r_refdef.fog_height_texturename));
2021 }
2022
2023
2024 /*
2025 ====================
2026 CL_TimeRefresh_f
2027
2028 For program optimization
2029 ====================
2030 */
2031 static void CL_TimeRefresh_f (void)
2032 {
2033         int i;
2034         double timestart, timedelta;
2035
2036         r_refdef.scene.extraupdate = false;
2037
2038         timestart = Sys_DirtyTime();
2039         for (i = 0;i < 128;i++)
2040         {
2041                 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);
2042                 r_refdef.view.quality = 1;
2043                 CL_UpdateScreen();
2044         }
2045         timedelta = Sys_DirtyTime() - timestart;
2046
2047         Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
2048 }
2049
2050 static void CL_AreaStats_f(void)
2051 {
2052         World_PrintAreaStats(&cl.world, "client");
2053 }
2054
2055 cl_locnode_t *CL_Locs_FindNearest(const vec3_t point)
2056 {
2057         int i;
2058         cl_locnode_t *loc;
2059         cl_locnode_t *best;
2060         vec3_t nearestpoint;
2061         vec_t dist, bestdist;
2062         best = NULL;
2063         bestdist = 0;
2064         for (loc = cl.locnodes;loc;loc = loc->next)
2065         {
2066                 for (i = 0;i < 3;i++)
2067                         nearestpoint[i] = bound(loc->mins[i], point[i], loc->maxs[i]);
2068                 dist = VectorDistance2(nearestpoint, point);
2069                 if (bestdist > dist || !best)
2070                 {
2071                         bestdist = dist;
2072                         best = loc;
2073                         if (bestdist < 1)
2074                                 break;
2075                 }
2076         }
2077         return best;
2078 }
2079
2080 void CL_Locs_FindLocationName(char *buffer, size_t buffersize, vec3_t point)
2081 {
2082         cl_locnode_t *loc;
2083         loc = CL_Locs_FindNearest(point);
2084         if (loc)
2085                 strlcpy(buffer, loc->name, buffersize);
2086         else
2087                 dpsnprintf(buffer, buffersize, "LOC=%.0f:%.0f:%.0f", point[0], point[1], point[2]);
2088 }
2089
2090 static void CL_Locs_FreeNode(cl_locnode_t *node)
2091 {
2092         cl_locnode_t **pointer, **next;
2093         for (pointer = &cl.locnodes;*pointer;pointer = next)
2094         {
2095                 next = &(*pointer)->next;
2096                 if (*pointer == node)
2097                 {
2098                         *pointer = node->next;
2099                         Mem_Free(node);
2100                         return;
2101                 }
2102         }
2103         Con_Printf("CL_Locs_FreeNode: no such node! (%p)\n", (void *)node);
2104 }
2105
2106 static void CL_Locs_AddNode(vec3_t mins, vec3_t maxs, const char *name)
2107 {
2108         cl_locnode_t *node, **pointer;
2109         int namelen;
2110         if (!name)
2111                 name = "";
2112         namelen = strlen(name);
2113         node = (cl_locnode_t *) Mem_Alloc(cls.levelmempool, sizeof(cl_locnode_t) + namelen + 1);
2114         VectorSet(node->mins, min(mins[0], maxs[0]), min(mins[1], maxs[1]), min(mins[2], maxs[2]));
2115         VectorSet(node->maxs, max(mins[0], maxs[0]), max(mins[1], maxs[1]), max(mins[2], maxs[2]));
2116         node->name = (char *)(node + 1);
2117         memcpy(node->name, name, namelen);
2118         node->name[namelen] = 0;
2119         // link it into the tail of the list to preserve the order
2120         for (pointer = &cl.locnodes;*pointer;pointer = &(*pointer)->next)
2121                 ;
2122         *pointer = node;
2123 }
2124
2125 static void CL_Locs_Add_f(void)
2126 {
2127         vec3_t mins, maxs;
2128         if (Cmd_Argc() != 5 && Cmd_Argc() != 8)
2129         {
2130                 Con_Printf("usage: %s x y z[ x y z] name\n", Cmd_Argv(0));
2131                 return;
2132         }
2133         mins[0] = atof(Cmd_Argv(1));
2134         mins[1] = atof(Cmd_Argv(2));
2135         mins[2] = atof(Cmd_Argv(3));
2136         if (Cmd_Argc() == 8)
2137         {
2138                 maxs[0] = atof(Cmd_Argv(4));
2139                 maxs[1] = atof(Cmd_Argv(5));
2140                 maxs[2] = atof(Cmd_Argv(6));
2141                 CL_Locs_AddNode(mins, maxs, Cmd_Argv(7));
2142         }
2143         else
2144                 CL_Locs_AddNode(mins, mins, Cmd_Argv(4));
2145 }
2146
2147 static void CL_Locs_RemoveNearest_f(void)
2148 {
2149         cl_locnode_t *loc;
2150         loc = CL_Locs_FindNearest(r_refdef.view.origin);
2151         if (loc)
2152                 CL_Locs_FreeNode(loc);
2153         else
2154                 Con_Printf("no loc point or box found for your location\n");
2155 }
2156
2157 static void CL_Locs_Clear_f(void)
2158 {
2159         while (cl.locnodes)
2160                 CL_Locs_FreeNode(cl.locnodes);
2161 }
2162
2163 static void CL_Locs_Save_f(void)
2164 {
2165         cl_locnode_t *loc;
2166         qfile_t *outfile;
2167         char locfilename[MAX_QPATH];
2168         if (!cl.locnodes)
2169         {
2170                 Con_Printf("No loc points/boxes exist!\n");
2171                 return;
2172         }
2173         if (cls.state != ca_connected || !cl.worldmodel)
2174         {
2175                 Con_Printf("No level loaded!\n");
2176                 return;
2177         }
2178         dpsnprintf(locfilename, sizeof(locfilename), "%s.loc", cl.worldnamenoextension);
2179
2180         outfile = FS_OpenRealFile(locfilename, "w", false);
2181         if (!outfile)
2182                 return;
2183         // if any boxes are used then this is a proquake-format loc file, which
2184         // allows comments, so add some relevant information at the start
2185         for (loc = cl.locnodes;loc;loc = loc->next)
2186                 if (!VectorCompare(loc->mins, loc->maxs))
2187                         break;
2188         if (loc)
2189         {
2190                 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);
2191                 for (loc = cl.locnodes;loc;loc = loc->next)
2192                         if (VectorCompare(loc->mins, loc->maxs))
2193                                 break;
2194                 if (loc)
2195                         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");
2196         }
2197         for (loc = cl.locnodes;loc;loc = loc->next)
2198         {
2199                 if (VectorCompare(loc->mins, loc->maxs))
2200                 {
2201                         int len;
2202                         const char *s;
2203                         const char *in = loc->name;
2204                         char name[MAX_INPUTLINE];
2205                         for (len = 0;len < (int)sizeof(name) - 1 && *in;)
2206                         {
2207                                 if (*in == ' ') {s = "$loc_name_separator";in++;}
2208                                 else if (!strncmp(in, "SSG", 3)) {s = "$loc_name_ssg";in += 3;}
2209                                 else if (!strncmp(in, "NG", 2)) {s = "$loc_name_ng";in += 2;}
2210                                 else if (!strncmp(in, "SNG", 3)) {s = "$loc_name_sng";in += 3;}
2211                                 else if (!strncmp(in, "GL", 2)) {s = "$loc_name_gl";in += 2;}
2212                                 else if (!strncmp(in, "RL", 2)) {s = "$loc_name_rl";in += 2;}
2213                                 else if (!strncmp(in, "LG", 2)) {s = "$loc_name_lg";in += 2;}
2214                                 else if (!strncmp(in, "GA", 2)) {s = "$loc_name_ga";in += 2;}
2215                                 else if (!strncmp(in, "YA", 2)) {s = "$loc_name_ya";in += 2;}
2216                                 else if (!strncmp(in, "RA", 2)) {s = "$loc_name_ra";in += 2;}
2217                                 else if (!strncmp(in, "MEGA", 4)) {s = "$loc_name_mh";in += 4;}
2218                                 else s = NULL;
2219                                 if (s)
2220                                 {
2221                                         while (len < (int)sizeof(name) - 1 && *s)
2222                                                 name[len++] = *s++;
2223                                         continue;
2224                                 }
2225                                 name[len++] = *in++;
2226                         }
2227                         name[len] = 0;
2228                         FS_Printf(outfile, "%.0f %.0f %.0f %s\n", loc->mins[0]*8, loc->mins[1]*8, loc->mins[2]*8, name);
2229                 }
2230                 else
2231                         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);
2232         }
2233         FS_Close(outfile);
2234 }
2235
2236 void CL_Locs_Reload_f(void)
2237 {
2238         int i, linenumber, limit, len;
2239         const char *s;
2240         char *filedata, *text, *textend, *linestart, *linetext, *lineend;
2241         fs_offset_t filesize;
2242         vec3_t mins, maxs;
2243         char locfilename[MAX_QPATH];
2244         char name[MAX_INPUTLINE];
2245
2246         if (cls.state != ca_connected || !cl.worldmodel)
2247         {
2248                 Con_Printf("No level loaded!\n");
2249                 return;
2250         }
2251
2252         CL_Locs_Clear_f();
2253
2254         // try maps/something.loc first (LordHavoc: where I think they should be)
2255         dpsnprintf(locfilename, sizeof(locfilename), "%s.loc", cl.worldnamenoextension);
2256         filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2257         if (!filedata)
2258         {
2259                 // try proquake name as well (LordHavoc: I hate path mangling)
2260                 dpsnprintf(locfilename, sizeof(locfilename), "locs/%s.loc", cl.worldbasename);
2261                 filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2262                 if (!filedata)
2263                         return;
2264         }
2265         text = filedata;
2266         textend = filedata + filesize;
2267         for (linenumber = 1;text < textend;linenumber++)
2268         {
2269                 linestart = text;
2270                 for (;text < textend && *text != '\r' && *text != '\n';text++)
2271                         ;
2272                 lineend = text;
2273                 if (text + 1 < textend && *text == '\r' && text[1] == '\n')
2274                         text++;
2275                 if (text < textend)
2276                         text++;
2277                 // trim trailing whitespace
2278                 while (lineend > linestart && ISWHITESPACE(lineend[-1]))
2279                         lineend--;
2280                 // trim leading whitespace
2281                 while (linestart < lineend && ISWHITESPACE(*linestart))
2282                         linestart++;
2283                 // check if this is a comment
2284                 if (linestart + 2 <= lineend && !strncmp(linestart, "//", 2))
2285                         continue;
2286                 linetext = linestart;
2287                 limit = 3;
2288                 for (i = 0;i < limit;i++)
2289                 {
2290                         if (linetext >= lineend)
2291                                 break;
2292                         // note: a missing number is interpreted as 0
2293                         if (i < 3)
2294                                 mins[i] = atof(linetext);
2295                         else
2296                                 maxs[i - 3] = atof(linetext);
2297                         // now advance past the number
2298                         while (linetext < lineend && !ISWHITESPACE(*linetext) && *linetext != ',')
2299                                 linetext++;
2300                         // advance through whitespace
2301                         if (linetext < lineend)
2302                         {
2303                                 if (*linetext == ',')
2304                                 {
2305                                         linetext++;
2306                                         limit = 6;
2307                                         // note: comma can be followed by whitespace
2308                                 }
2309                                 if (ISWHITESPACE(*linetext))
2310                                 {
2311                                         // skip whitespace
2312                                         while (linetext < lineend && ISWHITESPACE(*linetext))
2313                                                 linetext++;
2314                                 }
2315                         }
2316                 }
2317                 // if this is a quoted name, remove the quotes
2318                 if (i == 6)
2319                 {
2320                         if (linetext >= lineend || *linetext != '"')
2321                                 continue; // proquake location names are always quoted
2322                         lineend--;
2323                         linetext++;
2324                         len = min(lineend - linetext, (int)sizeof(name) - 1);
2325                         memcpy(name, linetext, len);
2326                         name[len] = 0;
2327                         // add the box to the list
2328                         CL_Locs_AddNode(mins, maxs, name);
2329                 }
2330                 // if a point was parsed, it needs to be scaled down by 8 (since
2331                 // point-based loc files were invented by a proxy which dealt
2332                 // directly with quake protocol coordinates, which are *8), turn
2333                 // it into a box
2334                 else if (i == 3)
2335                 {
2336                         // interpret silly fuhquake macros
2337                         for (len = 0;len < (int)sizeof(name) - 1 && linetext < lineend;)
2338                         {
2339                                 if (*linetext == '$')
2340                                 {
2341                                         if (linetext + 18 <= lineend && !strncmp(linetext, "$loc_name_separator", 19)) {s = " ";linetext += 19;}
2342                                         else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_ssg", 13)) {s = "SSG";linetext += 13;}
2343                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ng", 12)) {s = "NG";linetext += 12;}
2344                                         else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_sng", 13)) {s = "SNG";linetext += 13;}
2345                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_gl", 12)) {s = "GL";linetext += 12;}
2346                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_rl", 12)) {s = "RL";linetext += 12;}
2347                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_lg", 12)) {s = "LG";linetext += 12;}
2348                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ga", 12)) {s = "GA";linetext += 12;}
2349                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ya", 12)) {s = "YA";linetext += 12;}
2350                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ra", 12)) {s = "RA";linetext += 12;}
2351                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_mh", 12)) {s = "MEGA";linetext += 12;}
2352                                         else s = NULL;
2353                                         if (s)
2354                                         {
2355                                                 while (len < (int)sizeof(name) - 1 && *s)
2356                                                         name[len++] = *s++;
2357                                                 continue;
2358                                         }
2359                                 }
2360                                 name[len++] = *linetext++;
2361                         }
2362                         name[len] = 0;
2363                         // add the point to the list
2364                         VectorScale(mins, (1.0 / 8.0), mins);
2365                         CL_Locs_AddNode(mins, mins, name);
2366                 }
2367                 else
2368                         continue;
2369         }
2370 }
2371
2372 /*
2373 ===========
2374 CL_Shutdown
2375 ===========
2376 */
2377 void CL_Shutdown (void)
2378 {
2379         CL_Screen_Shutdown();
2380         CL_Particles_Shutdown();
2381         CL_Parse_Shutdown();
2382
2383         Mem_FreePool (&cls.permanentmempool);
2384         Mem_FreePool (&cls.levelmempool);
2385 }
2386
2387 /*
2388 =================
2389 CL_Init
2390 =================
2391 */
2392 void CL_Init (void)
2393 {
2394
2395         cls.levelmempool = Mem_AllocPool("client (per-level memory)", 0, NULL);
2396         cls.permanentmempool = Mem_AllocPool("client (long term memory)", 0, NULL);
2397
2398         memset(&r_refdef, 0, sizeof(r_refdef));
2399         // max entities sent to renderer per frame
2400         r_refdef.scene.maxentities = MAX_EDICTS + 256 + 512;
2401         r_refdef.scene.entities = (entity_render_t **)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t *) * r_refdef.scene.maxentities);
2402
2403         // max temp entities
2404         r_refdef.scene.maxtempentities = MAX_TEMPENTITIES;
2405         r_refdef.scene.tempentities = (entity_render_t *)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t) * r_refdef.scene.maxtempentities);
2406
2407         CL_InitInput ();
2408
2409 //
2410 // register our commands
2411 //
2412         Cvar_RegisterVariable (&cl_upspeed);
2413         Cvar_RegisterVariable (&cl_forwardspeed);
2414         Cvar_RegisterVariable (&cl_backspeed);
2415         Cvar_RegisterVariable (&cl_sidespeed);
2416         Cvar_RegisterVariable (&cl_movespeedkey);
2417         Cvar_RegisterVariable (&cl_yawspeed);
2418         Cvar_RegisterVariable (&cl_pitchspeed);
2419         Cvar_RegisterVariable (&cl_anglespeedkey);
2420         Cvar_RegisterVariable (&cl_shownet);
2421         Cvar_RegisterVariable (&cl_nolerp);
2422         Cvar_RegisterVariable (&cl_lerpexcess);
2423         Cvar_RegisterVariable (&cl_lerpanim_maxdelta_server);
2424         Cvar_RegisterVariable (&cl_lerpanim_maxdelta_framegroups);
2425         Cvar_RegisterVariable (&cl_deathfade);
2426         Cvar_RegisterVariable (&lookspring);
2427         Cvar_RegisterVariable (&lookstrafe);
2428         Cvar_RegisterVariable (&sensitivity);
2429         Cvar_RegisterVariable (&freelook);
2430
2431         Cvar_RegisterVariable (&m_pitch);
2432         Cvar_RegisterVariable (&m_yaw);
2433         Cvar_RegisterVariable (&m_forward);
2434         Cvar_RegisterVariable (&m_side);
2435
2436         Cvar_RegisterVariable (&cl_itembobspeed);
2437         Cvar_RegisterVariable (&cl_itembobheight);
2438
2439         Cmd_AddCommand ("entities", CL_PrintEntities_f, "print information on network entities known to client");
2440         Cmd_AddCommand ("disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
2441         Cmd_AddCommand ("record", CL_Record_f, "record a demo");
2442         Cmd_AddCommand ("stop", CL_Stop_f, "stop recording or playing a demo");
2443         Cmd_AddCommand ("playdemo", CL_PlayDemo_f, "watch a demo file");
2444         Cmd_AddCommand ("timedemo", CL_TimeDemo_f, "play back a demo as fast as possible and save statistics to benchmark.log");
2445
2446         // Support Client-side Model Index List
2447         Cmd_AddCommand ("cl_modelindexlist", CL_ModelIndexList_f, "list information on all models in the client modelindex");
2448         // Support Client-side Sound Index List
2449         Cmd_AddCommand ("cl_soundindexlist", CL_SoundIndexList_f, "list all sounds in the client soundindex");
2450
2451         Cvar_RegisterVariable (&cl_autodemo);
2452         Cvar_RegisterVariable (&cl_autodemo_nameformat);
2453         Cvar_RegisterVariable (&cl_autodemo_delete);
2454
2455         Cmd_AddCommand ("fog", CL_Fog_f, "set global fog parameters (density red green blue [alpha [mindist [maxdist [top [fadedepth]]]]])");
2456         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)");
2457
2458         // LordHavoc: added pausedemo
2459         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)");
2460
2461         Cmd_AddCommand ("cl_areastats", CL_AreaStats_f, "prints statistics on entity culling during collision traces");
2462
2463         Cvar_RegisterVariable(&r_draweffects);
2464         Cvar_RegisterVariable(&cl_explosions_alpha_start);
2465         Cvar_RegisterVariable(&cl_explosions_alpha_end);
2466         Cvar_RegisterVariable(&cl_explosions_size_start);
2467         Cvar_RegisterVariable(&cl_explosions_size_end);
2468         Cvar_RegisterVariable(&cl_explosions_lifetime);
2469         Cvar_RegisterVariable(&cl_stainmaps);
2470         Cvar_RegisterVariable(&cl_stainmaps_clearonload);
2471         Cvar_RegisterVariable(&cl_beams_polygons);
2472         Cvar_RegisterVariable(&cl_beams_quakepositionhack);
2473         Cvar_RegisterVariable(&cl_beams_instantaimhack);
2474         Cvar_RegisterVariable(&cl_beams_lightatend);
2475         Cvar_RegisterVariable(&cl_noplayershadow);
2476         Cvar_RegisterVariable(&cl_dlights_decayradius);
2477         Cvar_RegisterVariable(&cl_dlights_decaybrightness);
2478
2479         Cvar_RegisterVariable(&cl_prydoncursor);
2480         Cvar_RegisterVariable(&cl_prydoncursor_notrace);
2481
2482         Cvar_RegisterVariable(&cl_deathnoviewmodel);
2483
2484         // for QW connections
2485         Cvar_RegisterVariable(&qport);
2486         Cvar_SetValueQuick(&qport, (rand() * RAND_MAX + rand()) & 0xffff);
2487
2488         Cmd_AddCommand("timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs");
2489
2490         Cvar_RegisterVariable(&cl_locs_enable);
2491         Cvar_RegisterVariable(&cl_locs_show);
2492         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)");
2493         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)");
2494         Cmd_AddCommand("locs_clear", CL_Locs_Clear_f, "remove all loc points/boxes");
2495         Cmd_AddCommand("locs_reload", CL_Locs_Reload_f, "reload .loc file for this map");
2496         Cmd_AddCommand("locs_save", CL_Locs_Save_f, "save .loc file for this map containing currently defined points and boxes");
2497
2498         CL_Parse_Init();
2499         CL_Particles_Init();
2500         CL_Screen_Init();
2501
2502         CL_Video_Init();
2503 }