/* Copyright (C) 1996-1997 Id Software, Inc. This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ // cl_main.c -- client main loop #include "quakedef.h" #include "cl_collision.h" #include "cl_video.h" #include "image.h" #include "csprogs.h" #include "r_shadow.h" #include "libcurl.h" #include "snd_main.h" // we need to declare some mouse variables here, because the menu system // references them even when on a unix system. cvar_t csqc_progname = {0, "csqc_progname","csprogs.dat","name of csprogs.dat file to load"}; 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"}; 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"}; cvar_t csqc_usedemoprogs = {0, "csqc_usedemoprogs","1","use csprogs stored in demos"}; cvar_t cl_shownet = {0, "cl_shownet","0","1 = print packet size, 2 = print packet message list"}; cvar_t cl_nolerp = {0, "cl_nolerp", "0","network update smoothing"}; cvar_t cl_lerpexcess = {0, "cl_lerpexcess", "0","maximum allowed lerp excess (hides, not fixes, some packet loss)"}; 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)"}; 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)"}; cvar_t cl_itembobheight = {0, "cl_itembobheight", "0","how much items bob up and down (try 8)"}; cvar_t cl_itembobspeed = {0, "cl_itembobspeed", "0.5","how frequently items bob up and down"}; cvar_t lookspring = {CVAR_SAVE, "lookspring","0","returns pitch to level with the floor when no longer holding a pitch key"}; cvar_t lookstrafe = {CVAR_SAVE, "lookstrafe","0","move instead of turning"}; cvar_t sensitivity = {CVAR_SAVE, "sensitivity","3","mouse speed multiplier"}; cvar_t m_pitch = {CVAR_SAVE, "m_pitch","0.022","mouse pitch speed multiplier"}; cvar_t m_yaw = {CVAR_SAVE, "m_yaw","0.022","mouse yaw speed multiplier"}; cvar_t m_forward = {CVAR_SAVE, "m_forward","1","mouse forward speed multiplier"}; cvar_t m_side = {CVAR_SAVE, "m_side","0.8","mouse side speed multiplier"}; cvar_t freelook = {CVAR_SAVE, "freelook", "1","mouse controls pitch instead of forward/back"}; 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" }; 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)" }; 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" }; cvar_t r_draweffects = {0, "r_draweffects", "1","renders temporary sprite effects"}; cvar_t cl_explosions_alpha_start = {CVAR_SAVE, "cl_explosions_alpha_start", "1.5","starting alpha of an explosion shell"}; cvar_t cl_explosions_alpha_end = {CVAR_SAVE, "cl_explosions_alpha_end", "0","end alpha of an explosion shell (just before it disappears)"}; cvar_t cl_explosions_size_start = {CVAR_SAVE, "cl_explosions_size_start", "16","starting size of an explosion shell"}; cvar_t cl_explosions_size_end = {CVAR_SAVE, "cl_explosions_size_end", "128","ending alpha of an explosion shell (just before it disappears)"}; cvar_t cl_explosions_lifetime = {CVAR_SAVE, "cl_explosions_lifetime", "0.5","how long an explosion shell lasts"}; cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "0","stains lightmaps, much faster than decals but blurred"}; cvar_t cl_stainmaps_clearonload = {CVAR_SAVE, "cl_stainmaps_clearonload", "1","clear stainmaps on map restart"}; cvar_t cl_beams_polygons = {CVAR_SAVE, "cl_beams_polygons", "1","use beam polygons instead of models"}; 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)"}; cvar_t cl_beams_instantaimhack = {CVAR_SAVE, "cl_beams_instantaimhack", "0", "makes your lightning gun aiming update instantly"}; cvar_t cl_beams_lightatend = {CVAR_SAVE, "cl_beams_lightatend", "0", "make a light at the end of the beam"}; 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)"}; cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0","hide player shadow"}; cvar_t cl_dlights_decayradius = {CVAR_SAVE, "cl_dlights_decayradius", "1", "reduces size of light flashes over time"}; cvar_t cl_dlights_decaybrightness = {CVAR_SAVE, "cl_dlights_decaybrightness", "1", "reduces brightness of light flashes over time"}; 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)"}; 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"}; cvar_t cl_prydoncursor_notrace = {0, "cl_prydoncursor_notrace", "0", "disables traceline used in prydon cursor reporting to the game, saving some cpu time"}; cvar_t cl_deathnoviewmodel = {0, "cl_deathnoviewmodel", "1", "hides gun model when dead"}; 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)"}; cvar_t cl_locs_show = {0, "locs_show", "0", "shows defined locations for editing purposes"}; extern cvar_t r_equalize_entities_fullbright; client_static_t cls; client_state_t cl; /* ===================== CL_ClearState ===================== */ void CL_ClearState(void) { int i; entity_t *ent; CL_VM_ShutDown(); // wipe the entire cl structure Mem_EmptyPool(cls.levelmempool); memset (&cl, 0, sizeof(cl)); S_StopAllSounds(); // reset the view zoom interpolation cl.mviewzoom[0] = cl.mviewzoom[1] = 1; cl.sensitivityscale = 1.0f; // enable rendering of the world and such cl.csqc_vidvars.drawworld = r_drawworld.integer != 0; cl.csqc_vidvars.drawenginesbar = true; cl.csqc_vidvars.drawcrosshair = true; // set up the float version of the stats array for easier access to float stats cl.statsf = (float *)cl.stats; cl.num_entities = 0; cl.num_static_entities = 0; cl.num_brushmodel_entities = 0; // tweak these if the game runs out cl.max_csqcrenderentities = 0; cl.max_entities = MAX_ENITIES_INITIAL; cl.max_static_entities = MAX_STATICENTITIES; cl.max_effects = MAX_EFFECTS; cl.max_beams = MAX_BEAMS; cl.max_dlights = MAX_DLIGHTS; cl.max_lightstyle = MAX_LIGHTSTYLES; cl.max_brushmodel_entities = MAX_EDICTS; cl.max_particles = MAX_PARTICLES_INITIAL; // grows dynamically cl.max_decals = MAX_DECALS_INITIAL; // grows dynamically cl.max_showlmps = 0; cl.num_dlights = 0; cl.num_effects = 0; cl.num_beams = 0; cl.csqcrenderentities = NULL; cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t)); cl.entities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char)); cl.static_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_static_entities * sizeof(entity_t)); cl.effects = (cl_effect_t *)Mem_Alloc(cls.levelmempool, cl.max_effects * sizeof(cl_effect_t)); cl.beams = (beam_t *)Mem_Alloc(cls.levelmempool, cl.max_beams * sizeof(beam_t)); cl.dlights = (dlight_t *)Mem_Alloc(cls.levelmempool, cl.max_dlights * sizeof(dlight_t)); cl.lightstyle = (lightstyle_t *)Mem_Alloc(cls.levelmempool, cl.max_lightstyle * sizeof(lightstyle_t)); cl.brushmodel_entities = (int *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(int)); cl.particles = (particle_t *) Mem_Alloc(cls.levelmempool, cl.max_particles * sizeof(particle_t)); cl.decals = (decal_t *) Mem_Alloc(cls.levelmempool, cl.max_decals * sizeof(decal_t)); cl.showlmps = NULL; // LordHavoc: have to set up the baseline info for alpha and other stuff for (i = 0;i < cl.max_entities;i++) { cl.entities[i].state_baseline = defaultstate; cl.entities[i].state_previous = defaultstate; cl.entities[i].state_current = defaultstate; } if (IS_NEXUIZ_DERIVED(gamemode)) { VectorSet(cl.playerstandmins, -16, -16, -24); VectorSet(cl.playerstandmaxs, 16, 16, 45); VectorSet(cl.playercrouchmins, -16, -16, -24); VectorSet(cl.playercrouchmaxs, 16, 16, 25); } else { VectorSet(cl.playerstandmins, -16, -16, -24); VectorSet(cl.playerstandmaxs, 16, 16, 24); VectorSet(cl.playercrouchmins, -16, -16, -24); VectorSet(cl.playercrouchmaxs, 16, 16, 24); } // disable until we get textures for it R_ResetSkyBox(); ent = &cl.entities[0]; // entire entity array was cleared, so just fill in a few fields ent->state_current.active = true; ent->render.model = cl.worldmodel = NULL; // no world model yet ent->render.alpha = 1; ent->render.flags = RENDER_SHADOW | RENDER_LIGHT; Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, 0, 0, 0, 0, 0, 0, 1); ent->render.allowdecals = true; CL_UpdateRenderEntity(&ent->render); // noclip is turned off at start noclip_anglehack = false; // mark all frames invalid for delta memset(cl.qw_deltasequence, -1, sizeof(cl.qw_deltasequence)); // set bestweapon data back to Quake data IN_BestWeapon_ResetData(); CL_Screen_NewMap(); } void CL_SetInfo(const char *key, const char *value, qboolean send, qboolean allowstarkey, qboolean allowmodel, qboolean quiet) { int i; qboolean fail = false; char vabuf[1024]; if (!allowstarkey && key[0] == '*') fail = true; if (!allowmodel && (!strcasecmp(key, "pmodel") || !strcasecmp(key, "emodel"))) fail = true; for (i = 0;key[i];i++) if (ISWHITESPACE(key[i]) || key[i] == '\"') fail = true; for (i = 0;value[i];i++) if (value[i] == '\r' || value[i] == '\n' || value[i] == '\"') fail = true; if (fail) { if (!quiet) Con_Printf("Can't setinfo \"%s\" \"%s\"\n", key, value); return; } InfoString_SetValue(cls.userinfo, sizeof(cls.userinfo), key, value); if (cls.state == ca_connected && cls.netcon) { if (cls.protocol == PROTOCOL_QUAKEWORLD) { MSG_WriteByte(&cls.netcon->message, qw_clc_stringcmd); MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "setinfo \"%s\" \"%s\"", key, value)); } else if (!strcasecmp(key, "name")) { MSG_WriteByte(&cls.netcon->message, clc_stringcmd); MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "name \"%s\"", value)); } else if (!strcasecmp(key, "playermodel")) { MSG_WriteByte(&cls.netcon->message, clc_stringcmd); MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "playermodel \"%s\"", value)); } else if (!strcasecmp(key, "playerskin")) { MSG_WriteByte(&cls.netcon->message, clc_stringcmd); MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "playerskin \"%s\"", value)); } else if (!strcasecmp(key, "topcolor")) { // don't send anything, the combined color code will be updated manually } else if (!strcasecmp(key, "bottomcolor")) { // don't send anything, the combined color code will be updated manually } else if (!strcasecmp(key, "rate")) { MSG_WriteByte(&cls.netcon->message, clc_stringcmd); MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "rate \"%s\"", value)); } else if (!strcasecmp(key, "rate_burstsize")) { MSG_WriteByte(&cls.netcon->message, clc_stringcmd); MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "rate_burstsize \"%s\"", value)); } } } void CL_ExpandEntities(int num) { int i, oldmaxentities; entity_t *oldentities; if (num >= cl.max_entities) { if (!cl.entities) Sys_Error("CL_ExpandEntities: cl.entities not initialized"); if (num >= MAX_EDICTS) Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS); oldmaxentities = cl.max_entities; oldentities = cl.entities; cl.max_entities = (num & ~255) + 256; cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t)); memcpy(cl.entities, oldentities, oldmaxentities * sizeof(entity_t)); Mem_Free(oldentities); for (i = oldmaxentities;i < cl.max_entities;i++) { cl.entities[i].state_baseline = defaultstate; cl.entities[i].state_previous = defaultstate; cl.entities[i].state_current = defaultstate; } } } void CL_ExpandCSQCRenderEntities(int num) { int i; int oldmaxcsqcrenderentities; entity_render_t *oldcsqcrenderentities; if (num >= cl.max_csqcrenderentities) { if (num >= MAX_EDICTS) Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS); oldmaxcsqcrenderentities = cl.max_csqcrenderentities; oldcsqcrenderentities = cl.csqcrenderentities; cl.max_csqcrenderentities = (num & ~255) + 256; cl.csqcrenderentities = (entity_render_t *)Mem_Alloc(cls.levelmempool, cl.max_csqcrenderentities * sizeof(entity_render_t)); if (oldcsqcrenderentities) { memcpy(cl.csqcrenderentities, oldcsqcrenderentities, oldmaxcsqcrenderentities * sizeof(entity_render_t)); for (i = 0;i < r_refdef.scene.numentities;i++) if(r_refdef.scene.entities[i] >= oldcsqcrenderentities && r_refdef.scene.entities[i] < (oldcsqcrenderentities + oldmaxcsqcrenderentities)) r_refdef.scene.entities[i] = cl.csqcrenderentities + (r_refdef.scene.entities[i] - oldcsqcrenderentities); Mem_Free(oldcsqcrenderentities); } } } /* ===================== CL_Disconnect Sends a disconnect message to the server This is also called on Host_Error, so it shouldn't cause any errors ===================== */ void CL_Disconnect(void) { if (cls.state == ca_dedicated) return; if (COM_CheckParm("-profilegameonly")) Sys_AllowProfiling(false); Curl_Clear_forthismap(); Con_DPrintf("CL_Disconnect\n"); Cvar_SetValueQuick(&csqc_progcrc, -1); Cvar_SetValueQuick(&csqc_progsize, -1); CL_VM_ShutDown(); // stop sounds (especially looping!) S_StopAllSounds (); cl.parsingtextexpectingpingforscores = 0; // just in case no reply has come yet // clear contents blends cl.cshifts[0].percent = 0; cl.cshifts[1].percent = 0; cl.cshifts[2].percent = 0; cl.cshifts[3].percent = 0; cl.worldmodel = NULL; CL_Parse_ErrorCleanUp(); if (cls.demoplayback) CL_StopPlayback(); else if (cls.netcon) { sizebuf_t buf; unsigned char bufdata[8]; if (cls.demorecording) CL_Stop_f(); // send disconnect message 3 times to improve chances of server // receiving it (but it still fails sometimes) memset(&buf, 0, sizeof(buf)); buf.data = bufdata; buf.maxsize = sizeof(bufdata); if (cls.protocol == PROTOCOL_QUAKEWORLD) { Con_DPrint("Sending drop command\n"); MSG_WriteByte(&buf, qw_clc_stringcmd); MSG_WriteString(&buf, "drop"); } else { Con_DPrint("Sending clc_disconnect\n"); MSG_WriteByte(&buf, clc_disconnect); } NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, 0, false); NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, 0, false); NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, 0, false); NetConn_Close(cls.netcon); cls.netcon = NULL; } cls.state = ca_disconnected; cl.islocalgame = false; cls.demoplayback = cls.timedemo = false; cls.signon = 0; } void CL_Disconnect_f(void) { CL_Disconnect (); if (sv.active) Host_ShutdownServer (); } /* ===================== CL_EstablishConnection Host should be either "local" or a net address ===================== */ void CL_EstablishConnection(const char *host, int firstarg) { if (cls.state == ca_dedicated) return; // don't connect to a server if we're benchmarking a demo if (COM_CheckParm("-benchmark")) return; // clear menu's connect error message #ifdef CONFIG_MENU M_Update_Return_Reason(""); #endif cls.demonum = -1; // stop demo loop in case this fails if (cls.demoplayback) CL_StopPlayback(); // if downloads are running, cancel their finishing action Curl_Clear_forthismap(); // make sure the client ports are open before attempting to connect NetConn_UpdateSockets(); if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address))) { cls.connect_trying = true; cls.connect_remainingtries = 3; cls.connect_nextsendtime = 0; // only NOW, set connect_userinfo if(firstarg >= 0) { int i; *cls.connect_userinfo = 0; for(i = firstarg; i+2 <= Cmd_Argc(); i += 2) InfoString_SetValue(cls.connect_userinfo, sizeof(cls.connect_userinfo), Cmd_Argv(i), Cmd_Argv(i+1)); } else if(firstarg < -1) { // -1: keep as is (reconnect) // -2: clear *cls.connect_userinfo = 0; } #ifdef CONFIG_MENU M_Update_Return_Reason("Trying to connect..."); #endif } else { Con_Print("Unable to find a suitable network socket to connect to server.\n"); #ifdef CONFIG_MENU M_Update_Return_Reason("No network"); #endif } } /* ============== CL_PrintEntities_f ============== */ static void CL_PrintEntities_f(void) { entity_t *ent; int i; for (i = 0, ent = cl.entities;i < cl.num_entities;i++, ent++) { const char* modelname; if (!ent->state_current.active) continue; if (ent->render.model) modelname = ent->render.model->name; else modelname = "--no model--"; 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); } } /* =============== CL_ModelIndexList_f List information on all models in the client modelindex =============== */ static void CL_ModelIndexList_f(void) { int i; dp_model_t *model; // Print Header Con_Printf("%3s: %-30s %-8s %-8s\n", "ID", "Name", "Type", "Triangles"); for (i = -MAX_MODELS;i < MAX_MODELS;i++) { model = CL_GetModelByIndex(i); if (!model) continue; if(model->loaded || i == 1) Con_Printf("%3i: %-30s %-8s %-10i\n", i, model->name, model->modeldatatypestring, model->surfmesh.num_triangles); else Con_Printf("%3i: %-30s %-30s\n", i, model->name, "--no local model found--"); i++; } } /* =============== CL_SoundIndexList_f List all sounds in the client soundindex =============== */ static void CL_SoundIndexList_f(void) { int i = 1; while(cl.sound_precache[i] && i != MAX_SOUNDS) { // Valid Sound Con_Printf("%i : %s\n", i, cl.sound_precache[i]->name); i++; } } /* =============== CL_UpdateRenderEntity Updates inversematrix, animation interpolation factors, scale, and mins/maxs =============== */ void CL_UpdateRenderEntity(entity_render_t *ent) { vec3_t org; vec_t scale; dp_model_t *model = ent->model; // update the inverse matrix for the renderer Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix); // update the animation blend state VM_FrameBlendFromFrameGroupBlend(ent->frameblend, ent->framegroupblend, ent->model, cl.time); // we need the matrix origin to center the box Matrix4x4_OriginFromMatrix(&ent->matrix, org); // update entity->render.scale because the renderer needs it ent->scale = scale = Matrix4x4_ScaleFromMatrix(&ent->matrix); if (model) { // NOTE: this directly extracts vector components from the matrix, which relies on the matrix orientation! #ifdef MATRIX4x4_OPENGLORIENTATION if (ent->matrix.m[0][2] != 0 || ent->matrix.m[1][2] != 0) #else if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0) #endif { // pitch or roll VectorMA(org, scale, model->rotatedmins, ent->mins); VectorMA(org, scale, model->rotatedmaxs, ent->maxs); } #ifdef MATRIX4x4_OPENGLORIENTATION else if (ent->matrix.m[1][0] != 0 || ent->matrix.m[0][1] != 0) #else else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0) #endif { // yaw VectorMA(org, scale, model->yawmins, ent->mins); VectorMA(org, scale, model->yawmaxs, ent->maxs); } else { VectorMA(org, scale, model->normalmins, ent->mins); VectorMA(org, scale, model->normalmaxs, ent->maxs); } } else { ent->mins[0] = org[0] - 16; ent->mins[1] = org[1] - 16; ent->mins[2] = org[2] - 16; ent->maxs[0] = org[0] + 16; ent->maxs[1] = org[1] + 16; ent->maxs[2] = org[2] + 16; } } /* =============== CL_LerpPoint Determines the fraction between the last two messages that the objects should be put at. =============== */ static float CL_LerpPoint(void) { float f; if (cl_nettimesyncboundmode.integer == 1) cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]); // LordHavoc: lerp in listen games as the server is being capped below the client (usually) if (cl.mtime[0] <= cl.mtime[1]) { cl.time = cl.mtime[0]; return 1; } f = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]); return bound(0, f, 1 + cl_lerpexcess.value); } void CL_ClearTempEntities (void) { r_refdef.scene.numtempentities = 0; // grow tempentities buffer on request if (r_refdef.scene.expandtempentities) { Con_Printf("CL_NewTempEntity: grow maxtempentities from %i to %i\n", r_refdef.scene.maxtempentities, r_refdef.scene.maxtempentities * 2); r_refdef.scene.maxtempentities *= 2; r_refdef.scene.tempentities = (entity_render_t *)Mem_Realloc(cls.permanentmempool, r_refdef.scene.tempentities, sizeof(entity_render_t) * r_refdef.scene.maxtempentities); r_refdef.scene.expandtempentities = false; } } entity_render_t *CL_NewTempEntity(double shadertime) { entity_render_t *render; if (r_refdef.scene.numentities >= r_refdef.scene.maxentities) return NULL; if (r_refdef.scene.numtempentities >= r_refdef.scene.maxtempentities) { r_refdef.scene.expandtempentities = true; // will be reallocated next frame since current frame may have pointers set already return NULL; } render = &r_refdef.scene.tempentities[r_refdef.scene.numtempentities++]; memset (render, 0, sizeof(*render)); r_refdef.scene.entities[r_refdef.scene.numentities++] = render; render->shadertime = shadertime; render->alpha = 1; VectorSet(render->colormod, 1, 1, 1); VectorSet(render->glowmod, 1, 1, 1); return render; } void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate) { int i; cl_effect_t *e; if (!modelindex) // sanity check return; if (framerate < 1) { Con_Printf("CL_Effect: framerate %f is < 1\n", framerate); return; } if (framecount < 1) { Con_Printf("CL_Effect: framecount %i is < 1\n", framecount); return; } for (i = 0, e = cl.effects;i < cl.max_effects;i++, e++) { if (e->active) continue; e->active = true; VectorCopy(org, e->origin); e->modelindex = modelindex; e->starttime = cl.time; e->startframe = startframe; e->endframe = startframe + framecount; e->framerate = framerate; e->frame = 0; e->frame1time = cl.time; e->frame2time = cl.time; cl.num_effects = max(cl.num_effects, i + 1); break; } } 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) { int i; dlight_t *dl; // then look for anything else dl = cl.dlights; for (i = 0;i < cl.max_dlights;i++, dl++) if (!dl->radius) break; // unable to find one if (i == cl.max_dlights) return; //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius); memset (dl, 0, sizeof(*dl)); cl.num_dlights = max(cl.num_dlights, i + 1); Matrix4x4_Normalize(&dl->matrix, matrix); dl->ent = ent; Matrix4x4_OriginFromMatrix(&dl->matrix, dl->origin); CL_FindNonSolidLocation(dl->origin, dl->origin, 6); Matrix4x4_SetOrigin(&dl->matrix, dl->origin[0], dl->origin[1], dl->origin[2]); dl->radius = radius; dl->color[0] = red; dl->color[1] = green; dl->color[2] = blue; dl->initialradius = radius; dl->initialcolor[0] = red; dl->initialcolor[1] = green; dl->initialcolor[2] = blue; dl->decay = decay / radius; // changed decay to be a percentage decrease dl->intensity = 1; // this is what gets decayed if (lifetime) dl->die = cl.time + lifetime; else dl->die = 0; if (cubemapnum > 0) dpsnprintf(dl->cubemapname, sizeof(dl->cubemapname), "cubemaps/%i", cubemapnum); else dl->cubemapname[0] = 0; dl->style = style; dl->shadow = shadowenable; dl->corona = corona; dl->flags = flags; dl->coronasizescale = coronasizescale; dl->ambientscale = ambientscale; dl->diffusescale = diffusescale; dl->specularscale = specularscale; } static void CL_DecayLightFlashes(void) { int i, oldmax; dlight_t *dl; float time; time = bound(0, cl.time - cl.oldtime, 0.1); oldmax = cl.num_dlights; cl.num_dlights = 0; for (i = 0, dl = cl.dlights;i < oldmax;i++, dl++) { if (dl->radius) { dl->intensity -= time * dl->decay; if (cl.time < dl->die && dl->intensity > 0) { if (cl_dlights_decayradius.integer) dl->radius = dl->initialradius * dl->intensity; else dl->radius = dl->initialradius; if (cl_dlights_decaybrightness.integer) VectorScale(dl->initialcolor, dl->intensity, dl->color); else VectorCopy(dl->initialcolor, dl->color); cl.num_dlights = i + 1; } else dl->radius = 0; } } } // called before entity relinking void CL_RelinkLightFlashes(void) { int i, j, k, l; dlight_t *dl; float frac, f; matrix4x4_t tempmatrix; if (r_dynamic.integer) { for (i = 0, dl = cl.dlights;i < cl.num_dlights && r_refdef.scene.numlights < MAX_DLIGHTS;i++, dl++) { if (dl->radius) { tempmatrix = dl->matrix; Matrix4x4_Scale(&tempmatrix, dl->radius, 1); // we need the corona fading to be persistent 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); r_refdef.scene.lights[r_refdef.scene.numlights++] = &dl->rtlight; } } } if (!cl.lightstyle) { for (j = 0;j < cl.max_lightstyle;j++) { r_refdef.scene.rtlightstylevalue[j] = 1; r_refdef.scene.lightstylevalue[j] = 256; } return; } // light animations // 'm' is normal light, 'a' is no light, 'z' is double bright f = cl.time * 10; i = (int)floor(f); frac = f - i; for (j = 0;j < cl.max_lightstyle;j++) { if (!cl.lightstyle[j].length) { r_refdef.scene.rtlightstylevalue[j] = 1; r_refdef.scene.lightstylevalue[j] = 256; continue; } // static lightstyle "=value" if (cl.lightstyle[j].map[0] == '=') { r_refdef.scene.rtlightstylevalue[j] = atof(cl.lightstyle[j].map + 1); if ( r_lerplightstyles.integer || ((int)f - f) < 0.01) r_refdef.scene.lightstylevalue[j] = r_refdef.scene.rtlightstylevalue[j]; continue; } k = i % cl.lightstyle[j].length; l = (i-1) % cl.lightstyle[j].length; k = cl.lightstyle[j].map[k] - 'a'; l = cl.lightstyle[j].map[l] - 'a'; // rtlightstylevalue is always interpolated because it has no bad // consequences for performance // lightstylevalue is subject to a cvar for performance reasons; // skipping lightmap updates on most rendered frames substantially // improves framerates (but makes light fades look bad) r_refdef.scene.rtlightstylevalue[j] = ((k*frac)+(l*(1-frac)))*(22/256.0f); r_refdef.scene.lightstylevalue[j] = r_lerplightstyles.integer ? (unsigned short)(((k*frac)+(l*(1-frac)))*22) : k*22; } } static void CL_AddQWCTFFlagModel(entity_t *player, int skin) { int frame = player->render.framegroupblend[0].frame; float f; entity_render_t *flagrender; matrix4x4_t flagmatrix; // this code taken from QuakeWorld f = 14; if (frame >= 29 && frame <= 40) { if (frame >= 29 && frame <= 34) { //axpain if (frame == 29) f = f + 2; else if (frame == 30) f = f + 8; else if (frame == 31) f = f + 12; else if (frame == 32) f = f + 11; else if (frame == 33) f = f + 10; else if (frame == 34) f = f + 4; } else if (frame >= 35 && frame <= 40) { // pain if (frame == 35) f = f + 2; else if (frame == 36) f = f + 10; else if (frame == 37) f = f + 10; else if (frame == 38) f = f + 8; else if (frame == 39) f = f + 4; else if (frame == 40) f = f + 2; } } else if (frame >= 103 && frame <= 118) { if (frame >= 103 && frame <= 104) f = f + 6; //nailattack else if (frame >= 105 && frame <= 106) f = f + 6; //light else if (frame >= 107 && frame <= 112) f = f + 7; //rocketattack else if (frame >= 112 && frame <= 118) f = f + 7; //shotattack } // end of code taken from QuakeWorld flagrender = CL_NewTempEntity(player->render.shadertime); if (!flagrender) return; flagrender->model = CL_GetModelByIndex(cl.qw_modelindex_flag); flagrender->skinnum = skin; flagrender->alpha = 1; VectorSet(flagrender->colormod, 1, 1, 1); VectorSet(flagrender->glowmod, 1, 1, 1); // attach the flag to the player matrix Matrix4x4_CreateFromQuakeEntity(&flagmatrix, -f, -22, 0, 0, 0, -45, 1); Matrix4x4_Concat(&flagrender->matrix, &player->render.matrix, &flagmatrix); CL_UpdateRenderEntity(flagrender); } matrix4x4_t viewmodelmatrix_withbob; matrix4x4_t viewmodelmatrix_nobob; static const vec3_t muzzleflashorigin = {18, 0, 0}; void CL_SetEntityColormapColors(entity_render_t *ent, int colormap) { const unsigned char *cbcolor; if (colormap >= 0) { cbcolor = palette_rgb_pantscolormap[colormap & 0xF]; VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_pantscolor); cbcolor = palette_rgb_shirtcolormap[(colormap & 0xF0) >> 4]; VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_shirtcolor); } else { VectorClear(ent->colormap_pantscolor); VectorClear(ent->colormap_shirtcolor); } } // note this is a recursive function, recursionlimit should be 32 or so on the initial call static void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolate) { const matrix4x4_t *matrix; matrix4x4_t blendmatrix, tempmatrix, matrix2; int frame; vec_t origin[3], angles[3], lerp; entity_t *t; entity_render_t *r; //entity_persistent_t *p = &e->persistent; //entity_render_t *r = &e->render; // skip inactive entities and world if (!e->state_current.active || e == cl.entities) return; if (recursionlimit < 1) return; e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate? e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate? e->render.flags = e->state_current.flags; e->render.effects = e->state_current.effects; VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod); VectorScale(e->state_current.glowmod, (1.0f / 32.0f), e->render.glowmod); if(e >= cl.entities && e < cl.entities + cl.num_entities) e->render.entitynumber = e - cl.entities; else e->render.entitynumber = 0; if (e->state_current.flags & RENDER_COLORMAPPED) CL_SetEntityColormapColors(&e->render, e->state_current.colormap); else if (e->state_current.colormap > 0 && e->state_current.colormap <= cl.maxclients && cl.scores != NULL) CL_SetEntityColormapColors(&e->render, cl.scores[e->state_current.colormap-1].colors); else CL_SetEntityColormapColors(&e->render, -1); e->render.skinnum = e->state_current.skin; if (e->state_current.tagentity) { // attached entity (gun held in player model's hand, etc) // if the tag entity is currently impossible, skip it if (e->state_current.tagentity >= cl.num_entities) return; t = cl.entities + e->state_current.tagentity; // if the tag entity is inactive, skip it if (t->state_current.active) { // update the parent first CL_UpdateNetworkEntity(t, recursionlimit - 1, interpolate); r = &t->render; } else { // it may still be a CSQC entity... trying to use its // info from last render frame (better than nothing) if(!cl.csqc_server2csqcentitynumber[e->state_current.tagentity]) return; r = cl.csqcrenderentities + cl.csqc_server2csqcentitynumber[e->state_current.tagentity]; if(!r->entitynumber) return; // neither CSQC nor legacy entity... can't attach } // make relative to the entity matrix = &r->matrix; // some properties of the tag entity carry over e->render.flags |= r->flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL); // if a valid tagindex is used, make it relative to that tag instead if (e->state_current.tagentity && e->state_current.tagindex >= 1 && r->model) { if(!Mod_Alias_GetTagMatrix(r->model, r->frameblend, r->skeleton, e->state_current.tagindex - 1, &blendmatrix)) // i.e. no error { // concat the tag matrices onto the entity matrix Matrix4x4_Concat(&tempmatrix, &r->matrix, &blendmatrix); // use the constructed tag matrix matrix = &tempmatrix; } } } else if (e->render.flags & RENDER_VIEWMODEL) { // view-relative entity (guns and such) if (e->render.effects & EF_NOGUNBOB) matrix = &viewmodelmatrix_nobob; // really attached to view else matrix = &viewmodelmatrix_withbob; // attached to gun bob matrix } else { // world-relative entity (the normal kind) matrix = &identitymatrix; } // movement lerp // if it's the predicted player entity, update according to client movement // but don't lerp if going through a teleporter as it causes a bad lerp // also don't use the predicted location if fixangle was set on both of // the most recent server messages, as that cause means you are spectating // someone or watching a cutscene of some sort if (cl_nolerp.integer || cls.timedemo) interpolate = false; if (e == cl.entities + cl.playerentity && cl.movement_predicted && (!cl.fixangle[1] || !cl.fixangle[0])) { VectorCopy(cl.movement_origin, origin); VectorSet(angles, 0, cl.viewangles[1], 0); } else if (interpolate && e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1 + cl_lerpexcess.value) { // interpolate the origin and angles lerp = max(0, lerp); VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin); #if 0 // this fails at the singularity of euler angles VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta); if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360; if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360; if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360; VectorMA(e->persistent.oldangles, lerp, delta, angles); #else { vec3_t f0, u0, f1, u1; AngleVectors(e->persistent.oldangles, f0, NULL, u0); AngleVectors(e->persistent.newangles, f1, NULL, u1); VectorMAM(1-lerp, f0, lerp, f1, f0); VectorMAM(1-lerp, u0, lerp, u1, u0); AnglesFromVectors(angles, f0, u0, false); } #endif } else { // no interpolation VectorCopy(e->persistent.neworigin, origin); VectorCopy(e->persistent.newangles, angles); } // model setup and some modelflags frame = e->state_current.frame; e->render.model = CL_GetModelByIndex(e->state_current.modelindex); if (e->render.model) { if (e->render.skinnum >= e->render.model->numskins) e->render.skinnum = 0; if (frame >= e->render.model->numframes) frame = 0; // models can set flags such as EF_ROCKET // this 0xFF800000 mask is EF_NOMODELFLAGS plus all the higher EF_ flags such as EF_ROCKET if (!(e->render.effects & 0xFF800000)) e->render.effects |= e->render.model->effects; // if model is alias or this is a tenebrae-like dlight, reverse pitch direction if (e->render.model->type == mod_alias) angles[0] = -angles[0]; if ((e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number) { VectorScale(e->render.colormod, 2, e->render.colormod); VectorScale(e->render.glowmod, 2, e->render.glowmod); } } // if model is alias or this is a tenebrae-like dlight, reverse pitch direction else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) angles[0] = -angles[0]; // NOTE: this must be synced to SV_GetPitchSign! if ((e->render.effects & EF_ROTATE) && !(e->render.flags & RENDER_VIEWMODEL)) { angles[1] = ANGLEMOD(100*cl.time); if (cl_itembobheight.value) origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value; } // animation lerp e->render.skeleton = NULL; if (e->render.flags & RENDER_COMPLEXANIMATION) { e->render.framegroupblend[0] = e->state_current.framegroupblend[0]; e->render.framegroupblend[1] = e->state_current.framegroupblend[1]; e->render.framegroupblend[2] = e->state_current.framegroupblend[2]; e->render.framegroupblend[3] = e->state_current.framegroupblend[3]; if (e->state_current.skeletonobject.model && e->state_current.skeletonobject.relativetransforms) e->render.skeleton = &e->state_current.skeletonobject; } else if (e->render.framegroupblend[0].frame == frame) { // update frame lerp fraction e->render.framegroupblend[0].lerp = 1; e->render.framegroupblend[1].lerp = 0; if (e->render.framegroupblend[0].start > e->render.framegroupblend[1].start) { // make sure frame lerp won't last longer than 100ms // (this mainly helps with models that use framegroups and // switch between them infrequently) float maxdelta = cl_lerpanim_maxdelta_server.value; if(e->render.model) if(e->render.model->animscenes) if(e->render.model->animscenes[e->render.framegroupblend[0].frame].framecount > 1 || e->render.model->animscenes[e->render.framegroupblend[1].frame].framecount > 1) maxdelta = cl_lerpanim_maxdelta_framegroups.value; maxdelta = max(maxdelta, cl.mtime[0] - cl.mtime[1]); e->render.framegroupblend[0].lerp = (cl.time - e->render.framegroupblend[0].start) / min(e->render.framegroupblend[0].start - e->render.framegroupblend[1].start, maxdelta); e->render.framegroupblend[0].lerp = bound(0, e->render.framegroupblend[0].lerp, 1); e->render.framegroupblend[1].lerp = 1 - e->render.framegroupblend[0].lerp; } } else { // begin a new frame lerp e->render.framegroupblend[1] = e->render.framegroupblend[0]; e->render.framegroupblend[1].lerp = 1; e->render.framegroupblend[0].frame = frame; e->render.framegroupblend[0].start = cl.time; e->render.framegroupblend[0].lerp = 0; } // set up the render matrix if (matrix) { // attached entity, this requires a matrix multiply (concat) // FIXME: e->render.scale should go away Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale); // concat the matrices to make the entity relative to its tag Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2); // get the origin from the new matrix Matrix4x4_OriginFromMatrix(&e->render.matrix, origin); } else { // unattached entities are faster to process Matrix4x4_CreateFromQuakeEntity(&e->render.matrix, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale); } // tenebrae's sprites are all additive mode (weird) if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite) e->render.flags |= RENDER_ADDITIVE; // player model is only shown with chase_active on if (e->state_current.number == cl.viewentity) e->render.flags |= RENDER_EXTERIORMODEL; // either fullbright or lit if(!r_fullbright.integer) { if (!(e->render.effects & EF_FULLBRIGHT)) e->render.flags |= RENDER_LIGHT; else if(r_equalize_entities_fullbright.integer) e->render.flags |= RENDER_LIGHT | RENDER_EQUALIZE; } // hide player shadow during intermission or nehahra movie if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST)) && (e->render.alpha >= 1) && !(e->render.flags & RENDER_VIEWMODEL) && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer))) e->render.flags |= RENDER_SHADOW; if (e->render.flags & RENDER_VIEWMODEL) e->render.flags |= RENDER_NOSELFSHADOW; if (e->render.effects & EF_NOSELFSHADOW) e->render.flags |= RENDER_NOSELFSHADOW; if (e->render.effects & EF_NODEPTHTEST) e->render.flags |= RENDER_NODEPTHTEST; if (e->render.effects & EF_ADDITIVE) e->render.flags |= RENDER_ADDITIVE; if (e->render.effects & EF_DOUBLESIDED) e->render.flags |= RENDER_DOUBLESIDED; if (e->render.effects & EF_DYNAMICMODELLIGHT) e->render.flags |= RENDER_DYNAMICMODELLIGHT; // make the other useful stuff e->render.allowdecals = true; CL_UpdateRenderEntity(&e->render); } // creates light and trails from an entity static void CL_UpdateNetworkEntityTrail(entity_t *e) { effectnameindex_t trailtype; vec3_t origin; // bmodels are treated specially since their origin is usually '0 0 0' and // their actual geometry is far from '0 0 0' if (e->render.model && e->render.model->soundfromcenter) { vec3_t o; VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o); Matrix4x4_Transform(&e->render.matrix, o, origin); } else Matrix4x4_OriginFromMatrix(&e->render.matrix, origin); // handle particle trails and such effects now that we know where this // entity is in the world... trailtype = EFFECT_NONE; // LordHavoc: if the entity has no effects, don't check each if (e->render.effects & (EF_BRIGHTFIELD | EF_FLAME | EF_STARDUST)) { if (e->render.effects & EF_BRIGHTFIELD) { if (IS_NEXUIZ_DERIVED(gamemode)) trailtype = EFFECT_TR_NEXUIZPLASMA; else CL_EntityParticles(e); } if (e->render.effects & EF_FLAME) 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); if (e->render.effects & EF_STARDUST) 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); } if (e->render.internaleffects & (INTEF_FLAG1QW | INTEF_FLAG2QW)) { // these are only set on player entities CL_AddQWCTFFlagModel(e, (e->render.internaleffects & INTEF_FLAG2QW) != 0); } // muzzleflash fades over time if (e->persistent.muzzleflash > 0) e->persistent.muzzleflash -= bound(0, cl.time - cl.oldtime, 0.1) * 20; // LordHavoc: if the entity has no effects, don't check each if (e->render.effects && !(e->render.flags & RENDER_VIEWMODEL)) { if (e->render.effects & EF_GIB) trailtype = EFFECT_TR_BLOOD; else if (e->render.effects & EF_ZOMGIB) trailtype = EFFECT_TR_SLIGHTBLOOD; else if (e->render.effects & EF_TRACER) trailtype = EFFECT_TR_WIZSPIKE; else if (e->render.effects & EF_TRACER2) trailtype = EFFECT_TR_KNIGHTSPIKE; else if (e->render.effects & EF_ROCKET) trailtype = EFFECT_TR_ROCKET; else if (e->render.effects & EF_GRENADE) { // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke) trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE; } else if (e->render.effects & EF_TRACER3) trailtype = EFFECT_TR_VORESPIKE; } // do trails if (e->render.flags & RENDER_GLOWTRAIL) trailtype = EFFECT_TR_GLOWTRAIL; if (e->state_current.traileffectnum) trailtype = (effectnameindex_t)e->state_current.traileffectnum; // check if a trail is allowed (it is not after a teleport for example) if (trailtype && e->persistent.trail_allowed) { float len; vec3_t vel; VectorSubtract(e->state_current.origin, e->state_previous.origin, vel); len = e->state_current.time - e->state_previous.time; if (len > 0) len = 1.0f / len; VectorScale(vel, len, vel); // 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 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); } // now that the entity has survived one trail update it is allowed to // leave a real trail on later frames e->persistent.trail_allowed = true; VectorCopy(origin, e->persistent.trail_origin); } /* =============== CL_UpdateViewEntities =============== */ void CL_UpdateViewEntities(void) { int i; // update any RENDER_VIEWMODEL entities to use the new view matrix for (i = 1;i < cl.num_entities;i++) { if (cl.entities_active[i]) { entity_t *ent = cl.entities + i; if ((ent->render.flags & RENDER_VIEWMODEL) || ent->state_current.tagentity) CL_UpdateNetworkEntity(ent, 32, true); } } // and of course the engine viewmodel needs updating as well CL_UpdateNetworkEntity(&cl.viewent, 32, true); } /* =============== CL_UpdateNetworkCollisionEntities =============== */ static void CL_UpdateNetworkCollisionEntities(void) { entity_t *ent; int i; // start on the entity after the world cl.num_brushmodel_entities = 0; for (i = cl.maxclients + 1;i < cl.num_entities;i++) { if (cl.entities_active[i]) { ent = cl.entities + i; if (ent->state_current.active && ent->render.model && ent->render.model->name[0] == '*' && ent->render.model->TraceBox) { // do not interpolate the bmodels for this CL_UpdateNetworkEntity(ent, 32, false); cl.brushmodel_entities[cl.num_brushmodel_entities++] = i; } } } } /* =============== CL_UpdateNetworkEntities =============== */ static void CL_UpdateNetworkEntities(void) { entity_t *ent; int i; // start on the entity after the world for (i = 1;i < cl.num_entities;i++) { if (cl.entities_active[i]) { ent = cl.entities + i; if (ent->state_current.active) { CL_UpdateNetworkEntity(ent, 32, true); // view models should never create light/trails if (!(ent->render.flags & RENDER_VIEWMODEL)) CL_UpdateNetworkEntityTrail(ent); } else { R_DecalSystem_Reset(&ent->render.decalsystem); cl.entities_active[i] = false; } } } } static void CL_UpdateViewModel(void) { entity_t *ent; ent = &cl.viewent; ent->state_previous = ent->state_current; ent->state_current = defaultstate; ent->state_current.time = cl.time; ent->state_current.number = (unsigned short)-1; ent->state_current.active = true; ent->state_current.modelindex = cl.stats[STAT_WEAPON]; ent->state_current.frame = cl.stats[STAT_WEAPONFRAME]; ent->state_current.flags = RENDER_VIEWMODEL; if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission) ent->state_current.modelindex = 0; else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY) { if (gamemode == GAME_TRANSFUSION) ent->state_current.alpha = 128; else ent->state_current.modelindex = 0; } ent->state_current.alpha = cl.entities[cl.viewentity].state_current.alpha; ent->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB)); // reset animation interpolation on weaponmodel if model changed if (ent->state_previous.modelindex != ent->state_current.modelindex) { ent->render.framegroupblend[0].frame = ent->render.framegroupblend[1].frame = ent->state_current.frame; ent->render.framegroupblend[0].start = ent->render.framegroupblend[1].start = cl.time; ent->render.framegroupblend[0].lerp = 1;ent->render.framegroupblend[1].lerp = 0; } CL_UpdateNetworkEntity(ent, 32, true); } // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags) static void CL_LinkNetworkEntity(entity_t *e) { effectnameindex_t trailtype; vec3_t origin; vec3_t dlightcolor; vec_t dlightradius; char vabuf[1024]; // skip inactive entities and world if (!e->state_current.active || e == cl.entities) return; if (e->state_current.tagentity) { // if the tag entity is currently impossible, skip it if (e->state_current.tagentity >= cl.num_entities) return; // if the tag entity is inactive, skip it if (!cl.entities[e->state_current.tagentity].state_current.active) { if(!cl.csqc_server2csqcentitynumber[e->state_current.tagentity]) return; if(!cl.csqcrenderentities[cl.csqc_server2csqcentitynumber[e->state_current.tagentity]].entitynumber) return; // if we get here, it's properly csqc networked and attached } } // create entity dlights associated with this entity if (e->render.model && e->render.model->soundfromcenter) { // bmodels are treated specially since their origin is usually '0 0 0' vec3_t o; VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o); Matrix4x4_Transform(&e->render.matrix, o, origin); } else Matrix4x4_OriginFromMatrix(&e->render.matrix, origin); trailtype = EFFECT_NONE; dlightradius = 0; dlightcolor[0] = 0; dlightcolor[1] = 0; dlightcolor[2] = 0; // LordHavoc: if the entity has no effects, don't check each if (e->render.effects & (EF_BRIGHTFIELD | EF_DIMLIGHT | EF_BRIGHTLIGHT | EF_RED | EF_BLUE | EF_FLAME | EF_STARDUST)) { if (e->render.effects & EF_BRIGHTFIELD) { if (IS_NEXUIZ_DERIVED(gamemode)) trailtype = EFFECT_TR_NEXUIZPLASMA; } if (e->render.effects & EF_DIMLIGHT) { dlightradius = max(dlightradius, 200); dlightcolor[0] += 1.50f; dlightcolor[1] += 1.50f; dlightcolor[2] += 1.50f; } if (e->render.effects & EF_BRIGHTLIGHT) { dlightradius = max(dlightradius, 400); dlightcolor[0] += 3.00f; dlightcolor[1] += 3.00f; dlightcolor[2] += 3.00f; } // LordHavoc: more effects if (e->render.effects & EF_RED) // red { dlightradius = max(dlightradius, 200); dlightcolor[0] += 1.50f; dlightcolor[1] += 0.15f; dlightcolor[2] += 0.15f; } if (e->render.effects & EF_BLUE) // blue { dlightradius = max(dlightradius, 200); dlightcolor[0] += 0.15f; dlightcolor[1] += 0.15f; dlightcolor[2] += 1.50f; } if (e->render.effects & EF_FLAME) CL_ParticleTrail(EFFECT_EF_FLAME, 1, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false, NULL, NULL, 1); if (e->render.effects & EF_STARDUST) CL_ParticleTrail(EFFECT_EF_STARDUST, 1, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false, NULL, NULL, 1); } // muzzleflash fades over time, and is offset a bit if (e->persistent.muzzleflash > 0 && r_refdef.scene.numlights < MAX_DLIGHTS) { vec3_t v2; vec3_t color; trace_t trace; matrix4x4_t tempmatrix; Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2); trace = CL_TraceLine(origin, v2, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, 0, collision_extendmovelength.value, true, false, NULL, false, false); Matrix4x4_Normalize(&tempmatrix, &e->render.matrix); Matrix4x4_SetOrigin(&tempmatrix, trace.endpos[0], trace.endpos[1], trace.endpos[2]); Matrix4x4_Scale(&tempmatrix, 150, 1); VectorSet(color, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f); 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); r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++; } // LordHavoc: if the model has no flags, don't check each if (e->render.model && e->render.effects && !(e->render.flags & RENDER_VIEWMODEL)) { if (e->render.effects & EF_GIB) trailtype = EFFECT_TR_BLOOD; else if (e->render.effects & EF_ZOMGIB) trailtype = EFFECT_TR_SLIGHTBLOOD; else if (e->render.effects & EF_TRACER) trailtype = EFFECT_TR_WIZSPIKE; else if (e->render.effects & EF_TRACER2) trailtype = EFFECT_TR_KNIGHTSPIKE; else if (e->render.effects & EF_ROCKET) trailtype = EFFECT_TR_ROCKET; else if (e->render.effects & EF_GRENADE) { // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke) trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE; } else if (e->render.effects & EF_TRACER3) trailtype = EFFECT_TR_VORESPIKE; } // LordHavoc: customizable glow if (e->state_current.glowsize) { // * 4 for the expansion from 0-255 to 0-1023 range, // / 255 to scale down byte colors dlightradius = max(dlightradius, e->state_current.glowsize * 4); VectorMA(dlightcolor, (1.0f / 255.0f), palette_rgb[e->state_current.glowcolor], dlightcolor); } // custom rtlight if ((e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) && r_refdef.scene.numlights < MAX_DLIGHTS) { matrix4x4_t dlightmatrix; vec4_t light; VectorScale(e->state_current.light, (1.0f / 256.0f), light); light[3] = e->state_current.light[3]; if (light[0] == 0 && light[1] == 0 && light[2] == 0) VectorSet(light, 1, 1, 1); if (light[3] == 0) light[3] = 350; // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS? Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix); Matrix4x4_Scale(&dlightmatrix, light[3], 1); 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); r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++; } // make the glow dlight else if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL) && r_refdef.scene.numlights < MAX_DLIGHTS) { matrix4x4_t dlightmatrix; Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix); // hack to make glowing player light shine on their gun //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/) // Matrix4x4_AdjustOrigin(&dlightmatrix, 0, 0, 30); Matrix4x4_Scale(&dlightmatrix, dlightradius, 1); 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); r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++; } // do trail light if (e->render.flags & RENDER_GLOWTRAIL) trailtype = EFFECT_TR_GLOWTRAIL; if (e->state_current.traileffectnum) trailtype = (effectnameindex_t)e->state_current.traileffectnum; if (trailtype) CL_ParticleTrail(trailtype, 1, origin, origin, vec3_origin, vec3_origin, NULL, e->state_current.glowcolor, true, false, NULL, NULL, 1); // don't show entities with no modelindex (note: this still shows // entities which have a modelindex that resolved to a NULL model) if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.scene.numentities < r_refdef.scene.maxentities) r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render; //if (cl.viewentity && e->state_current.number == cl.viewentity) // Matrix4x4_Print(&e->render.matrix); } static void CL_RelinkWorld(void) { entity_t *ent = &cl.entities[0]; // FIXME: this should be done at load ent->render.matrix = identitymatrix; ent->render.flags = RENDER_SHADOW; if (!r_fullbright.integer) ent->render.flags |= RENDER_LIGHT; VectorSet(ent->render.colormod, 1, 1, 1); VectorSet(ent->render.glowmod, 1, 1, 1); ent->render.allowdecals = true; CL_UpdateRenderEntity(&ent->render); r_refdef.scene.worldentity = &ent->render; r_refdef.scene.worldmodel = cl.worldmodel; // if the world is q2bsp, animate the textures if (ent->render.model && ent->render.model->brush.isq2bsp) ent->render.framegroupblend[0].frame = (int)(cl.time * 2.0f); } static void CL_RelinkStaticEntities(void) { int i; entity_t *e; for (i = 0, e = cl.static_entities;i < cl.num_static_entities && r_refdef.scene.numentities < r_refdef.scene.maxentities;i++, e++) { e->render.flags = 0; // if the model was not loaded when the static entity was created we // need to re-fetch the model pointer e->render.model = CL_GetModelByIndex(e->state_baseline.modelindex); // either fullbright or lit if(!r_fullbright.integer) { if (!(e->render.effects & EF_FULLBRIGHT)) e->render.flags |= RENDER_LIGHT; else if(r_equalize_entities_fullbright.integer) e->render.flags |= RENDER_LIGHT | RENDER_EQUALIZE; } // hide player shadow during intermission or nehahra movie if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST)) && (e->render.alpha >= 1)) e->render.flags |= RENDER_SHADOW; VectorSet(e->render.colormod, 1, 1, 1); VectorSet(e->render.glowmod, 1, 1, 1); VM_FrameBlendFromFrameGroupBlend(e->render.frameblend, e->render.framegroupblend, e->render.model, cl.time); e->render.allowdecals = true; CL_UpdateRenderEntity(&e->render); r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render; } } /* =============== CL_RelinkEntities =============== */ static void CL_RelinkNetworkEntities(void) { entity_t *ent; int i; // start on the entity after the world for (i = 1;i < cl.num_entities;i++) { if (cl.entities_active[i]) { ent = cl.entities + i; if (ent->state_current.active) CL_LinkNetworkEntity(ent); else cl.entities_active[i] = false; } } } static void CL_RelinkEffects(void) { int i, intframe; cl_effect_t *e; entity_render_t *entrender; float frame; for (i = 0, e = cl.effects;i < cl.num_effects;i++, e++) { if (e->active) { frame = (cl.time - e->starttime) * e->framerate + e->startframe; intframe = (int)frame; if (intframe < 0 || intframe >= e->endframe) { memset(e, 0, sizeof(*e)); while (cl.num_effects > 0 && !cl.effects[cl.num_effects - 1].active) cl.num_effects--; continue; } if (intframe != e->frame) { e->frame = intframe; e->frame1time = e->frame2time; e->frame2time = cl.time; } // if we're drawing effects, get a new temp entity // (NewTempEntity adds it to the render entities list for us) if (r_draweffects.integer && (entrender = CL_NewTempEntity(e->starttime))) { // interpolation stuff entrender->framegroupblend[0].frame = intframe; entrender->framegroupblend[0].lerp = 1 - frame - intframe; entrender->framegroupblend[0].start = e->frame1time; if (intframe + 1 >= e->endframe) { entrender->framegroupblend[1].frame = 0; // disappear entrender->framegroupblend[1].lerp = 0; entrender->framegroupblend[1].start = 0; } else { entrender->framegroupblend[1].frame = intframe + 1; entrender->framegroupblend[1].lerp = frame - intframe; entrender->framegroupblend[1].start = e->frame2time; } // normal stuff entrender->model = CL_GetModelByIndex(e->modelindex); entrender->alpha = 1; VectorSet(entrender->colormod, 1, 1, 1); VectorSet(entrender->glowmod, 1, 1, 1); Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1); CL_UpdateRenderEntity(entrender); } } } } void CL_Beam_CalculatePositions(const beam_t *b, vec3_t start, vec3_t end) { VectorCopy(b->start, start); VectorCopy(b->end, end); // if coming from the player, update the start position if (b->entity == cl.viewentity) { if (cl_beams_quakepositionhack.integer && !chase_active.integer) { // LordHavoc: this is a stupid hack from Quake that makes your // lightning appear to come from your waist and cover less of your // view // in Quake this hack was applied to all players (causing the // infamous crotch-lightning), but in darkplaces and QuakeWorld it // only applies to your own lightning, and only in first person Matrix4x4_OriginFromMatrix(&cl.entities[cl.viewentity].render.matrix, start); } if (cl_beams_instantaimhack.integer) { vec3_t dir, localend; vec_t len; // LordHavoc: this updates the beam direction to match your // viewangles VectorSubtract(end, start, dir); len = VectorLength(dir); VectorNormalize(dir); VectorSet(localend, len, 0, 0); Matrix4x4_Transform(&r_refdef.view.matrix, localend, end); } } } void CL_RelinkBeams(void) { int i; beam_t *b; vec3_t dist, org, start, end; float d; entity_render_t *entrender; double yaw, pitch; float forward; matrix4x4_t tempmatrix; for (i = 0, b = cl.beams;i < cl.num_beams;i++, b++) { if (!b->model) continue; if (b->endtime < cl.time) { b->model = NULL; continue; } CL_Beam_CalculatePositions(b, start, end); if (b->lightning) { if (cl_beams_lightatend.integer && r_refdef.scene.numlights < MAX_DLIGHTS) { // FIXME: create a matrix from the beam start/end orientation vec3_t dlightcolor; VectorSet(dlightcolor, 0.3, 0.7, 1); Matrix4x4_CreateFromQuakeEntity(&tempmatrix, end[0], end[1], end[2], 0, 0, 0, 200); 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); r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++; } if (cl_beams_polygons.integer) { CL_Beam_AddPolygons(b); continue; } } // calculate pitch and yaw // (this is similar to the QuakeC builtin function vectoangles) VectorSubtract(end, start, dist); if (dist[1] == 0 && dist[0] == 0) { yaw = 0; if (dist[2] > 0) pitch = 90; else pitch = 270; } else { yaw = atan2(dist[1], dist[0]) * 180 / M_PI; if (yaw < 0) yaw += 360; forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]); pitch = atan2(dist[2], forward) * 180 / M_PI; if (pitch < 0) pitch += 360; } // add new entities for the lightning VectorCopy (start, org); d = VectorNormalizeLength(dist); while (d > 0) { entrender = CL_NewTempEntity (0); if (!entrender) return; entrender->model = b->model; Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1); CL_UpdateRenderEntity(entrender); VectorMA(org, 30, dist, org); d -= 30; } } while (cl.num_beams > 0 && !cl.beams[cl.num_beams - 1].model) cl.num_beams--; } static void CL_RelinkQWNails(void) { int i; vec_t *v; entity_render_t *entrender; for (i = 0;i < cl.qw_num_nails;i++) { v = cl.qw_nails[i]; // if we're drawing effects, get a new temp entity // (NewTempEntity adds it to the render entities list for us) if (!(entrender = CL_NewTempEntity(0))) continue; // normal stuff entrender->model = CL_GetModelByIndex(cl.qw_modelindex_spike); entrender->alpha = 1; VectorSet(entrender->colormod, 1, 1, 1); VectorSet(entrender->glowmod, 1, 1, 1); Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1); CL_UpdateRenderEntity(entrender); } } static void CL_LerpPlayer(float frac) { int i; cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]); for (i = 0;i < 3;i++) { cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]); cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]); cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]); } // interpolate the angles if playing a demo or spectating someone if (cls.demoplayback || cl.fixangle[0]) { for (i = 0;i < 3;i++) { float d = cl.mviewangles[0][i] - cl.mviewangles[1][i]; if (d > 180) d -= 360; else if (d < -180) d += 360; cl.viewangles[i] = cl.mviewangles[1][i] + frac * d; } } } void CSQC_RelinkAllEntities (int drawmask) { // link stuff CL_RelinkWorld(); CL_RelinkStaticEntities(); CL_RelinkBeams(); CL_RelinkEffects(); CL_RelinkLightFlashes(); // link stuff if (drawmask & ENTMASK_ENGINE) { CL_RelinkNetworkEntities(); if (drawmask & ENTMASK_ENGINEVIEWMODELS) CL_LinkNetworkEntity(&cl.viewent); // link gun model CL_RelinkQWNails(); } // update view blend V_CalcViewBlend(); CL_MeshEntities_AddToScene(); } /* =============== CL_UpdateWorld Update client game world for a new frame =============== */ void CL_UpdateWorld(void) { r_refdef.scene.extraupdate = !r_speeds.integer; r_refdef.scene.numentities = 0; r_refdef.scene.numlights = 0; r_refdef.view.matrix = identitymatrix; r_refdef.view.quality = 1; cl.num_brushmodel_entities = 0; if (cls.state == ca_connected && cls.signon == SIGNONS) { // prepare for a new frame CL_LerpPlayer(CL_LerpPoint()); CL_DecayLightFlashes(); CL_ClearTempEntities(); V_DriftPitch(); V_FadeViewFlashs(); // if prediction is enabled we have to update all the collidable // network entities before the prediction code can be run CL_UpdateNetworkCollisionEntities(); // now update the player prediction CL_ClientMovement_Replay(); // update the player entity (which may be predicted) CL_UpdateNetworkEntity(cl.entities + cl.viewentity, 32, true); // now update the view (which depends on that player entity) V_CalcRefdef(); // now update all the network entities and create particle trails // (some entities may depend on the view) CL_UpdateNetworkEntities(); // update the engine-based viewmodel CL_UpdateViewModel(); // when csqc is loaded, it will call this in CSQC_UpdateView if (!cl.csqc_loaded) CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS); // decals, particles, and explosions will be updated during rneder } r_refdef.scene.time = cl.time; } // LordHavoc: pausedemo command static void CL_PauseDemo_f (void) { cls.demopaused = !cls.demopaused; if (cls.demopaused) Con_Print("Demo paused\n"); else Con_Print("Demo unpaused\n"); } /* ====================== CL_Fog_f ====================== */ static void CL_Fog_f (void) { if (Cmd_Argc () == 1) { 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); return; } FOG_clear(); // so missing values get good defaults if(Cmd_Argc() > 1) r_refdef.fog_density = atof(Cmd_Argv(1)); if(Cmd_Argc() > 2) r_refdef.fog_red = atof(Cmd_Argv(2)); if(Cmd_Argc() > 3) r_refdef.fog_green = atof(Cmd_Argv(3)); if(Cmd_Argc() > 4) r_refdef.fog_blue = atof(Cmd_Argv(4)); if(Cmd_Argc() > 5) r_refdef.fog_alpha = atof(Cmd_Argv(5)); if(Cmd_Argc() > 6) r_refdef.fog_start = atof(Cmd_Argv(6)); if(Cmd_Argc() > 7) r_refdef.fog_end = atof(Cmd_Argv(7)); if(Cmd_Argc() > 8) r_refdef.fog_height = atof(Cmd_Argv(8)); if(Cmd_Argc() > 9) r_refdef.fog_fadedepth = atof(Cmd_Argv(9)); } /* ====================== CL_FogHeightTexture_f ====================== */ static void CL_Fog_HeightTexture_f (void) { if (Cmd_Argc () < 11) { 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); return; } FOG_clear(); // so missing values get good defaults r_refdef.fog_density = atof(Cmd_Argv(1)); r_refdef.fog_red = atof(Cmd_Argv(2)); r_refdef.fog_green = atof(Cmd_Argv(3)); r_refdef.fog_blue = atof(Cmd_Argv(4)); r_refdef.fog_alpha = atof(Cmd_Argv(5)); r_refdef.fog_start = atof(Cmd_Argv(6)); r_refdef.fog_end = atof(Cmd_Argv(7)); r_refdef.fog_height = atof(Cmd_Argv(8)); r_refdef.fog_fadedepth = atof(Cmd_Argv(9)); strlcpy(r_refdef.fog_height_texturename, Cmd_Argv(10), sizeof(r_refdef.fog_height_texturename)); } /* ==================== CL_TimeRefresh_f For program optimization ==================== */ static void CL_TimeRefresh_f (void) { int i; double timestart, timedelta; r_refdef.scene.extraupdate = false; timestart = Sys_DirtyTime(); for (i = 0;i < 128;i++) { 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); r_refdef.view.quality = 1; CL_UpdateScreen(); } timedelta = Sys_DirtyTime() - timestart; Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta); } static void CL_AreaStats_f(void) { World_PrintAreaStats(&cl.world, "client"); } cl_locnode_t *CL_Locs_FindNearest(const vec3_t point) { int i; cl_locnode_t *loc; cl_locnode_t *best; vec3_t nearestpoint; vec_t dist, bestdist; best = NULL; bestdist = 0; for (loc = cl.locnodes;loc;loc = loc->next) { for (i = 0;i < 3;i++) nearestpoint[i] = bound(loc->mins[i], point[i], loc->maxs[i]); dist = VectorDistance2(nearestpoint, point); if (bestdist > dist || !best) { bestdist = dist; best = loc; if (bestdist < 1) break; } } return best; } void CL_Locs_FindLocationName(char *buffer, size_t buffersize, vec3_t point) { cl_locnode_t *loc; loc = CL_Locs_FindNearest(point); if (loc) strlcpy(buffer, loc->name, buffersize); else dpsnprintf(buffer, buffersize, "LOC=%.0f:%.0f:%.0f", point[0], point[1], point[2]); } static void CL_Locs_FreeNode(cl_locnode_t *node) { cl_locnode_t **pointer, **next; for (pointer = &cl.locnodes;*pointer;pointer = next) { next = &(*pointer)->next; if (*pointer == node) { *pointer = node->next; Mem_Free(node); return; } } Con_Printf("CL_Locs_FreeNode: no such node! (%p)\n", (void *)node); } static void CL_Locs_AddNode(vec3_t mins, vec3_t maxs, const char *name) { cl_locnode_t *node, **pointer; int namelen; if (!name) name = ""; namelen = (int)strlen(name); node = (cl_locnode_t *) Mem_Alloc(cls.levelmempool, sizeof(cl_locnode_t) + namelen + 1); VectorSet(node->mins, min(mins[0], maxs[0]), min(mins[1], maxs[1]), min(mins[2], maxs[2])); VectorSet(node->maxs, max(mins[0], maxs[0]), max(mins[1], maxs[1]), max(mins[2], maxs[2])); node->name = (char *)(node + 1); memcpy(node->name, name, namelen); node->name[namelen] = 0; // link it into the tail of the list to preserve the order for (pointer = &cl.locnodes;*pointer;pointer = &(*pointer)->next) ; *pointer = node; } static void CL_Locs_Add_f(void) { vec3_t mins, maxs; if (Cmd_Argc() != 5 && Cmd_Argc() != 8) { Con_Printf("usage: %s x y z[ x y z] name\n", Cmd_Argv(0)); return; } mins[0] = atof(Cmd_Argv(1)); mins[1] = atof(Cmd_Argv(2)); mins[2] = atof(Cmd_Argv(3)); if (Cmd_Argc() == 8) { maxs[0] = atof(Cmd_Argv(4)); maxs[1] = atof(Cmd_Argv(5)); maxs[2] = atof(Cmd_Argv(6)); CL_Locs_AddNode(mins, maxs, Cmd_Argv(7)); } else CL_Locs_AddNode(mins, mins, Cmd_Argv(4)); } static void CL_Locs_RemoveNearest_f(void) { cl_locnode_t *loc; loc = CL_Locs_FindNearest(r_refdef.view.origin); if (loc) CL_Locs_FreeNode(loc); else Con_Printf("no loc point or box found for your location\n"); } static void CL_Locs_Clear_f(void) { while (cl.locnodes) CL_Locs_FreeNode(cl.locnodes); } static void CL_Locs_Save_f(void) { cl_locnode_t *loc; qfile_t *outfile; char locfilename[MAX_QPATH]; if (!cl.locnodes) { Con_Printf("No loc points/boxes exist!\n"); return; } if (cls.state != ca_connected || !cl.worldmodel) { Con_Printf("No level loaded!\n"); return; } dpsnprintf(locfilename, sizeof(locfilename), "%s.loc", cl.worldnamenoextension); outfile = FS_OpenRealFile(locfilename, "w", false); if (!outfile) return; // if any boxes are used then this is a proquake-format loc file, which // allows comments, so add some relevant information at the start for (loc = cl.locnodes;loc;loc = loc->next) if (!VectorCompare(loc->mins, loc->maxs)) break; if (loc) { 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); for (loc = cl.locnodes;loc;loc = loc->next) if (VectorCompare(loc->mins, loc->maxs)) break; if (loc) 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"); } for (loc = cl.locnodes;loc;loc = loc->next) { if (VectorCompare(loc->mins, loc->maxs)) { int len; const char *s; const char *in = loc->name; char name[MAX_INPUTLINE]; for (len = 0;len < (int)sizeof(name) - 1 && *in;) { if (*in == ' ') {s = "$loc_name_separator";in++;} else if (!strncmp(in, "SSG", 3)) {s = "$loc_name_ssg";in += 3;} else if (!strncmp(in, "NG", 2)) {s = "$loc_name_ng";in += 2;} else if (!strncmp(in, "SNG", 3)) {s = "$loc_name_sng";in += 3;} else if (!strncmp(in, "GL", 2)) {s = "$loc_name_gl";in += 2;} else if (!strncmp(in, "RL", 2)) {s = "$loc_name_rl";in += 2;} else if (!strncmp(in, "LG", 2)) {s = "$loc_name_lg";in += 2;} else if (!strncmp(in, "GA", 2)) {s = "$loc_name_ga";in += 2;} else if (!strncmp(in, "YA", 2)) {s = "$loc_name_ya";in += 2;} else if (!strncmp(in, "RA", 2)) {s = "$loc_name_ra";in += 2;} else if (!strncmp(in, "MEGA", 4)) {s = "$loc_name_mh";in += 4;} else s = NULL; if (s) { while (len < (int)sizeof(name) - 1 && *s) name[len++] = *s++; continue; } name[len++] = *in++; } name[len] = 0; FS_Printf(outfile, "%.0f %.0f %.0f %s\n", loc->mins[0]*8, loc->mins[1]*8, loc->mins[2]*8, name); } else 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); } FS_Close(outfile); } void CL_Locs_Reload_f(void) { int i, linenumber, limit, len; const char *s; char *filedata, *text, *textend, *linestart, *linetext, *lineend; fs_offset_t filesize; vec3_t mins, maxs; char locfilename[MAX_QPATH]; char name[MAX_INPUTLINE]; if (cls.state != ca_connected || !cl.worldmodel) { Con_Printf("No level loaded!\n"); return; } CL_Locs_Clear_f(); // try maps/something.loc first (LordHavoc: where I think they should be) dpsnprintf(locfilename, sizeof(locfilename), "%s.loc", cl.worldnamenoextension); filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize); if (!filedata) { // try proquake name as well (LordHavoc: I hate path mangling) dpsnprintf(locfilename, sizeof(locfilename), "locs/%s.loc", cl.worldbasename); filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize); if (!filedata) return; } text = filedata; textend = filedata + filesize; for (linenumber = 1;text < textend;linenumber++) { linestart = text; for (;text < textend && *text != '\r' && *text != '\n';text++) ; lineend = text; if (text + 1 < textend && *text == '\r' && text[1] == '\n') text++; if (text < textend) text++; // trim trailing whitespace while (lineend > linestart && ISWHITESPACE(lineend[-1])) lineend--; // trim leading whitespace while (linestart < lineend && ISWHITESPACE(*linestart)) linestart++; // check if this is a comment if (linestart + 2 <= lineend && !strncmp(linestart, "//", 2)) continue; linetext = linestart; limit = 3; for (i = 0;i < limit;i++) { if (linetext >= lineend) break; // note: a missing number is interpreted as 0 if (i < 3) mins[i] = atof(linetext); else maxs[i - 3] = atof(linetext); // now advance past the number while (linetext < lineend && !ISWHITESPACE(*linetext) && *linetext != ',') linetext++; // advance through whitespace if (linetext < lineend) { if (*linetext == ',') { linetext++; limit = 6; // note: comma can be followed by whitespace } if (ISWHITESPACE(*linetext)) { // skip whitespace while (linetext < lineend && ISWHITESPACE(*linetext)) linetext++; } } } // if this is a quoted name, remove the quotes if (i == 6) { if (linetext >= lineend || *linetext != '"') continue; // proquake location names are always quoted lineend--; linetext++; len = min(lineend - linetext, (int)sizeof(name) - 1); memcpy(name, linetext, len); name[len] = 0; // add the box to the list CL_Locs_AddNode(mins, maxs, name); } // if a point was parsed, it needs to be scaled down by 8 (since // point-based loc files were invented by a proxy which dealt // directly with quake protocol coordinates, which are *8), turn // it into a box else if (i == 3) { // interpret silly fuhquake macros for (len = 0;len < (int)sizeof(name) - 1 && linetext < lineend;) { if (*linetext == '$') { if (linetext + 18 <= lineend && !strncmp(linetext, "$loc_name_separator", 19)) {s = " ";linetext += 19;} else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_ssg", 13)) {s = "SSG";linetext += 13;} else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ng", 12)) {s = "NG";linetext += 12;} else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_sng", 13)) {s = "SNG";linetext += 13;} else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_gl", 12)) {s = "GL";linetext += 12;} else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_rl", 12)) {s = "RL";linetext += 12;} else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_lg", 12)) {s = "LG";linetext += 12;} else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ga", 12)) {s = "GA";linetext += 12;} else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ya", 12)) {s = "YA";linetext += 12;} else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ra", 12)) {s = "RA";linetext += 12;} else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_mh", 12)) {s = "MEGA";linetext += 12;} else s = NULL; if (s) { while (len < (int)sizeof(name) - 1 && *s) name[len++] = *s++; continue; } } name[len++] = *linetext++; } name[len] = 0; // add the point to the list VectorScale(mins, (1.0 / 8.0), mins); CL_Locs_AddNode(mins, mins, name); } else continue; } } entity_t cl_meshentities[NUM_MESHENTITIES]; dp_model_t cl_meshentitymodels[NUM_MESHENTITIES]; const char *cl_meshentitynames[NUM_MESHENTITIES] = { "MESH_DEBUG", "MESH_CSQC_POLYGONS", "MESH_PARTICLES", "MESH_UI", }; void CL_MeshEntities_Restart(void) { int i; entity_t *ent; for (i = 0; i < NUM_MESHENTITIES; i++) { ent = cl_meshentities + i; Mod_Mesh_Create(ent->render.model, cl_meshentitynames[i]); } } void CL_MeshEntities_Init(void) { int i; entity_t *ent; for (i = 0; i < NUM_MESHENTITIES; i++) { ent = cl_meshentities + i; ent->state_current.active = true; ent->render.model = cl_meshentitymodels + i; ent->render.alpha = 1; ent->render.flags = RENDER_SHADOW | RENDER_LIGHT; ent->render.framegroupblend[0].lerp = 1; ent->render.frameblend[0].lerp = 1; VectorSet(ent->render.colormod, 1, 1, 1); VectorSet(ent->render.glowmod, 1, 1, 1); VectorSet(ent->render.custommodellight_ambient, 1, 1, 1); VectorSet(ent->render.custommodellight_diffuse, 0, 0, 0); VectorSet(ent->render.custommodellight_lightdir, 0, 0, 1); Matrix4x4_CreateIdentity(&ent->render.matrix); CL_UpdateRenderEntity(&ent->render); } R_RegisterModule("cl_meshentities", CL_MeshEntities_Restart, CL_MeshEntities_Restart, CL_MeshEntities_Restart, CL_MeshEntities_Restart, CL_MeshEntities_Restart); } void CL_MeshEntities_AddToScene(void) { int i; entity_t *ent; for (i = 0; i < NUM_MESHENTITIES && r_refdef.scene.numentities < r_refdef.scene.maxentities; i++) { ent = cl_meshentities + i; if (ent->render.model->num_surfaces == 0) continue; Mod_Mesh_Finalize(ent->render.model); VectorCopy(ent->render.model->normalmins, ent->render.mins); VectorCopy(ent->render.model->normalmaxs, ent->render.maxs); r_refdef.scene.entities[r_refdef.scene.numentities++] = &ent->render; } } void CL_MeshEntities_Reset(void) { int i; entity_t *ent; for (i = 0; i < NUM_MESHENTITIES && r_refdef.scene.numentities < r_refdef.scene.maxentities; i++) { ent = cl_meshentities + i; Mod_Mesh_Reset(ent->render.model); } } void CL_MeshEntities_Shutdown(void) { } extern cvar_t r_overheadsprites_pushback; extern cvar_t r_fullbright_directed_pitch_relative; extern cvar_t r_fullbright_directed_pitch; extern cvar_t r_fullbright_directed_ambient; extern cvar_t r_fullbright_directed_diffuse; extern cvar_t r_fullbright_directed; extern cvar_t r_equalize_entities_minambient; extern cvar_t r_equalize_entities_to; extern cvar_t r_equalize_entities_by; extern cvar_t r_hdr_glowintensity; static void CL_UpdateEntityShading_GetDirectedFullbright(vec3_t ambient, vec3_t diffuse, vec3_t worldspacenormal) { vec3_t angles; VectorSet(ambient, r_fullbright_directed_ambient.value, r_fullbright_directed_ambient.value, r_fullbright_directed_ambient.value); VectorSet(diffuse, r_fullbright_directed_diffuse.value, r_fullbright_directed_diffuse.value, r_fullbright_directed_diffuse.value); // Use cl.viewangles and not r_refdef.view.forward here so it is the // same for all stereo views, and to better handle pitches outside // [-90, 90] (in_pitch_* cvars allow that). VectorCopy(cl.viewangles, angles); if (r_fullbright_directed_pitch_relative.integer) { angles[PITCH] += r_fullbright_directed_pitch.value; } else { angles[PITCH] = r_fullbright_directed_pitch.value; } AngleVectors(angles, worldspacenormal, NULL, NULL); VectorNegate(worldspacenormal, worldspacenormal); } static void CL_UpdateEntityShading_Entity(entity_render_t *ent) { float shadingorigin[3], f, fa, fd, fdd, a[3], c[3], dir[3]; int q; for (q = 0; q < 3; q++) a[q] = c[q] = dir[q] = 0; ent->render_modellight_forced = false; ent->render_rtlight_disabled = false; // pick an appropriate value for render_modellight_origin - if this is an // attachment we want to use the parent's render_modellight_origin so that // shading is the same (also important for r_shadows to cast shadows in the // same direction) if (VectorLength2(ent->custommodellight_origin)) { // CSQC entities always provide this (via CL_GetTagMatrix) for (q = 0; q < 3; q++) shadingorigin[q] = ent->custommodellight_origin[q]; } else if (ent->entitynumber > 0 && ent->entitynumber < cl.num_entities) { // network entity - follow attachment chain back to a root entity, int entnum = ent->entitynumber, recursion; for (recursion = 32; recursion > 0; --recursion) { int parentnum = cl.entities[entnum].state_current.tagentity; if (parentnum < 1 || parentnum >= cl.num_entities || !cl.entities_active[parentnum]) break; entnum = parentnum; } // grab the root entity's origin Matrix4x4_OriginFromMatrix(&cl.entities[entnum].render.matrix, shadingorigin); } else { // not a CSQC entity (which sets custommodellight_origin), not a network // entity - so it's probably not attached to anything Matrix4x4_OriginFromMatrix(&ent->matrix, shadingorigin); } if (!(ent->flags & RENDER_LIGHT) || r_fullbright.integer) { // intentionally EF_FULLBRIGHT entity // the only type that is not scaled by r_refdef.scene.lightmapintensity // CSQC can still provide its own customized modellight values ent->render_rtlight_disabled = true; ent->render_modellight_forced = true; if (ent->flags & RENDER_CUSTOMIZEDMODELLIGHT) { // custom colors provided by CSQC for (q = 0; q < 3; q++) { a[q] = ent->custommodellight_ambient[q]; c[q] = ent->custommodellight_diffuse[q]; dir[q] = ent->custommodellight_lightdir[q]; } } else if (r_fullbright_directed.integer) CL_UpdateEntityShading_GetDirectedFullbright(a, c, dir); else for (q = 0; q < 3; q++) a[q] = 1; } else { // fetch the lighting from the worldmodel data // CSQC can provide its own customized modellight values if (ent->flags & RENDER_CUSTOMIZEDMODELLIGHT) { ent->render_modellight_forced = true; for (q = 0; q < 3; q++) { a[q] = ent->custommodellight_ambient[q]; c[q] = ent->custommodellight_diffuse[q]; dir[q] = ent->custommodellight_lightdir[q]; } } else if (ent->model->type == mod_sprite && !(ent->model->data_textures[0].basematerialflags & MATERIALFLAG_FULLBRIGHT)) { if (ent->model->sprite.sprnum_type == SPR_OVERHEAD) // apply offset for overhead sprites shadingorigin[2] = shadingorigin[2] + r_overheadsprites_pushback.value; R_CompleteLightPoint(a, c, dir, shadingorigin, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity); ent->render_modellight_forced = true; ent->render_rtlight_disabled = true; } else if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint) R_CompleteLightPoint(a, c, dir, shadingorigin, LP_LIGHTMAP, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity); else if (r_fullbright_directed.integer) CL_UpdateEntityShading_GetDirectedFullbright(a, c, dir); else R_CompleteLightPoint(a, c, dir, shadingorigin, LP_LIGHTMAP, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity); if (ent->flags & RENDER_EQUALIZE) { // first fix up ambient lighting... if (r_equalize_entities_minambient.value > 0) { fd = 0.299f * ent->render_modellight_diffuse[0] + 0.587f * ent->render_modellight_diffuse[1] + 0.114f * ent->render_modellight_diffuse[2]; if (fd > 0) { fa = (0.299f * ent->render_modellight_ambient[0] + 0.587f * ent->render_modellight_ambient[1] + 0.114f * ent->render_modellight_ambient[2]); if (fa < r_equalize_entities_minambient.value * fd) { // solve: // fa'/fd' = minambient // fa'+0.25*fd' = fa+0.25*fd // ... // fa' = fd' * minambient // fd'*(0.25+minambient) = fa+0.25*fd // ... // fd' = (fa+0.25*fd) * 1 / (0.25+minambient) // fa' = (fa+0.25*fd) * minambient / (0.25+minambient) // ... fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value); f = fdd / fd; // f>0 because all this is additive; f<1 because fdd 0 && r_equalize_entities_by.value != 0) { fa = 0.299f * a[0] + 0.587f * a[1] + 0.114f * a[2]; fd = 0.299f * c[0] + 0.587f * c[1] + 0.114f * c[2]; f = fa + 0.25 * fd; if (f > 0) { // adjust brightness and saturation to target float l2 = r_equalize_entities_by.value, l1 = 1 - l2; for (q = 0; q < 3; q++) { a[q] = l1 * a[q] + l2 * (fa / f); c[q] = l1 * c[q] + l2 * (fd / f); } } } } } for (q = 0; q < 3; q++) { ent->render_fullbright[q] = ent->colormod[q]; ent->render_glowmod[q] = ent->glowmod[q] * r_hdr_glowintensity.value; ent->render_modellight_ambient[q] = a[q] * ent->colormod[q]; ent->render_modellight_diffuse[q] = c[q] * ent->colormod[q]; ent->render_modellight_specular[q] = c[q]; ent->render_modellight_lightdir[q] = dir[q]; ent->render_lightmap_ambient[q] = ent->colormod[q] * r_refdef.scene.ambientintensity; ent->render_lightmap_diffuse[q] = ent->colormod[q] * r_refdef.scene.lightmapintensity; ent->render_lightmap_specular[q] = r_refdef.scene.lightmapintensity; ent->render_rtlight_diffuse[q] = ent->colormod[q]; ent->render_rtlight_specular[q] = 1; } // these flags disable code paths, make sure it's obvious if they're ignored by storing 0 1 2 if (ent->render_modellight_forced) for (q = 0; q < 3; q++) ent->render_lightmap_ambient[q] = ent->render_lightmap_diffuse[q] = ent->render_lightmap_specular[q] = q; if (ent->render_rtlight_disabled) for (q = 0; q < 3; q++) ent->render_rtlight_diffuse[q] = ent->render_rtlight_specular[q] = q; if (VectorLength2(ent->render_modellight_lightdir) == 0) VectorSet(ent->render_modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here VectorNormalize(ent->render_modellight_lightdir); } void CL_UpdateEntityShading(void) { int i; CL_UpdateEntityShading_Entity(r_refdef.scene.worldentity); for (i = 0; i < r_refdef.scene.numentities; i++) CL_UpdateEntityShading_Entity(r_refdef.scene.entities[i]); } /* =========== CL_Shutdown =========== */ void CL_Shutdown (void) { CL_Screen_Shutdown(); CL_Particles_Shutdown(); CL_Parse_Shutdown(); CL_MeshEntities_Shutdown(); Mem_FreePool (&cls.permanentmempool); Mem_FreePool (&cls.levelmempool); } /* ================= CL_Init ================= */ void CL_Init (void) { cls.levelmempool = Mem_AllocPool("client (per-level memory)", 0, NULL); cls.permanentmempool = Mem_AllocPool("client (long term memory)", 0, NULL); memset(&r_refdef, 0, sizeof(r_refdef)); // max entities sent to renderer per frame r_refdef.scene.maxentities = MAX_EDICTS + 256 + 512; r_refdef.scene.entities = (entity_render_t **)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t *) * r_refdef.scene.maxentities); // max temp entities r_refdef.scene.maxtempentities = MAX_TEMPENTITIES; r_refdef.scene.tempentities = (entity_render_t *)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t) * r_refdef.scene.maxtempentities); CL_InitInput (); // // register our commands // Cvar_RegisterVariable (&cl_upspeed); Cvar_RegisterVariable (&cl_forwardspeed); Cvar_RegisterVariable (&cl_backspeed); Cvar_RegisterVariable (&cl_sidespeed); Cvar_RegisterVariable (&cl_movespeedkey); Cvar_RegisterVariable (&cl_yawspeed); Cvar_RegisterVariable (&cl_pitchspeed); Cvar_RegisterVariable (&cl_anglespeedkey); Cvar_RegisterVariable (&cl_shownet); Cvar_RegisterVariable (&cl_nolerp); Cvar_RegisterVariable (&cl_lerpexcess); Cvar_RegisterVariable (&cl_lerpanim_maxdelta_server); Cvar_RegisterVariable (&cl_lerpanim_maxdelta_framegroups); Cvar_RegisterVariable (&cl_deathfade); Cvar_RegisterVariable (&lookspring); Cvar_RegisterVariable (&lookstrafe); Cvar_RegisterVariable (&sensitivity); Cvar_RegisterVariable (&freelook); Cvar_RegisterVariable (&m_pitch); Cvar_RegisterVariable (&m_yaw); Cvar_RegisterVariable (&m_forward); Cvar_RegisterVariable (&m_side); Cvar_RegisterVariable (&cl_itembobspeed); Cvar_RegisterVariable (&cl_itembobheight); Cmd_AddCommand ("entities", CL_PrintEntities_f, "print information on network entities known to client"); Cmd_AddCommand ("disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)"); Cmd_AddCommand ("record", CL_Record_f, "record a demo"); Cmd_AddCommand ("stop", CL_Stop_f, "stop recording or playing a demo"); Cmd_AddCommand ("playdemo", CL_PlayDemo_f, "watch a demo file"); Cmd_AddCommand ("timedemo", CL_TimeDemo_f, "play back a demo as fast as possible and save statistics to benchmark.log"); // Support Client-side Model Index List Cmd_AddCommand ("cl_modelindexlist", CL_ModelIndexList_f, "list information on all models in the client modelindex"); // Support Client-side Sound Index List Cmd_AddCommand ("cl_soundindexlist", CL_SoundIndexList_f, "list all sounds in the client soundindex"); Cvar_RegisterVariable (&cl_autodemo); Cvar_RegisterVariable (&cl_autodemo_nameformat); Cvar_RegisterVariable (&cl_autodemo_delete); Cmd_AddCommand ("fog", CL_Fog_f, "set global fog parameters (density red green blue [alpha [mindist [maxdist [top [fadedepth]]]]])"); 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)"); // LordHavoc: added pausedemo 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)"); Cmd_AddCommand ("cl_areastats", CL_AreaStats_f, "prints statistics on entity culling during collision traces"); Cvar_RegisterVariable(&r_draweffects); Cvar_RegisterVariable(&cl_explosions_alpha_start); Cvar_RegisterVariable(&cl_explosions_alpha_end); Cvar_RegisterVariable(&cl_explosions_size_start); Cvar_RegisterVariable(&cl_explosions_size_end); Cvar_RegisterVariable(&cl_explosions_lifetime); Cvar_RegisterVariable(&cl_stainmaps); Cvar_RegisterVariable(&cl_stainmaps_clearonload); Cvar_RegisterVariable(&cl_beams_polygons); Cvar_RegisterVariable(&cl_beams_quakepositionhack); Cvar_RegisterVariable(&cl_beams_instantaimhack); Cvar_RegisterVariable(&cl_beams_lightatend); Cvar_RegisterVariable(&cl_noplayershadow); Cvar_RegisterVariable(&cl_dlights_decayradius); Cvar_RegisterVariable(&cl_dlights_decaybrightness); Cvar_RegisterVariable(&cl_prydoncursor); Cvar_RegisterVariable(&cl_prydoncursor_notrace); Cvar_RegisterVariable(&cl_deathnoviewmodel); // for QW connections Cvar_RegisterVariable(&qport); Cvar_SetValueQuick(&qport, (rand() * RAND_MAX + rand()) & 0xffff); Cmd_AddCommand("timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs"); Cvar_RegisterVariable(&cl_locs_enable); Cvar_RegisterVariable(&cl_locs_show); 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)"); 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)"); Cmd_AddCommand("locs_clear", CL_Locs_Clear_f, "remove all loc points/boxes"); Cmd_AddCommand("locs_reload", CL_Locs_Reload_f, "reload .loc file for this map"); Cmd_AddCommand("locs_save", CL_Locs_Save_f, "save .loc file for this map containing currently defined points and boxes"); CL_Parse_Init(); CL_Particles_Init(); CL_Screen_Init(); CL_MeshEntities_Init(); CL_Video_Init(); }