2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
20 // cl_main.c -- client main loop
23 #include "cl_collision.h"
32 // we need to declare some mouse variables here, because the menu system
33 // references them even when on a unix system.
35 cvar_t csqc_progname = {CVAR_CLIENT | CVAR_SERVER, "csqc_progname","csprogs.dat","name of csprogs.dat file to load"};
36 cvar_t csqc_progcrc = {CVAR_CLIENT | CVAR_READONLY, "csqc_progcrc","-1","CRC of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1"};
37 cvar_t csqc_progsize = {CVAR_CLIENT | 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"};
38 cvar_t csqc_usedemoprogs = {CVAR_CLIENT, "csqc_usedemoprogs","1","use csprogs stored in demos"};
39 cvar_t csqc_polygons_defaultmaterial_nocullface = {CVAR_CLIENT, "csqc_polygons_defaultmaterial_nocullface", "0", "use 'cull none' behavior in the default shader for rendering R_PolygonBegin - warning: enabling this is not consistent with FTEQW behavior on this feature"};
41 cvar_t cl_shownet = {CVAR_CLIENT, "cl_shownet","0","1 = print packet size, 2 = print packet message list"};
42 cvar_t cl_nolerp = {CVAR_CLIENT, "cl_nolerp", "0","network update smoothing"};
43 cvar_t cl_lerpexcess = {CVAR_CLIENT, "cl_lerpexcess", "0","maximum allowed lerp excess (hides, not fixes, some packet loss)"};
44 cvar_t cl_lerpanim_maxdelta_server = {CVAR_CLIENT, "cl_lerpanim_maxdelta_server", "0.1","maximum frame delta for smoothing between server-controlled animation frames (when 0, one network frame)"};
45 cvar_t cl_lerpanim_maxdelta_framegroups = {CVAR_CLIENT, "cl_lerpanim_maxdelta_framegroups", "0.1","maximum frame delta for smoothing between framegroups (when 0, one network frame)"};
47 cvar_t cl_itembobheight = {CVAR_CLIENT, "cl_itembobheight", "0","how much items bob up and down (try 8)"};
48 cvar_t cl_itembobspeed = {CVAR_CLIENT, "cl_itembobspeed", "0.5","how frequently items bob up and down"};
50 cvar_t lookspring = {CVAR_CLIENT | CVAR_SAVE, "lookspring","0","returns pitch to level with the floor when no longer holding a pitch key"};
51 cvar_t lookstrafe = {CVAR_CLIENT | CVAR_SAVE, "lookstrafe","0","move instead of turning"};
52 cvar_t sensitivity = {CVAR_CLIENT | CVAR_SAVE, "sensitivity","3","mouse speed multiplier"};
54 cvar_t m_pitch = {CVAR_CLIENT | CVAR_SAVE, "m_pitch","0.022","mouse pitch speed multiplier"};
55 cvar_t m_yaw = {CVAR_CLIENT | CVAR_SAVE, "m_yaw","0.022","mouse yaw speed multiplier"};
56 cvar_t m_forward = {CVAR_CLIENT | CVAR_SAVE, "m_forward","1","mouse forward speed multiplier"};
57 cvar_t m_side = {CVAR_CLIENT | CVAR_SAVE, "m_side","0.8","mouse side speed multiplier"};
59 cvar_t freelook = {CVAR_CLIENT | CVAR_SAVE, "freelook", "1","mouse controls pitch instead of forward/back"};
61 cvar_t cl_autodemo = {CVAR_CLIENT | CVAR_SAVE, "cl_autodemo", "0", "records every game played, using the date/time and map name to name the demo file" };
62 cvar_t cl_autodemo_nameformat = {CVAR_CLIENT | 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)" };
63 cvar_t cl_autodemo_delete = {CVAR_CLIENT, "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" };
65 cvar_t r_draweffects = {CVAR_CLIENT, "r_draweffects", "1","renders temporary sprite effects"};
67 cvar_t cl_explosions_alpha_start = {CVAR_CLIENT | CVAR_SAVE, "cl_explosions_alpha_start", "1.5","starting alpha of an explosion shell"};
68 cvar_t cl_explosions_alpha_end = {CVAR_CLIENT | CVAR_SAVE, "cl_explosions_alpha_end", "0","end alpha of an explosion shell (just before it disappears)"};
69 cvar_t cl_explosions_size_start = {CVAR_CLIENT | CVAR_SAVE, "cl_explosions_size_start", "16","starting size of an explosion shell"};
70 cvar_t cl_explosions_size_end = {CVAR_CLIENT | CVAR_SAVE, "cl_explosions_size_end", "128","ending alpha of an explosion shell (just before it disappears)"};
71 cvar_t cl_explosions_lifetime = {CVAR_CLIENT | CVAR_SAVE, "cl_explosions_lifetime", "0.5","how long an explosion shell lasts"};
73 cvar_t cl_stainmaps = {CVAR_CLIENT | CVAR_SAVE, "cl_stainmaps", "0","stains lightmaps, much faster than decals but blurred"};
74 cvar_t cl_stainmaps_clearonload = {CVAR_CLIENT | CVAR_SAVE, "cl_stainmaps_clearonload", "1","clear stainmaps on map restart"};
76 cvar_t cl_beams_polygons = {CVAR_CLIENT | CVAR_SAVE, "cl_beams_polygons", "1","use beam polygons instead of models"};
77 cvar_t cl_beams_quakepositionhack = {CVAR_CLIENT | CVAR_SAVE, "cl_beams_quakepositionhack", "1", "makes your lightning gun appear to fire from your waist (as in Quake and QuakeWorld)"};
78 cvar_t cl_beams_instantaimhack = {CVAR_CLIENT | CVAR_SAVE, "cl_beams_instantaimhack", "0", "makes your lightning gun aiming update instantly"};
79 cvar_t cl_beams_lightatend = {CVAR_CLIENT | CVAR_SAVE, "cl_beams_lightatend", "0", "make a light at the end of the beam"};
81 cvar_t cl_deathfade = {CVAR_CLIENT | CVAR_SAVE, "cl_deathfade", "0", "fade screen to dark red when dead, value represents how fast the fade is (higher is faster)"};
83 cvar_t cl_noplayershadow = {CVAR_CLIENT | CVAR_SAVE, "cl_noplayershadow", "0","hide player shadow"};
85 cvar_t cl_dlights_decayradius = {CVAR_CLIENT | CVAR_SAVE, "cl_dlights_decayradius", "1", "reduces size of light flashes over time"};
86 cvar_t cl_dlights_decaybrightness = {CVAR_CLIENT | CVAR_SAVE, "cl_dlights_decaybrightness", "1", "reduces brightness of light flashes over time"};
88 cvar_t qport = {CVAR_CLIENT, "qport", "0", "identification key for playing on qw servers (allows you to maintain a connection to a quakeworld server even if your port changes)"};
90 cvar_t cl_prydoncursor = {CVAR_CLIENT, "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"};
91 cvar_t cl_prydoncursor_notrace = {CVAR_CLIENT, "cl_prydoncursor_notrace", "0", "disables traceline used in prydon cursor reporting to the game, saving some cpu time"};
93 cvar_t cl_deathnoviewmodel = {CVAR_CLIENT, "cl_deathnoviewmodel", "1", "hides gun model when dead"};
95 cvar_t cl_locs_enable = {CVAR_CLIENT | 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)"};
96 cvar_t cl_locs_show = {CVAR_CLIENT, "locs_show", "0", "shows defined locations for editing purposes"};
102 =====================
105 =====================
107 void CL_ClearState(void)
114 // wipe the entire cl structure
115 Mem_EmptyPool(cls.levelmempool);
116 memset (&cl, 0, sizeof(cl));
120 // reset the view zoom interpolation
121 cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
122 cl.sensitivityscale = 1.0f;
124 // enable rendering of the world and such
125 cl.csqc_vidvars.drawworld = r_drawworld.integer != 0;
126 cl.csqc_vidvars.drawenginesbar = true;
127 cl.csqc_vidvars.drawcrosshair = true;
129 // set up the float version of the stats array for easier access to float stats
130 cl.statsf = (float *)cl.stats;
133 cl.num_static_entities = 0;
134 cl.num_brushmodel_entities = 0;
136 // tweak these if the game runs out
137 cl.max_csqcrenderentities = 0;
138 cl.max_entities = MAX_ENITIES_INITIAL;
139 cl.max_static_entities = MAX_STATICENTITIES;
140 cl.max_effects = MAX_EFFECTS;
141 cl.max_beams = MAX_BEAMS;
142 cl.max_dlights = MAX_DLIGHTS;
143 cl.max_lightstyle = MAX_LIGHTSTYLES;
144 cl.max_brushmodel_entities = MAX_EDICTS;
145 cl.max_particles = MAX_PARTICLES_INITIAL; // grows dynamically
152 cl.csqcrenderentities = NULL;
153 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
154 cl.entities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char));
155 cl.static_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_static_entities * sizeof(entity_t));
156 cl.effects = (cl_effect_t *)Mem_Alloc(cls.levelmempool, cl.max_effects * sizeof(cl_effect_t));
157 cl.beams = (beam_t *)Mem_Alloc(cls.levelmempool, cl.max_beams * sizeof(beam_t));
158 cl.dlights = (dlight_t *)Mem_Alloc(cls.levelmempool, cl.max_dlights * sizeof(dlight_t));
159 cl.lightstyle = (lightstyle_t *)Mem_Alloc(cls.levelmempool, cl.max_lightstyle * sizeof(lightstyle_t));
160 cl.brushmodel_entities = (int *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(int));
161 cl.particles = (particle_t *) Mem_Alloc(cls.levelmempool, cl.max_particles * sizeof(particle_t));
164 // LadyHavoc: have to set up the baseline info for alpha and other stuff
165 for (i = 0;i < cl.max_entities;i++)
167 cl.entities[i].state_baseline = defaultstate;
168 cl.entities[i].state_previous = defaultstate;
169 cl.entities[i].state_current = defaultstate;
172 if (IS_NEXUIZ_DERIVED(gamemode))
174 VectorSet(cl.playerstandmins, -16, -16, -24);
175 VectorSet(cl.playerstandmaxs, 16, 16, 45);
176 VectorSet(cl.playercrouchmins, -16, -16, -24);
177 VectorSet(cl.playercrouchmaxs, 16, 16, 25);
181 VectorSet(cl.playerstandmins, -16, -16, -24);
182 VectorSet(cl.playerstandmaxs, 16, 16, 24);
183 VectorSet(cl.playercrouchmins, -16, -16, -24);
184 VectorSet(cl.playercrouchmaxs, 16, 16, 24);
187 // disable until we get textures for it
190 ent = &cl.entities[0];
191 // entire entity array was cleared, so just fill in a few fields
192 ent->state_current.active = true;
193 ent->render.model = cl.worldmodel = NULL; // no world model yet
194 ent->render.alpha = 1;
195 ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
196 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, 0, 0, 0, 0, 0, 0, 1);
197 ent->render.allowdecals = true;
198 CL_UpdateRenderEntity(&ent->render);
200 // noclip is turned off at start
201 noclip_anglehack = false;
203 // mark all frames invalid for delta
204 memset(cl.qw_deltasequence, -1, sizeof(cl.qw_deltasequence));
206 // set bestweapon data back to Quake data
207 IN_BestWeapon_ResetData();
212 extern cvar_t cl_topcolor;
213 extern cvar_t cl_bottomcolor;
215 void CL_SetInfo(const char *key, const char *value, qboolean send, qboolean allowstarkey, qboolean allowmodel, qboolean quiet)
218 qboolean fail = false;
220 if (!allowstarkey && key[0] == '*')
222 if (!allowmodel && (!strcasecmp(key, "pmodel") || !strcasecmp(key, "emodel")))
224 for (i = 0;key[i];i++)
225 if (ISWHITESPACE(key[i]) || key[i] == '\"')
227 for (i = 0;value[i];i++)
228 if (value[i] == '\r' || value[i] == '\n' || value[i] == '\"')
233 Con_Printf("Can't setinfo \"%s\" \"%s\"\n", key, value);
236 InfoString_SetValue(cls.userinfo, sizeof(cls.userinfo), key, value);
237 if (cls.state == ca_connected && cls.netcon)
239 if (cls.protocol == PROTOCOL_QUAKEWORLD)
241 MSG_WriteByte(&cls.netcon->message, qw_clc_stringcmd);
242 MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "setinfo \"%s\" \"%s\"", key, value));
244 else if (!strcasecmp(key, "name"))
246 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
247 MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "name \"%s\"", value));
249 else if (!strcasecmp(key, "playermodel"))
251 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
252 MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "playermodel \"%s\"", value));
254 else if (!strcasecmp(key, "playerskin"))
256 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
257 MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "playerskin \"%s\"", value));
259 else if (!strcasecmp(key, "topcolor"))
261 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
262 MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "color %i %i", atoi(value), cl_bottomcolor.integer));
264 else if (!strcasecmp(key, "bottomcolor"))
266 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
267 MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "color %i %i", cl_topcolor.integer, atoi(value)));
269 else if (!strcasecmp(key, "rate"))
271 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
272 MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "rate \"%s\"", value));
274 else if (!strcasecmp(key, "rate_burstsize"))
276 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
277 MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "rate_burstsize \"%s\"", value));
282 void CL_ExpandEntities(int num)
284 int i, oldmaxentities;
285 entity_t *oldentities;
286 if (num >= cl.max_entities)
289 Sys_Error("CL_ExpandEntities: cl.entities not initialized");
290 if (num >= MAX_EDICTS)
291 Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
292 oldmaxentities = cl.max_entities;
293 oldentities = cl.entities;
294 cl.max_entities = (num & ~255) + 256;
295 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
296 memcpy(cl.entities, oldentities, oldmaxentities * sizeof(entity_t));
297 Mem_Free(oldentities);
298 for (i = oldmaxentities;i < cl.max_entities;i++)
300 cl.entities[i].state_baseline = defaultstate;
301 cl.entities[i].state_previous = defaultstate;
302 cl.entities[i].state_current = defaultstate;
307 void CL_ExpandCSQCRenderEntities(int num)
310 int oldmaxcsqcrenderentities;
311 entity_render_t *oldcsqcrenderentities;
312 if (num >= cl.max_csqcrenderentities)
314 if (num >= MAX_EDICTS)
315 Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
316 oldmaxcsqcrenderentities = cl.max_csqcrenderentities;
317 oldcsqcrenderentities = cl.csqcrenderentities;
318 cl.max_csqcrenderentities = (num & ~255) + 256;
319 cl.csqcrenderentities = (entity_render_t *)Mem_Alloc(cls.levelmempool, cl.max_csqcrenderentities * sizeof(entity_render_t));
320 if (oldcsqcrenderentities)
322 memcpy(cl.csqcrenderentities, oldcsqcrenderentities, oldmaxcsqcrenderentities * sizeof(entity_render_t));
323 for (i = 0;i < r_refdef.scene.numentities;i++)
324 if(r_refdef.scene.entities[i] >= oldcsqcrenderentities && r_refdef.scene.entities[i] < (oldcsqcrenderentities + oldmaxcsqcrenderentities))
325 r_refdef.scene.entities[i] = cl.csqcrenderentities + (r_refdef.scene.entities[i] - oldcsqcrenderentities);
326 Mem_Free(oldcsqcrenderentities);
331 extern cvar_t rcon_secure;
334 =====================
337 Sends a disconnect message to the server
338 This is also called on Host_Error, so it shouldn't cause any errors
339 =====================
341 void CL_Disconnect(void)
343 if (cls.state == ca_dedicated)
346 if (COM_CheckParm("-profilegameonly"))
347 Sys_AllowProfiling(false);
349 Curl_Clear_forthismap();
351 Con_DPrintf("CL_Disconnect\n");
353 Cvar_SetValueQuick(&csqc_progcrc, -1);
354 Cvar_SetValueQuick(&csqc_progsize, -1);
356 // stop sounds (especially looping!)
359 cl.parsingtextexpectingpingforscores = 0; // just in case no reply has come yet
361 // clear contents blends
362 cl.cshifts[0].percent = 0;
363 cl.cshifts[1].percent = 0;
364 cl.cshifts[2].percent = 0;
365 cl.cshifts[3].percent = 0;
367 cl.worldmodel = NULL;
369 CL_Parse_ErrorCleanUp();
371 if (cls.demoplayback)
376 unsigned char bufdata[8];
377 if (cls.demorecording)
378 CL_Stop_f(&cmd_client);
380 // send disconnect message 3 times to improve chances of server
381 // receiving it (but it still fails sometimes)
382 memset(&buf, 0, sizeof(buf));
384 buf.maxsize = sizeof(bufdata);
385 if (cls.protocol == PROTOCOL_QUAKEWORLD)
387 Con_DPrint("Sending drop command\n");
388 MSG_WriteByte(&buf, qw_clc_stringcmd);
389 MSG_WriteString(&buf, "drop");
393 Con_DPrint("Sending clc_disconnect\n");
394 MSG_WriteByte(&buf, clc_disconnect);
396 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, 0, false);
397 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, 0, false);
398 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, 0, false);
399 NetConn_Close(cls.netcon);
401 Con_Printf("Disconnected\n");
403 cls.state = ca_disconnected;
404 cl.islocalgame = false;
406 cls.demoplayback = cls.timedemo = host.restless = false;
409 // If we're dropped mid-connection attempt, it won't clear otherwise.
410 SCR_ClearLoadingScreen(false);
417 This command causes the client to wait for the signon messages again.
418 This is sent just before a server changes levels
421 void CL_Reconnect_f(cmd_state_t *cmd)
424 // if not connected, reconnect to the most recent server
427 // if we have connected to a server recently, the userinfo
428 // will still contain its IP address, so get the address...
429 InfoString_GetValue(cls.userinfo, "*ip", temp, sizeof(temp));
431 CL_EstablishConnection(temp, -1);
433 Con_Printf("Reconnect to what server? (you have not connected to a server yet)\n");
436 // if connected, do something based on protocol
437 if (cls.protocol == PROTOCOL_QUAKEWORLD)
439 // quakeworld can just re-login
440 if (cls.qw_downloadmemory) // don't change when downloading
445 if (cls.state == ca_connected)
447 Con_Printf("Server is changing level...\n");
448 MSG_WriteChar(&cls.netcon->message, qw_clc_stringcmd);
449 MSG_WriteString(&cls.netcon->message, "new");
454 // netquake uses reconnect on level changes (silly)
455 if (Cmd_Argc(cmd) != 1)
457 Con_Print("reconnect : wait for signon messages again\n");
462 Con_Print("reconnect: no signon, ignoring reconnect\n");
465 cls.signon = 0; // need new connection messages
470 =====================
473 User command to connect to server
474 =====================
476 static void CL_Connect_f(cmd_state_t *cmd)
478 if (Cmd_Argc(cmd) < 2)
480 Con_Print("connect <serveraddress> [<key> <value> ...]: connect to a multiplayer game\n");
483 // clear the rcon password, to prevent vulnerability by stuffcmd-ing a connect command
484 if(rcon_secure.integer <= 0)
485 Cvar_SetQuick(&rcon_password, "");
486 CL_EstablishConnection(Cmd_Argv(cmd, 1), 2);
489 void CL_Disconnect_f(cmd_state_t *cmd)
500 =====================
501 CL_EstablishConnection
503 Host should be either "local" or a net address
504 =====================
506 void CL_EstablishConnection(const char *address, int firstarg)
508 if (cls.state == ca_dedicated)
511 // don't connect to a server if we're benchmarking a demo
512 if (COM_CheckParm("-benchmark"))
515 // clear menu's connect error message
517 M_Update_Return_Reason("");
520 // Disconnect from the current server, or stop a running demo.
523 // make sure the client ports are open before attempting to connect
524 NetConn_UpdateSockets();
526 if (LHNETADDRESS_FromString(&cls.connect_address, address, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
528 cls.connect_trying = true;
529 cls.connect_remainingtries = 3;
530 cls.connect_nextsendtime = 0;
532 // only NOW, set connect_userinfo
536 *cls.connect_userinfo = 0;
537 for(i = firstarg; i+2 <= Cmd_Argc(&cmd_client); i += 2)
538 InfoString_SetValue(cls.connect_userinfo, sizeof(cls.connect_userinfo), Cmd_Argv(&cmd_client, i), Cmd_Argv(&cmd_client, i+1));
540 else if(firstarg < -1)
542 // -1: keep as is (reconnect)
544 *cls.connect_userinfo = 0;
548 M_Update_Return_Reason("Trying to connect...");
553 Con_Print("Unable to find a suitable network socket to connect to server.\n");
555 M_Update_Return_Reason("No network");
565 static void CL_PrintEntities_f(cmd_state_t *cmd)
570 for (i = 0, ent = cl.entities;i < cl.num_entities;i++, ent++)
572 const char* modelname;
574 if (!ent->state_current.active)
577 if (ent->render.model)
578 modelname = ent->render.model->name;
580 modelname = "--no model--";
581 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);
589 List information on all models in the client modelindex
592 static void CL_ModelIndexList_f(cmd_state_t *cmd)
598 Con_Printf("%3s: %-30s %-8s %-8s\n", "ID", "Name", "Type", "Triangles");
600 for (i = -MAX_MODELS;i < MAX_MODELS;i++)
602 model = CL_GetModelByIndex(i);
605 if(model->loaded || i == 1)
606 Con_Printf("%3i: %-30s %-8s %-10i\n", i, model->name, model->modeldatatypestring, model->surfmesh.num_triangles);
608 Con_Printf("%3i: %-30s %-30s\n", i, model->name, "--no local model found--");
617 List all sounds in the client soundindex
620 static void CL_SoundIndexList_f(cmd_state_t *cmd)
624 while(cl.sound_precache[i] && i != MAX_SOUNDS)
626 Con_Printf("%i : %s\n", i, cl.sound_precache[i]->name);
633 CL_UpdateRenderEntity
635 Updates inversematrix, animation interpolation factors, scale, and mins/maxs
638 void CL_UpdateRenderEntity(entity_render_t *ent)
642 dp_model_t *model = ent->model;
643 // update the inverse matrix for the renderer
644 Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
645 // update the animation blend state
646 VM_FrameBlendFromFrameGroupBlend(ent->frameblend, ent->framegroupblend, ent->model, cl.time);
647 // we need the matrix origin to center the box
648 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
649 // update entity->render.scale because the renderer needs it
650 ent->scale = scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
653 // NOTE: this directly extracts vector components from the matrix, which relies on the matrix orientation!
654 #ifdef MATRIX4x4_OPENGLORIENTATION
655 if (ent->matrix.m[0][2] != 0 || ent->matrix.m[1][2] != 0)
657 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
661 VectorMA(org, scale, model->rotatedmins, ent->mins);
662 VectorMA(org, scale, model->rotatedmaxs, ent->maxs);
664 #ifdef MATRIX4x4_OPENGLORIENTATION
665 else if (ent->matrix.m[1][0] != 0 || ent->matrix.m[0][1] != 0)
667 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
671 VectorMA(org, scale, model->yawmins, ent->mins);
672 VectorMA(org, scale, model->yawmaxs, ent->maxs);
676 VectorMA(org, scale, model->normalmins, ent->mins);
677 VectorMA(org, scale, model->normalmaxs, ent->maxs);
682 ent->mins[0] = org[0] - 16;
683 ent->mins[1] = org[1] - 16;
684 ent->mins[2] = org[2] - 16;
685 ent->maxs[0] = org[0] + 16;
686 ent->maxs[1] = org[1] + 16;
687 ent->maxs[2] = org[2] + 16;
695 Determines the fraction between the last two messages that the objects
699 static float CL_LerpPoint(void)
703 if (cl_nettimesyncboundmode.integer == 1)
704 cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
706 // LadyHavoc: lerp in listen games as the server is being capped below the client (usually)
707 if (cl.mtime[0] <= cl.mtime[1])
709 cl.time = cl.mtime[0];
713 f = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]);
714 return bound(0, f, 1 + cl_lerpexcess.value);
717 void CL_ClearTempEntities (void)
719 r_refdef.scene.numtempentities = 0;
720 // grow tempentities buffer on request
721 if (r_refdef.scene.expandtempentities)
723 Con_Printf("CL_NewTempEntity: grow maxtempentities from %i to %i\n", r_refdef.scene.maxtempentities, r_refdef.scene.maxtempentities * 2);
724 r_refdef.scene.maxtempentities *= 2;
725 r_refdef.scene.tempentities = (entity_render_t *)Mem_Realloc(cls.permanentmempool, r_refdef.scene.tempentities, sizeof(entity_render_t) * r_refdef.scene.maxtempentities);
726 r_refdef.scene.expandtempentities = false;
730 entity_render_t *CL_NewTempEntity(double shadertime)
732 entity_render_t *render;
734 if (r_refdef.scene.numentities >= r_refdef.scene.maxentities)
736 if (r_refdef.scene.numtempentities >= r_refdef.scene.maxtempentities)
738 r_refdef.scene.expandtempentities = true; // will be reallocated next frame since current frame may have pointers set already
741 render = &r_refdef.scene.tempentities[r_refdef.scene.numtempentities++];
742 memset (render, 0, sizeof(*render));
743 r_refdef.scene.entities[r_refdef.scene.numentities++] = render;
745 render->shadertime = shadertime;
747 VectorSet(render->colormod, 1, 1, 1);
748 VectorSet(render->glowmod, 1, 1, 1);
752 void CL_Effect(vec3_t org, dp_model_t *model, int startframe, int framecount, float framerate)
756 if (!model) // sanity check
760 Con_Printf("CL_Effect: framerate %f is < 1\n", framerate);
765 Con_Printf("CL_Effect: framecount %i is < 1\n", framecount);
768 for (i = 0, e = cl.effects;i < cl.max_effects;i++, e++)
773 VectorCopy(org, e->origin);
775 e->starttime = cl.time;
776 e->startframe = startframe;
777 e->endframe = startframe + framecount;
778 e->framerate = framerate;
781 e->frame1time = cl.time;
782 e->frame2time = cl.time;
783 cl.num_effects = max(cl.num_effects, i + 1);
788 void CL_AllocLightFlash(entity_render_t *ent, matrix4x4_t *matrix, float radius, float red, float green, float blue, float decay, float lifetime, char *cubemapname, int style, int shadowenable, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
793 // then look for anything else
795 for (i = 0;i < cl.max_dlights;i++, dl++)
799 // unable to find one
800 if (i == cl.max_dlights)
803 //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
804 memset (dl, 0, sizeof(*dl));
805 cl.num_dlights = max(cl.num_dlights, i + 1);
806 Matrix4x4_Normalize(&dl->matrix, matrix);
808 Matrix4x4_OriginFromMatrix(&dl->matrix, dl->origin);
809 CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
810 Matrix4x4_SetOrigin(&dl->matrix, dl->origin[0], dl->origin[1], dl->origin[2]);
813 dl->color[1] = green;
815 dl->initialradius = radius;
816 dl->initialcolor[0] = red;
817 dl->initialcolor[1] = green;
818 dl->initialcolor[2] = blue;
819 dl->decay = decay / radius; // changed decay to be a percentage decrease
820 dl->intensity = 1; // this is what gets decayed
822 dl->die = cl.time + lifetime;
825 dl->cubemapname[0] = 0;
826 if (cubemapname && cubemapname[0])
827 strlcpy(dl->cubemapname, cubemapname, sizeof(dl->cubemapname));
829 dl->shadow = shadowenable;
832 dl->coronasizescale = coronasizescale;
833 dl->ambientscale = ambientscale;
834 dl->diffusescale = diffusescale;
835 dl->specularscale = specularscale;
838 static void CL_DecayLightFlashes(void)
844 time = bound(0, cl.time - cl.oldtime, 0.1);
845 oldmax = cl.num_dlights;
847 for (i = 0, dl = cl.dlights;i < oldmax;i++, dl++)
851 dl->intensity -= time * dl->decay;
852 if (cl.time < dl->die && dl->intensity > 0)
854 if (cl_dlights_decayradius.integer)
855 dl->radius = dl->initialradius * dl->intensity;
857 dl->radius = dl->initialradius;
858 if (cl_dlights_decaybrightness.integer)
859 VectorScale(dl->initialcolor, dl->intensity, dl->color);
861 VectorCopy(dl->initialcolor, dl->color);
862 cl.num_dlights = i + 1;
870 // called before entity relinking
871 void CL_RelinkLightFlashes(void)
876 matrix4x4_t tempmatrix;
878 if (r_dynamic.integer)
880 for (i = 0, dl = cl.dlights;i < cl.num_dlights && r_refdef.scene.numlights < MAX_DLIGHTS;i++, dl++)
884 tempmatrix = dl->matrix;
885 Matrix4x4_Scale(&tempmatrix, dl->radius, 1);
886 // we need the corona fading to be persistent
887 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);
888 r_refdef.scene.lights[r_refdef.scene.numlights++] = &dl->rtlight;
895 for (j = 0;j < cl.max_lightstyle;j++)
897 r_refdef.scene.rtlightstylevalue[j] = 1;
898 r_refdef.scene.lightstylevalue[j] = 256;
904 // 'm' is normal light, 'a' is no light, 'z' is double bright
908 for (j = 0;j < cl.max_lightstyle;j++)
910 if (!cl.lightstyle[j].length)
912 r_refdef.scene.rtlightstylevalue[j] = 1;
913 r_refdef.scene.lightstylevalue[j] = 256;
916 // static lightstyle "=value"
917 if (cl.lightstyle[j].map[0] == '=')
919 r_refdef.scene.rtlightstylevalue[j] = atof(cl.lightstyle[j].map + 1);
920 if ( r_lerplightstyles.integer || ((int)f - f) < 0.01)
921 r_refdef.scene.lightstylevalue[j] = r_refdef.scene.rtlightstylevalue[j];
924 k = i % cl.lightstyle[j].length;
925 l = (i-1) % cl.lightstyle[j].length;
926 k = cl.lightstyle[j].map[k] - 'a';
927 l = cl.lightstyle[j].map[l] - 'a';
928 // rtlightstylevalue is always interpolated because it has no bad
929 // consequences for performance
930 // lightstylevalue is subject to a cvar for performance reasons;
931 // skipping lightmap updates on most rendered frames substantially
932 // improves framerates (but makes light fades look bad)
933 r_refdef.scene.rtlightstylevalue[j] = ((k*frac)+(l*(1-frac)))*(22/256.0f);
934 r_refdef.scene.lightstylevalue[j] = r_lerplightstyles.integer ? (unsigned short)(((k*frac)+(l*(1-frac)))*22) : k*22;
938 static void CL_AddQWCTFFlagModel(entity_t *player, int skin)
940 int frame = player->render.framegroupblend[0].frame;
942 entity_render_t *flagrender;
943 matrix4x4_t flagmatrix;
945 // this code taken from QuakeWorld
947 if (frame >= 29 && frame <= 40)
949 if (frame >= 29 && frame <= 34)
951 if (frame == 29) f = f + 2;
952 else if (frame == 30) f = f + 8;
953 else if (frame == 31) f = f + 12;
954 else if (frame == 32) f = f + 11;
955 else if (frame == 33) f = f + 10;
956 else if (frame == 34) f = f + 4;
958 else if (frame >= 35 && frame <= 40)
960 if (frame == 35) f = f + 2;
961 else if (frame == 36) f = f + 10;
962 else if (frame == 37) f = f + 10;
963 else if (frame == 38) f = f + 8;
964 else if (frame == 39) f = f + 4;
965 else if (frame == 40) f = f + 2;
968 else if (frame >= 103 && frame <= 118)
970 if (frame >= 103 && frame <= 104) f = f + 6; //nailattack
971 else if (frame >= 105 && frame <= 106) f = f + 6; //light
972 else if (frame >= 107 && frame <= 112) f = f + 7; //rocketattack
973 else if (frame >= 112 && frame <= 118) f = f + 7; //shotattack
975 // end of code taken from QuakeWorld
977 flagrender = CL_NewTempEntity(player->render.shadertime);
981 flagrender->model = CL_GetModelByIndex(cl.qw_modelindex_flag);
982 flagrender->skinnum = skin;
983 flagrender->alpha = 1;
984 VectorSet(flagrender->colormod, 1, 1, 1);
985 VectorSet(flagrender->glowmod, 1, 1, 1);
986 // attach the flag to the player matrix
987 Matrix4x4_CreateFromQuakeEntity(&flagmatrix, -f, -22, 0, 0, 0, -45, 1);
988 Matrix4x4_Concat(&flagrender->matrix, &player->render.matrix, &flagmatrix);
989 CL_UpdateRenderEntity(flagrender);
992 matrix4x4_t viewmodelmatrix_withbob;
993 matrix4x4_t viewmodelmatrix_nobob;
995 static const vec3_t muzzleflashorigin = {18, 0, 0};
997 void CL_SetEntityColormapColors(entity_render_t *ent, int colormap)
999 const unsigned char *cbcolor;
1002 cbcolor = palette_rgb_pantscolormap[colormap & 0xF];
1003 VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_pantscolor);
1004 cbcolor = palette_rgb_shirtcolormap[(colormap & 0xF0) >> 4];
1005 VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_shirtcolor);
1009 VectorClear(ent->colormap_pantscolor);
1010 VectorClear(ent->colormap_shirtcolor);
1014 // note this is a recursive function, recursionlimit should be 32 or so on the initial call
1015 static void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolate)
1017 const matrix4x4_t *matrix;
1018 matrix4x4_t blendmatrix, tempmatrix, matrix2;
1020 vec_t origin[3], angles[3], lerp;
1023 //entity_persistent_t *p = &e->persistent;
1024 //entity_render_t *r = &e->render;
1025 // skip inactive entities and world
1026 if (!e->state_current.active || e == cl.entities)
1028 if (recursionlimit < 1)
1030 e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
1031 e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
1032 e->render.flags = e->state_current.flags;
1033 e->render.effects = e->state_current.effects;
1034 VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
1035 VectorScale(e->state_current.glowmod, (1.0f / 32.0f), e->render.glowmod);
1036 if(e >= cl.entities && e < cl.entities + cl.num_entities)
1037 e->render.entitynumber = e - cl.entities;
1039 e->render.entitynumber = 0;
1040 if (e->state_current.flags & RENDER_COLORMAPPED)
1041 CL_SetEntityColormapColors(&e->render, e->state_current.colormap);
1042 else if (e->state_current.colormap > 0 && e->state_current.colormap <= cl.maxclients && cl.scores != NULL)
1043 CL_SetEntityColormapColors(&e->render, cl.scores[e->state_current.colormap-1].colors);
1045 CL_SetEntityColormapColors(&e->render, -1);
1046 e->render.skinnum = e->state_current.skin;
1047 if (e->state_current.tagentity)
1049 // attached entity (gun held in player model's hand, etc)
1050 // if the tag entity is currently impossible, skip it
1051 if (e->state_current.tagentity >= cl.num_entities)
1053 t = cl.entities + e->state_current.tagentity;
1054 // if the tag entity is inactive, skip it
1055 if (t->state_current.active)
1057 // update the parent first
1058 CL_UpdateNetworkEntity(t, recursionlimit - 1, interpolate);
1063 // it may still be a CSQC entity... trying to use its
1064 // info from last render frame (better than nothing)
1065 if(!cl.csqc_server2csqcentitynumber[e->state_current.tagentity])
1067 r = cl.csqcrenderentities + cl.csqc_server2csqcentitynumber[e->state_current.tagentity];
1068 if(!r->entitynumber)
1069 return; // neither CSQC nor legacy entity... can't attach
1071 // make relative to the entity
1072 matrix = &r->matrix;
1073 // some properties of the tag entity carry over
1074 e->render.flags |= r->flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
1075 // if a valid tagindex is used, make it relative to that tag instead
1076 if (e->state_current.tagentity && e->state_current.tagindex >= 1 && r->model)
1078 if(!Mod_Alias_GetTagMatrix(r->model, r->frameblend, r->skeleton, e->state_current.tagindex - 1, &blendmatrix)) // i.e. no error
1080 // concat the tag matrices onto the entity matrix
1081 Matrix4x4_Concat(&tempmatrix, &r->matrix, &blendmatrix);
1082 // use the constructed tag matrix
1083 matrix = &tempmatrix;
1087 else if (e->render.flags & RENDER_VIEWMODEL)
1089 // view-relative entity (guns and such)
1090 if (e->render.effects & EF_NOGUNBOB)
1091 matrix = &viewmodelmatrix_nobob; // really attached to view
1093 matrix = &viewmodelmatrix_withbob; // attached to gun bob matrix
1097 // world-relative entity (the normal kind)
1098 matrix = &identitymatrix;
1102 // if it's the predicted player entity, update according to client movement
1103 // but don't lerp if going through a teleporter as it causes a bad lerp
1104 // also don't use the predicted location if fixangle was set on both of
1105 // the most recent server messages, as that cause means you are spectating
1106 // someone or watching a cutscene of some sort
1107 if (cl_nolerp.integer || cls.timedemo)
1108 interpolate = false;
1109 if (e == cl.entities + cl.playerentity && cl.movement_predicted && (!cl.fixangle[1] || !cl.fixangle[0]))
1111 VectorCopy(cl.movement_origin, origin);
1112 VectorSet(angles, 0, cl.viewangles[1], 0);
1114 else if (interpolate && e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1 + cl_lerpexcess.value)
1116 // interpolate the origin and angles
1117 lerp = max(0, lerp);
1118 VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
1120 // this fails at the singularity of euler angles
1121 VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
1122 if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
1123 if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
1124 if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
1125 VectorMA(e->persistent.oldangles, lerp, delta, angles);
1128 vec3_t f0, u0, f1, u1;
1129 AngleVectors(e->persistent.oldangles, f0, NULL, u0);
1130 AngleVectors(e->persistent.newangles, f1, NULL, u1);
1131 VectorMAM(1-lerp, f0, lerp, f1, f0);
1132 VectorMAM(1-lerp, u0, lerp, u1, u0);
1133 AnglesFromVectors(angles, f0, u0, false);
1140 VectorCopy(e->persistent.neworigin, origin);
1141 VectorCopy(e->persistent.newangles, angles);
1144 // model setup and some modelflags
1145 frame = e->state_current.frame;
1146 e->render.model = CL_GetModelByIndex(e->state_current.modelindex);
1147 if (e->render.model)
1149 if (e->render.skinnum >= e->render.model->numskins)
1150 e->render.skinnum = 0;
1151 if (frame >= e->render.model->numframes)
1153 // models can set flags such as EF_ROCKET
1154 // this 0xFF800000 mask is EF_NOMODELFLAGS plus all the higher EF_ flags such as EF_ROCKET
1155 if (!(e->render.effects & 0xFF800000))
1156 e->render.effects |= e->render.model->effects;
1157 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
1158 if (e->render.model->type == mod_alias)
1159 angles[0] = -angles[0];
1160 if ((e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
1162 VectorScale(e->render.colormod, 2, e->render.colormod);
1163 VectorScale(e->render.glowmod, 2, e->render.glowmod);
1166 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
1167 else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
1168 angles[0] = -angles[0];
1169 // NOTE: this must be synced to SV_GetPitchSign!
1171 if ((e->render.effects & EF_ROTATE) && !(e->render.flags & RENDER_VIEWMODEL))
1173 angles[1] = ANGLEMOD(100*cl.time);
1174 if (cl_itembobheight.value)
1175 origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
1179 e->render.skeleton = NULL;
1180 if (e->render.flags & RENDER_COMPLEXANIMATION)
1182 e->render.framegroupblend[0] = e->state_current.framegroupblend[0];
1183 e->render.framegroupblend[1] = e->state_current.framegroupblend[1];
1184 e->render.framegroupblend[2] = e->state_current.framegroupblend[2];
1185 e->render.framegroupblend[3] = e->state_current.framegroupblend[3];
1186 if (e->state_current.skeletonobject.model && e->state_current.skeletonobject.relativetransforms)
1187 e->render.skeleton = &e->state_current.skeletonobject;
1189 else if (e->render.framegroupblend[0].frame == frame)
1191 // update frame lerp fraction
1192 e->render.framegroupblend[0].lerp = 1;
1193 e->render.framegroupblend[1].lerp = 0;
1194 if (e->render.framegroupblend[0].start > e->render.framegroupblend[1].start)
1196 // make sure frame lerp won't last longer than 100ms
1197 // (this mainly helps with models that use framegroups and
1198 // switch between them infrequently)
1199 float maxdelta = cl_lerpanim_maxdelta_server.value;
1201 if(e->render.model->animscenes)
1202 if(e->render.model->animscenes[e->render.framegroupblend[0].frame].framecount > 1 || e->render.model->animscenes[e->render.framegroupblend[1].frame].framecount > 1)
1203 maxdelta = cl_lerpanim_maxdelta_framegroups.value;
1204 maxdelta = max(maxdelta, cl.mtime[0] - cl.mtime[1]);
1205 e->render.framegroupblend[0].lerp = (cl.time - e->render.framegroupblend[0].start) / min(e->render.framegroupblend[0].start - e->render.framegroupblend[1].start, maxdelta);
1206 e->render.framegroupblend[0].lerp = bound(0, e->render.framegroupblend[0].lerp, 1);
1207 e->render.framegroupblend[1].lerp = 1 - e->render.framegroupblend[0].lerp;
1212 // begin a new frame lerp
1213 e->render.framegroupblend[1] = e->render.framegroupblend[0];
1214 e->render.framegroupblend[1].lerp = 1;
1215 e->render.framegroupblend[0].frame = frame;
1216 e->render.framegroupblend[0].start = cl.time;
1217 e->render.framegroupblend[0].lerp = 0;
1220 // set up the render matrix
1223 // attached entity, this requires a matrix multiply (concat)
1224 // FIXME: e->render.scale should go away
1225 Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1226 // concat the matrices to make the entity relative to its tag
1227 Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
1228 // get the origin from the new matrix
1229 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1233 // unattached entities are faster to process
1234 Matrix4x4_CreateFromQuakeEntity(&e->render.matrix, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1237 // tenebrae's sprites are all additive mode (weird)
1238 if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
1239 e->render.flags |= RENDER_ADDITIVE;
1240 // player model is only shown with chase_active on
1241 if (e->state_current.number == cl.viewentity)
1242 e->render.flags |= RENDER_EXTERIORMODEL;
1243 // either fullbright or lit
1244 if(!r_fullbright.integer)
1246 if (!(e->render.effects & EF_FULLBRIGHT))
1247 e->render.flags |= RENDER_LIGHT;
1249 // hide player shadow during intermission or nehahra movie
1250 if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST))
1251 && (e->render.alpha >= 1)
1252 && !(e->render.flags & RENDER_VIEWMODEL)
1253 && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
1254 e->render.flags |= RENDER_SHADOW;
1255 if (e->render.flags & RENDER_VIEWMODEL)
1256 e->render.flags |= RENDER_NOSELFSHADOW;
1257 if (e->render.effects & EF_NOSELFSHADOW)
1258 e->render.flags |= RENDER_NOSELFSHADOW;
1259 if (e->render.effects & EF_NODEPTHTEST)
1260 e->render.flags |= RENDER_NODEPTHTEST;
1261 if (e->render.effects & EF_ADDITIVE)
1262 e->render.flags |= RENDER_ADDITIVE;
1263 if (e->render.effects & EF_DOUBLESIDED)
1264 e->render.flags |= RENDER_DOUBLESIDED;
1265 if (e->render.effects & EF_DYNAMICMODELLIGHT)
1266 e->render.flags |= RENDER_DYNAMICMODELLIGHT;
1268 // make the other useful stuff
1269 e->render.allowdecals = true;
1270 CL_UpdateRenderEntity(&e->render);
1273 // creates light and trails from an entity
1274 static void CL_UpdateNetworkEntityTrail(entity_t *e)
1276 effectnameindex_t trailtype;
1279 // bmodels are treated specially since their origin is usually '0 0 0' and
1280 // their actual geometry is far from '0 0 0'
1281 if (e->render.model && e->render.model->soundfromcenter)
1284 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1285 Matrix4x4_Transform(&e->render.matrix, o, origin);
1288 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1290 // handle particle trails and such effects now that we know where this
1291 // entity is in the world...
1292 trailtype = EFFECT_NONE;
1293 // LadyHavoc: if the entity has no effects, don't check each
1294 if (e->render.effects & (EF_BRIGHTFIELD | EF_FLAME | EF_STARDUST))
1296 if (e->render.effects & EF_BRIGHTFIELD)
1298 if (IS_NEXUIZ_DERIVED(gamemode))
1299 trailtype = EFFECT_TR_NEXUIZPLASMA;
1301 CL_EntityParticles(e);
1303 if (e->render.effects & EF_FLAME)
1304 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);
1305 if (e->render.effects & EF_STARDUST)
1306 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);
1308 if (e->render.internaleffects & (INTEF_FLAG1QW | INTEF_FLAG2QW))
1310 // these are only set on player entities
1311 CL_AddQWCTFFlagModel(e, (e->render.internaleffects & INTEF_FLAG2QW) != 0);
1313 // muzzleflash fades over time
1314 if (e->persistent.muzzleflash > 0)
1315 e->persistent.muzzleflash -= bound(0, cl.time - cl.oldtime, 0.1) * 20;
1316 // LadyHavoc: if the entity has no effects, don't check each
1317 if (e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1319 if (e->render.effects & EF_GIB)
1320 trailtype = EFFECT_TR_BLOOD;
1321 else if (e->render.effects & EF_ZOMGIB)
1322 trailtype = EFFECT_TR_SLIGHTBLOOD;
1323 else if (e->render.effects & EF_TRACER)
1324 trailtype = EFFECT_TR_WIZSPIKE;
1325 else if (e->render.effects & EF_TRACER2)
1326 trailtype = EFFECT_TR_KNIGHTSPIKE;
1327 else if (e->render.effects & EF_ROCKET)
1328 trailtype = EFFECT_TR_ROCKET;
1329 else if (e->render.effects & EF_GRENADE)
1331 // LadyHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1332 trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1334 else if (e->render.effects & EF_TRACER3)
1335 trailtype = EFFECT_TR_VORESPIKE;
1338 if (e->render.flags & RENDER_GLOWTRAIL)
1339 trailtype = EFFECT_TR_GLOWTRAIL;
1340 if (e->state_current.traileffectnum)
1341 trailtype = (effectnameindex_t)e->state_current.traileffectnum;
1342 // check if a trail is allowed (it is not after a teleport for example)
1343 if (trailtype && e->persistent.trail_allowed)
1347 VectorSubtract(e->state_current.origin, e->state_previous.origin, vel);
1348 len = e->state_current.time - e->state_previous.time;
1351 VectorScale(vel, len, vel);
1352 // 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
1353 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);
1355 // now that the entity has survived one trail update it is allowed to
1356 // leave a real trail on later frames
1357 e->persistent.trail_allowed = true;
1358 VectorCopy(origin, e->persistent.trail_origin);
1364 CL_UpdateViewEntities
1367 void CL_UpdateViewEntities(void)
1370 // update any RENDER_VIEWMODEL entities to use the new view matrix
1371 for (i = 1;i < cl.num_entities;i++)
1373 if (cl.entities_active[i])
1375 entity_t *ent = cl.entities + i;
1376 if ((ent->render.flags & RENDER_VIEWMODEL) || ent->state_current.tagentity)
1377 CL_UpdateNetworkEntity(ent, 32, true);
1380 // and of course the engine viewmodel needs updating as well
1381 CL_UpdateNetworkEntity(&cl.viewent, 32, true);
1386 CL_UpdateNetworkCollisionEntities
1389 static void CL_UpdateNetworkCollisionEntities(void)
1394 // start on the entity after the world
1395 cl.num_brushmodel_entities = 0;
1396 for (i = cl.maxclients + 1;i < cl.num_entities;i++)
1398 if (cl.entities_active[i])
1400 ent = cl.entities + i;
1401 if (ent->state_current.active && ent->render.model && ent->render.model->name[0] == '*' && ent->render.model->TraceBox)
1403 // do not interpolate the bmodels for this
1404 CL_UpdateNetworkEntity(ent, 32, false);
1405 cl.brushmodel_entities[cl.num_brushmodel_entities++] = i;
1413 CL_UpdateNetworkEntities
1416 static void CL_UpdateNetworkEntities(void)
1421 // start on the entity after the world
1422 for (i = 1;i < cl.num_entities;i++)
1424 if (cl.entities_active[i])
1426 ent = cl.entities + i;
1427 if (ent->state_current.active)
1429 CL_UpdateNetworkEntity(ent, 32, true);
1430 // view models should never create light/trails
1431 if (!(ent->render.flags & RENDER_VIEWMODEL))
1432 CL_UpdateNetworkEntityTrail(ent);
1436 R_DecalSystem_Reset(&ent->render.decalsystem);
1437 cl.entities_active[i] = false;
1443 static void CL_UpdateViewModel(void)
1447 ent->state_previous = ent->state_current;
1448 ent->state_current = defaultstate;
1449 ent->state_current.time = cl.time;
1450 ent->state_current.number = (unsigned short)-1;
1451 ent->state_current.active = true;
1452 ent->state_current.modelindex = cl.stats[STAT_WEAPON];
1453 ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
1454 ent->state_current.flags = RENDER_VIEWMODEL;
1455 if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
1456 ent->state_current.modelindex = 0;
1457 else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
1459 if (gamemode == GAME_TRANSFUSION)
1460 ent->state_current.alpha = 128;
1462 ent->state_current.modelindex = 0;
1464 ent->state_current.alpha = cl.entities[cl.viewentity].state_current.alpha;
1465 ent->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB));
1467 // reset animation interpolation on weaponmodel if model changed
1468 if (ent->state_previous.modelindex != ent->state_current.modelindex)
1470 ent->render.framegroupblend[0].frame = ent->render.framegroupblend[1].frame = ent->state_current.frame;
1471 ent->render.framegroupblend[0].start = ent->render.framegroupblend[1].start = cl.time;
1472 ent->render.framegroupblend[0].lerp = 1;ent->render.framegroupblend[1].lerp = 0;
1474 CL_UpdateNetworkEntity(ent, 32, true);
1477 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
1478 static void CL_LinkNetworkEntity(entity_t *e)
1480 effectnameindex_t trailtype;
1486 // skip inactive entities and world
1487 if (!e->state_current.active || e == cl.entities)
1489 if (e->state_current.tagentity)
1491 // if the tag entity is currently impossible, skip it
1492 if (e->state_current.tagentity >= cl.num_entities)
1494 // if the tag entity is inactive, skip it
1495 if (!cl.entities[e->state_current.tagentity].state_current.active)
1497 if(!cl.csqc_server2csqcentitynumber[e->state_current.tagentity])
1499 if(!cl.csqcrenderentities[cl.csqc_server2csqcentitynumber[e->state_current.tagentity]].entitynumber)
1501 // if we get here, it's properly csqc networked and attached
1505 // create entity dlights associated with this entity
1506 if (e->render.model && e->render.model->soundfromcenter)
1508 // bmodels are treated specially since their origin is usually '0 0 0'
1510 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1511 Matrix4x4_Transform(&e->render.matrix, o, origin);
1514 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1515 trailtype = EFFECT_NONE;
1520 // LadyHavoc: if the entity has no effects, don't check each
1521 if (e->render.effects & (EF_BRIGHTFIELD | EF_DIMLIGHT | EF_BRIGHTLIGHT | EF_RED | EF_BLUE | EF_FLAME | EF_STARDUST))
1523 if (e->render.effects & EF_BRIGHTFIELD)
1525 if (IS_NEXUIZ_DERIVED(gamemode))
1526 trailtype = EFFECT_TR_NEXUIZPLASMA;
1528 if (e->render.effects & EF_DIMLIGHT)
1530 dlightradius = max(dlightradius, 200);
1531 dlightcolor[0] += 1.50f;
1532 dlightcolor[1] += 1.50f;
1533 dlightcolor[2] += 1.50f;
1535 if (e->render.effects & EF_BRIGHTLIGHT)
1537 dlightradius = max(dlightradius, 400);
1538 dlightcolor[0] += 3.00f;
1539 dlightcolor[1] += 3.00f;
1540 dlightcolor[2] += 3.00f;
1542 // LadyHavoc: more effects
1543 if (e->render.effects & EF_RED) // red
1545 dlightradius = max(dlightradius, 200);
1546 dlightcolor[0] += 1.50f;
1547 dlightcolor[1] += 0.15f;
1548 dlightcolor[2] += 0.15f;
1550 if (e->render.effects & EF_BLUE) // blue
1552 dlightradius = max(dlightradius, 200);
1553 dlightcolor[0] += 0.15f;
1554 dlightcolor[1] += 0.15f;
1555 dlightcolor[2] += 1.50f;
1557 if (e->render.effects & EF_FLAME)
1558 CL_ParticleTrail(EFFECT_EF_FLAME, 1, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false, NULL, NULL, 1);
1559 if (e->render.effects & EF_STARDUST)
1560 CL_ParticleTrail(EFFECT_EF_STARDUST, 1, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false, NULL, NULL, 1);
1562 // muzzleflash fades over time, and is offset a bit
1563 if (e->persistent.muzzleflash > 0 && r_refdef.scene.numlights < MAX_DLIGHTS)
1568 matrix4x4_t tempmatrix;
1569 Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
1570 trace = CL_TraceLine(origin, v2, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, 0, collision_extendmovelength.value, true, false, NULL, false, false);
1571 Matrix4x4_Normalize(&tempmatrix, &e->render.matrix);
1572 Matrix4x4_SetOrigin(&tempmatrix, trace.endpos[0], trace.endpos[1], trace.endpos[2]);
1573 Matrix4x4_Scale(&tempmatrix, 150, 1);
1574 VectorSet(color, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f);
1575 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);
1576 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1578 // LadyHavoc: if the model has no flags, don't check each
1579 if (e->render.model && e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1581 if (e->render.effects & EF_GIB)
1582 trailtype = EFFECT_TR_BLOOD;
1583 else if (e->render.effects & EF_ZOMGIB)
1584 trailtype = EFFECT_TR_SLIGHTBLOOD;
1585 else if (e->render.effects & EF_TRACER)
1586 trailtype = EFFECT_TR_WIZSPIKE;
1587 else if (e->render.effects & EF_TRACER2)
1588 trailtype = EFFECT_TR_KNIGHTSPIKE;
1589 else if (e->render.effects & EF_ROCKET)
1590 trailtype = EFFECT_TR_ROCKET;
1591 else if (e->render.effects & EF_GRENADE)
1593 // LadyHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1594 trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1596 else if (e->render.effects & EF_TRACER3)
1597 trailtype = EFFECT_TR_VORESPIKE;
1599 // LadyHavoc: customizable glow
1600 if (e->state_current.glowsize)
1602 // * 4 for the expansion from 0-255 to 0-1023 range,
1603 // / 255 to scale down byte colors
1604 dlightradius = max(dlightradius, e->state_current.glowsize * 4);
1605 VectorMA(dlightcolor, (1.0f / 255.0f), palette_rgb[e->state_current.glowcolor], dlightcolor);
1608 if ((e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) && r_refdef.scene.numlights < MAX_DLIGHTS)
1610 matrix4x4_t dlightmatrix;
1612 VectorScale(e->state_current.light, (1.0f / 256.0f), light);
1613 light[3] = e->state_current.light[3];
1614 if (light[0] == 0 && light[1] == 0 && light[2] == 0)
1615 VectorSet(light, 1, 1, 1);
1618 // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
1619 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1620 Matrix4x4_Scale(&dlightmatrix, light[3], 1);
1621 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);
1622 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1624 // make the glow dlight
1625 else if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL) && r_refdef.scene.numlights < MAX_DLIGHTS)
1627 matrix4x4_t dlightmatrix;
1628 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1629 // hack to make glowing player light shine on their gun
1630 //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
1631 // Matrix4x4_AdjustOrigin(&dlightmatrix, 0, 0, 30);
1632 Matrix4x4_Scale(&dlightmatrix, dlightradius, 1);
1633 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);
1634 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1637 if (e->render.flags & RENDER_GLOWTRAIL)
1638 trailtype = EFFECT_TR_GLOWTRAIL;
1639 if (e->state_current.traileffectnum)
1640 trailtype = (effectnameindex_t)e->state_current.traileffectnum;
1642 CL_ParticleTrail(trailtype, 1, origin, origin, vec3_origin, vec3_origin, NULL, e->state_current.glowcolor, true, false, NULL, NULL, 1);
1644 // don't show entities with no modelindex (note: this still shows
1645 // entities which have a modelindex that resolved to a NULL model)
1646 if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.scene.numentities < r_refdef.scene.maxentities)
1647 r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
1648 //if (cl.viewentity && e->state_current.number == cl.viewentity)
1649 // Matrix4x4_Print(&e->render.matrix);
1652 static void CL_RelinkWorld(void)
1654 entity_t *ent = &cl.entities[0];
1655 // FIXME: this should be done at load
1656 ent->render.matrix = identitymatrix;
1657 ent->render.flags = RENDER_SHADOW;
1658 if (!r_fullbright.integer)
1659 ent->render.flags |= RENDER_LIGHT;
1660 VectorSet(ent->render.colormod, 1, 1, 1);
1661 VectorSet(ent->render.glowmod, 1, 1, 1);
1662 ent->render.allowdecals = true;
1663 CL_UpdateRenderEntity(&ent->render);
1664 r_refdef.scene.worldentity = &ent->render;
1665 r_refdef.scene.worldmodel = cl.worldmodel;
1667 // if the world is q2bsp, animate the textures
1668 if (ent->render.model && ent->render.model->brush.isq2bsp)
1669 ent->render.framegroupblend[0].frame = (int)(cl.time * 2.0f);
1672 static void CL_RelinkStaticEntities(void)
1676 for (i = 0, e = cl.static_entities;i < cl.num_static_entities && r_refdef.scene.numentities < r_refdef.scene.maxentities;i++, e++)
1678 e->render.flags = 0;
1679 // if the model was not loaded when the static entity was created we
1680 // need to re-fetch the model pointer
1681 e->render.model = CL_GetModelByIndex(e->state_baseline.modelindex);
1682 // either fullbright or lit
1683 if(!r_fullbright.integer)
1685 if (!(e->render.effects & EF_FULLBRIGHT))
1686 e->render.flags |= RENDER_LIGHT;
1688 // hide player shadow during intermission or nehahra movie
1689 if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST)) && (e->render.alpha >= 1))
1690 e->render.flags |= RENDER_SHADOW;
1691 VectorSet(e->render.colormod, 1, 1, 1);
1692 VectorSet(e->render.glowmod, 1, 1, 1);
1693 VM_FrameBlendFromFrameGroupBlend(e->render.frameblend, e->render.framegroupblend, e->render.model, cl.time);
1694 e->render.allowdecals = true;
1695 CL_UpdateRenderEntity(&e->render);
1696 r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
1705 static void CL_RelinkNetworkEntities(void)
1710 // start on the entity after the world
1711 for (i = 1;i < cl.num_entities;i++)
1713 if (cl.entities_active[i])
1715 ent = cl.entities + i;
1716 if (ent->state_current.active)
1717 CL_LinkNetworkEntity(ent);
1719 cl.entities_active[i] = false;
1724 static void CL_RelinkEffects(void)
1728 entity_render_t *entrender;
1731 for (i = 0, e = cl.effects;i < cl.num_effects;i++, e++)
1735 frame = (cl.time - e->starttime) * e->framerate + e->startframe;
1736 intframe = (int)frame;
1737 if (intframe < 0 || intframe >= e->endframe)
1739 memset(e, 0, sizeof(*e));
1740 while (cl.num_effects > 0 && !cl.effects[cl.num_effects - 1].active)
1745 if (intframe != e->frame)
1747 e->frame = intframe;
1748 e->frame1time = e->frame2time;
1749 e->frame2time = cl.time;
1752 // if we're drawing effects, get a new temp entity
1753 // (NewTempEntity adds it to the render entities list for us)
1754 if (r_draweffects.integer && (entrender = CL_NewTempEntity(e->starttime)))
1756 // interpolation stuff
1757 entrender->framegroupblend[0].frame = intframe;
1758 entrender->framegroupblend[0].lerp = 1 - frame - intframe;
1759 entrender->framegroupblend[0].start = e->frame1time;
1760 if (intframe + 1 >= e->endframe)
1762 entrender->framegroupblend[1].frame = 0; // disappear
1763 entrender->framegroupblend[1].lerp = 0;
1764 entrender->framegroupblend[1].start = 0;
1768 entrender->framegroupblend[1].frame = intframe + 1;
1769 entrender->framegroupblend[1].lerp = frame - intframe;
1770 entrender->framegroupblend[1].start = e->frame2time;
1774 entrender->model = e->model;
1775 entrender->alpha = 1;
1776 VectorSet(entrender->colormod, 1, 1, 1);
1777 VectorSet(entrender->glowmod, 1, 1, 1);
1779 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
1780 CL_UpdateRenderEntity(entrender);
1786 void CL_Beam_CalculatePositions(const beam_t *b, vec3_t start, vec3_t end)
1788 VectorCopy(b->start, start);
1789 VectorCopy(b->end, end);
1791 // if coming from the player, update the start position
1792 if (b->entity == cl.viewentity)
1794 if (cl_beams_quakepositionhack.integer && !chase_active.integer)
1796 // LadyHavoc: this is a stupid hack from Quake that makes your
1797 // lightning appear to come from your waist and cover less of your
1799 // in Quake this hack was applied to all players (causing the
1800 // infamous crotch-lightning), but in darkplaces and QuakeWorld it
1801 // only applies to your own lightning, and only in first person
1802 Matrix4x4_OriginFromMatrix(&cl.entities[cl.viewentity].render.matrix, start);
1804 if (cl_beams_instantaimhack.integer)
1806 vec3_t dir, localend;
1808 // LadyHavoc: this updates the beam direction to match your
1810 VectorSubtract(end, start, dir);
1811 len = VectorLength(dir);
1812 VectorNormalize(dir);
1813 VectorSet(localend, len, 0, 0);
1814 Matrix4x4_Transform(&r_refdef.view.matrix, localend, end);
1819 void CL_RelinkBeams(void)
1823 vec3_t dist, org, start, end;
1825 entity_render_t *entrender;
1828 matrix4x4_t tempmatrix;
1830 for (i = 0, b = cl.beams;i < cl.num_beams;i++, b++)
1834 if (b->endtime < cl.time)
1840 CL_Beam_CalculatePositions(b, start, end);
1844 if (cl_beams_lightatend.integer && r_refdef.scene.numlights < MAX_DLIGHTS)
1846 // FIXME: create a matrix from the beam start/end orientation
1848 VectorSet(dlightcolor, 0.3, 0.7, 1);
1849 Matrix4x4_CreateFromQuakeEntity(&tempmatrix, end[0], end[1], end[2], 0, 0, 0, 200);
1850 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);
1851 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1853 if (cl_beams_polygons.integer)
1855 CL_Beam_AddPolygons(b);
1860 // calculate pitch and yaw
1861 // (this is similar to the QuakeC builtin function vectoangles)
1862 VectorSubtract(end, start, dist);
1863 if (dist[1] == 0 && dist[0] == 0)
1873 yaw = atan2(dist[1], dist[0]) * 180 / M_PI;
1877 forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1878 pitch = atan2(dist[2], forward) * 180 / M_PI;
1883 // add new entities for the lightning
1884 VectorCopy (start, org);
1885 d = VectorNormalizeLength(dist);
1888 entrender = CL_NewTempEntity (0);
1891 entrender->model = b->model;
1892 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1893 CL_UpdateRenderEntity(entrender);
1894 VectorMA(org, 30, dist, org);
1899 while (cl.num_beams > 0 && !cl.beams[cl.num_beams - 1].model)
1903 static void CL_RelinkQWNails(void)
1907 entity_render_t *entrender;
1909 for (i = 0;i < cl.qw_num_nails;i++)
1913 // if we're drawing effects, get a new temp entity
1914 // (NewTempEntity adds it to the render entities list for us)
1915 if (!(entrender = CL_NewTempEntity(0)))
1919 entrender->model = CL_GetModelByIndex(cl.qw_modelindex_spike);
1920 entrender->alpha = 1;
1921 VectorSet(entrender->colormod, 1, 1, 1);
1922 VectorSet(entrender->glowmod, 1, 1, 1);
1924 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1);
1925 CL_UpdateRenderEntity(entrender);
1929 static void CL_LerpPlayer(float frac)
1933 cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
1934 for (i = 0;i < 3;i++)
1936 cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
1937 cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
1938 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
1941 // interpolate the angles if playing a demo or spectating someone
1942 if (cls.demoplayback || cl.fixangle[0])
1944 for (i = 0;i < 3;i++)
1946 float d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
1951 cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
1956 void CSQC_RelinkAllEntities (int drawmask)
1960 // the scene mesh is added first for easier debugging (consistent spot in render entities list)
1961 CL_MeshEntities_Scene_AddRenderEntity();
1962 CL_RelinkStaticEntities();
1965 CL_RelinkLightFlashes();
1968 if (drawmask & ENTMASK_ENGINE)
1970 CL_RelinkNetworkEntities();
1971 if (drawmask & ENTMASK_ENGINEVIEWMODELS)
1972 CL_LinkNetworkEntity(&cl.viewent); // link gun model
1976 // update view blend
1984 Update client game world for a new frame
1987 void CL_UpdateWorld(void)
1989 r_refdef.scene.extraupdate = !r_speeds.integer;
1990 r_refdef.scene.numentities = 0;
1991 r_refdef.scene.numlights = 0;
1992 r_refdef.view.matrix = identitymatrix;
1993 r_refdef.view.quality = 1;
1995 cl.num_brushmodel_entities = 0;
1997 if (cls.state == ca_connected && cls.signon == SIGNONS)
1999 // prepare for a new frame
2000 CL_LerpPlayer(CL_LerpPoint());
2001 CL_DecayLightFlashes();
2002 CL_ClearTempEntities();
2006 // if prediction is enabled we have to update all the collidable
2007 // network entities before the prediction code can be run
2008 CL_UpdateNetworkCollisionEntities();
2010 // now update the player prediction
2011 CL_ClientMovement_Replay();
2013 // update the player entity (which may be predicted)
2014 CL_UpdateNetworkEntity(cl.entities + cl.viewentity, 32, true);
2016 // now update the view (which depends on that player entity)
2019 // now update all the network entities and create particle trails
2020 // (some entities may depend on the view)
2021 CL_UpdateNetworkEntities();
2023 // update the engine-based viewmodel
2024 CL_UpdateViewModel();
2026 // when csqc is loaded, it will call this in CSQC_UpdateView
2027 if (!cl.csqc_loaded)
2029 // clear the CL_Mesh_Scene() used for some engine effects
2030 CL_MeshEntities_Scene_Clear();
2031 // add engine entities and effects
2032 CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS);
2035 // decals, particles, and explosions will be updated during rneder
2038 r_refdef.scene.time = cl.time;
2042 ======================
2044 ======================
2046 static void CL_Fog_f(cmd_state_t *cmd)
2048 if (Cmd_Argc (cmd) == 1)
2050 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);
2053 FOG_clear(); // so missing values get good defaults
2054 if(Cmd_Argc(cmd) > 1)
2055 r_refdef.fog_density = atof(Cmd_Argv(cmd, 1));
2056 if(Cmd_Argc(cmd) > 2)
2057 r_refdef.fog_red = atof(Cmd_Argv(cmd, 2));
2058 if(Cmd_Argc(cmd) > 3)
2059 r_refdef.fog_green = atof(Cmd_Argv(cmd, 3));
2060 if(Cmd_Argc(cmd) > 4)
2061 r_refdef.fog_blue = atof(Cmd_Argv(cmd, 4));
2062 if(Cmd_Argc(cmd) > 5)
2063 r_refdef.fog_alpha = atof(Cmd_Argv(cmd, 5));
2064 if(Cmd_Argc(cmd) > 6)
2065 r_refdef.fog_start = atof(Cmd_Argv(cmd, 6));
2066 if(Cmd_Argc(cmd) > 7)
2067 r_refdef.fog_end = atof(Cmd_Argv(cmd, 7));
2068 if(Cmd_Argc(cmd) > 8)
2069 r_refdef.fog_height = atof(Cmd_Argv(cmd, 8));
2070 if(Cmd_Argc(cmd) > 9)
2071 r_refdef.fog_fadedepth = atof(Cmd_Argv(cmd, 9));
2075 ======================
2076 CL_FogHeightTexture_f
2077 ======================
2079 static void CL_Fog_HeightTexture_f(cmd_state_t *cmd)
2081 if (Cmd_Argc (cmd) < 11)
2083 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);
2086 FOG_clear(); // so missing values get good defaults
2087 r_refdef.fog_density = atof(Cmd_Argv(cmd, 1));
2088 r_refdef.fog_red = atof(Cmd_Argv(cmd, 2));
2089 r_refdef.fog_green = atof(Cmd_Argv(cmd, 3));
2090 r_refdef.fog_blue = atof(Cmd_Argv(cmd, 4));
2091 r_refdef.fog_alpha = atof(Cmd_Argv(cmd, 5));
2092 r_refdef.fog_start = atof(Cmd_Argv(cmd, 6));
2093 r_refdef.fog_end = atof(Cmd_Argv(cmd, 7));
2094 r_refdef.fog_height = atof(Cmd_Argv(cmd, 8));
2095 r_refdef.fog_fadedepth = atof(Cmd_Argv(cmd, 9));
2096 strlcpy(r_refdef.fog_height_texturename, Cmd_Argv(cmd, 10), sizeof(r_refdef.fog_height_texturename));
2101 ====================
2104 For program optimization
2105 ====================
2107 static void CL_TimeRefresh_f(cmd_state_t *cmd)
2110 double timestart, timedelta;
2112 r_refdef.scene.extraupdate = false;
2114 timestart = Sys_DirtyTime();
2115 for (i = 0;i < 128;i++)
2117 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);
2118 r_refdef.view.quality = 1;
2121 timedelta = Sys_DirtyTime() - timestart;
2123 Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
2126 static void CL_AreaStats_f(cmd_state_t *cmd)
2128 World_PrintAreaStats(&cl.world, "client");
2131 cl_locnode_t *CL_Locs_FindNearest(const vec3_t point)
2136 vec3_t nearestpoint;
2137 vec_t dist, bestdist;
2140 for (loc = cl.locnodes;loc;loc = loc->next)
2142 for (i = 0;i < 3;i++)
2143 nearestpoint[i] = bound(loc->mins[i], point[i], loc->maxs[i]);
2144 dist = VectorDistance2(nearestpoint, point);
2145 if (bestdist > dist || !best)
2156 void CL_Locs_FindLocationName(char *buffer, size_t buffersize, vec3_t point)
2159 loc = CL_Locs_FindNearest(point);
2161 strlcpy(buffer, loc->name, buffersize);
2163 dpsnprintf(buffer, buffersize, "LOC=%.0f:%.0f:%.0f", point[0], point[1], point[2]);
2166 static void CL_Locs_FreeNode(cl_locnode_t *node)
2168 cl_locnode_t **pointer, **next;
2169 for (pointer = &cl.locnodes;*pointer;pointer = next)
2171 next = &(*pointer)->next;
2172 if (*pointer == node)
2174 *pointer = node->next;
2179 Con_Printf("CL_Locs_FreeNode: no such node! (%p)\n", (void *)node);
2182 static void CL_Locs_AddNode(vec3_t mins, vec3_t maxs, const char *name)
2184 cl_locnode_t *node, **pointer;
2188 namelen = (int)strlen(name);
2189 node = (cl_locnode_t *) Mem_Alloc(cls.levelmempool, sizeof(cl_locnode_t) + namelen + 1);
2190 VectorSet(node->mins, min(mins[0], maxs[0]), min(mins[1], maxs[1]), min(mins[2], maxs[2]));
2191 VectorSet(node->maxs, max(mins[0], maxs[0]), max(mins[1], maxs[1]), max(mins[2], maxs[2]));
2192 node->name = (char *)(node + 1);
2193 memcpy(node->name, name, namelen);
2194 node->name[namelen] = 0;
2195 // link it into the tail of the list to preserve the order
2196 for (pointer = &cl.locnodes;*pointer;pointer = &(*pointer)->next)
2201 static void CL_Locs_Add_f(cmd_state_t *cmd)
2204 if (Cmd_Argc(cmd) != 5 && Cmd_Argc(cmd) != 8)
2206 Con_Printf("usage: %s x y z[ x y z] name\n", Cmd_Argv(cmd, 0));
2209 mins[0] = atof(Cmd_Argv(cmd, 1));
2210 mins[1] = atof(Cmd_Argv(cmd, 2));
2211 mins[2] = atof(Cmd_Argv(cmd, 3));
2212 if (Cmd_Argc(cmd) == 8)
2214 maxs[0] = atof(Cmd_Argv(cmd, 4));
2215 maxs[1] = atof(Cmd_Argv(cmd, 5));
2216 maxs[2] = atof(Cmd_Argv(cmd, 6));
2217 CL_Locs_AddNode(mins, maxs, Cmd_Argv(cmd, 7));
2220 CL_Locs_AddNode(mins, mins, Cmd_Argv(cmd, 4));
2223 static void CL_Locs_RemoveNearest_f(cmd_state_t *cmd)
2226 loc = CL_Locs_FindNearest(r_refdef.view.origin);
2228 CL_Locs_FreeNode(loc);
2230 Con_Printf("no loc point or box found for your location\n");
2233 static void CL_Locs_Clear_f(cmd_state_t *cmd)
2236 CL_Locs_FreeNode(cl.locnodes);
2239 static void CL_Locs_Save_f(cmd_state_t *cmd)
2243 char locfilename[MAX_QPATH];
2246 Con_Printf("No loc points/boxes exist!\n");
2249 if (cls.state != ca_connected || !cl.worldmodel)
2251 Con_Printf("No level loaded!\n");
2254 dpsnprintf(locfilename, sizeof(locfilename), "%s.loc", cl.worldnamenoextension);
2256 outfile = FS_OpenRealFile(locfilename, "w", false);
2259 // if any boxes are used then this is a proquake-format loc file, which
2260 // allows comments, so add some relevant information at the start
2261 for (loc = cl.locnodes;loc;loc = loc->next)
2262 if (!VectorCompare(loc->mins, loc->maxs))
2266 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);
2267 for (loc = cl.locnodes;loc;loc = loc->next)
2268 if (VectorCompare(loc->mins, loc->maxs))
2271 Con_Printf(CON_WARN "Warning: writing loc file containing a mixture of qizmo-style points and proquake-style boxes may not work in qizmo or proquake!\n");
2273 for (loc = cl.locnodes;loc;loc = loc->next)
2275 if (VectorCompare(loc->mins, loc->maxs))
2279 const char *in = loc->name;
2280 char name[MAX_INPUTLINE];
2281 for (len = 0;len < (int)sizeof(name) - 1 && *in;)
2283 if (*in == ' ') {s = "$loc_name_separator";in++;}
2284 else if (!strncmp(in, "SSG", 3)) {s = "$loc_name_ssg";in += 3;}
2285 else if (!strncmp(in, "NG", 2)) {s = "$loc_name_ng";in += 2;}
2286 else if (!strncmp(in, "SNG", 3)) {s = "$loc_name_sng";in += 3;}
2287 else if (!strncmp(in, "GL", 2)) {s = "$loc_name_gl";in += 2;}
2288 else if (!strncmp(in, "RL", 2)) {s = "$loc_name_rl";in += 2;}
2289 else if (!strncmp(in, "LG", 2)) {s = "$loc_name_lg";in += 2;}
2290 else if (!strncmp(in, "GA", 2)) {s = "$loc_name_ga";in += 2;}
2291 else if (!strncmp(in, "YA", 2)) {s = "$loc_name_ya";in += 2;}
2292 else if (!strncmp(in, "RA", 2)) {s = "$loc_name_ra";in += 2;}
2293 else if (!strncmp(in, "MEGA", 4)) {s = "$loc_name_mh";in += 4;}
2297 while (len < (int)sizeof(name) - 1 && *s)
2301 name[len++] = *in++;
2304 FS_Printf(outfile, "%.0f %.0f %.0f %s\n", loc->mins[0]*8, loc->mins[1]*8, loc->mins[2]*8, name);
2307 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);
2312 void CL_Locs_Reload_f(cmd_state_t *cmd)
2314 int i, linenumber, limit, len;
2316 char *filedata, *text, *textend, *linestart, *linetext, *lineend;
2317 fs_offset_t filesize;
2319 char locfilename[MAX_QPATH];
2320 char name[MAX_INPUTLINE];
2322 if (cls.state != ca_connected || !cl.worldmodel)
2324 Con_Printf("No level loaded!\n");
2328 CL_Locs_Clear_f(cmd);
2330 // try maps/something.loc first (LadyHavoc: where I think they should be)
2331 dpsnprintf(locfilename, sizeof(locfilename), "%s.loc", cl.worldnamenoextension);
2332 filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2335 // try proquake name as well (LadyHavoc: I hate path mangling)
2336 dpsnprintf(locfilename, sizeof(locfilename), "locs/%s.loc", cl.worldbasename);
2337 filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2342 textend = filedata + filesize;
2343 for (linenumber = 1;text < textend;linenumber++)
2346 for (;text < textend && *text != '\r' && *text != '\n';text++)
2349 if (text + 1 < textend && *text == '\r' && text[1] == '\n')
2353 // trim trailing whitespace
2354 while (lineend > linestart && ISWHITESPACE(lineend[-1]))
2356 // trim leading whitespace
2357 while (linestart < lineend && ISWHITESPACE(*linestart))
2359 // check if this is a comment
2360 if (linestart + 2 <= lineend && !strncmp(linestart, "//", 2))
2362 linetext = linestart;
2364 for (i = 0;i < limit;i++)
2366 if (linetext >= lineend)
2368 // note: a missing number is interpreted as 0
2370 mins[i] = atof(linetext);
2372 maxs[i - 3] = atof(linetext);
2373 // now advance past the number
2374 while (linetext < lineend && !ISWHITESPACE(*linetext) && *linetext != ',')
2376 // advance through whitespace
2377 if (linetext < lineend)
2379 if (*linetext == ',')
2383 // note: comma can be followed by whitespace
2385 if (ISWHITESPACE(*linetext))
2388 while (linetext < lineend && ISWHITESPACE(*linetext))
2393 // if this is a quoted name, remove the quotes
2396 if (linetext >= lineend || *linetext != '"')
2397 continue; // proquake location names are always quoted
2400 len = min(lineend - linetext, (int)sizeof(name) - 1);
2401 memcpy(name, linetext, len);
2403 // add the box to the list
2404 CL_Locs_AddNode(mins, maxs, name);
2406 // if a point was parsed, it needs to be scaled down by 8 (since
2407 // point-based loc files were invented by a proxy which dealt
2408 // directly with quake protocol coordinates, which are *8), turn
2412 // interpret silly fuhquake macros
2413 for (len = 0;len < (int)sizeof(name) - 1 && linetext < lineend;)
2415 if (*linetext == '$')
2417 if (linetext + 18 <= lineend && !strncmp(linetext, "$loc_name_separator", 19)) {s = " ";linetext += 19;}
2418 else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_ssg", 13)) {s = "SSG";linetext += 13;}
2419 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ng", 12)) {s = "NG";linetext += 12;}
2420 else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_sng", 13)) {s = "SNG";linetext += 13;}
2421 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_gl", 12)) {s = "GL";linetext += 12;}
2422 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_rl", 12)) {s = "RL";linetext += 12;}
2423 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_lg", 12)) {s = "LG";linetext += 12;}
2424 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ga", 12)) {s = "GA";linetext += 12;}
2425 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ya", 12)) {s = "YA";linetext += 12;}
2426 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ra", 12)) {s = "RA";linetext += 12;}
2427 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_mh", 12)) {s = "MEGA";linetext += 12;}
2431 while (len < (int)sizeof(name) - 1 && *s)
2436 name[len++] = *linetext++;
2439 // add the point to the list
2440 VectorScale(mins, (1.0 / 8.0), mins);
2441 CL_Locs_AddNode(mins, mins, name);
2448 entity_t cl_meshentities[NUM_MESHENTITIES];
2449 dp_model_t cl_meshentitymodels[NUM_MESHENTITIES];
2450 const char *cl_meshentitynames[NUM_MESHENTITIES] =
2456 static void CL_MeshEntities_Restart(void)
2460 for (i = 0; i < NUM_MESHENTITIES; i++)
2462 ent = cl_meshentities + i;
2463 Mod_Mesh_Create(ent->render.model, cl_meshentitynames[i]);
2467 static void CL_MeshEntities_Init(void)
2471 for (i = 0; i < NUM_MESHENTITIES; i++)
2473 ent = cl_meshentities + i;
2474 ent->state_current.active = true;
2475 ent->render.model = cl_meshentitymodels + i;
2476 Mod_Mesh_Create(ent->render.model, cl_meshentitynames[i]);
2477 ent->render.alpha = 1;
2478 ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
2479 ent->render.framegroupblend[0].lerp = 1;
2480 ent->render.frameblend[0].lerp = 1;
2481 VectorSet(ent->render.colormod, 1, 1, 1);
2482 VectorSet(ent->render.glowmod, 1, 1, 1);
2483 VectorSet(ent->render.custommodellight_ambient, 1, 1, 1);
2484 VectorSet(ent->render.custommodellight_diffuse, 0, 0, 0);
2485 VectorSet(ent->render.custommodellight_lightdir, 0, 0, 1);
2486 VectorSet(ent->render.render_fullbright, 1, 1, 1);
2487 VectorSet(ent->render.render_glowmod, 0, 0, 0);
2488 VectorSet(ent->render.render_modellight_ambient, 1, 1, 1);
2489 VectorSet(ent->render.render_modellight_diffuse, 0, 0, 0);
2490 VectorSet(ent->render.render_modellight_specular, 0, 0, 0);
2491 VectorSet(ent->render.render_modellight_lightdir_world, 0, 0, 1);
2492 VectorSet(ent->render.render_modellight_lightdir_local, 0, 0, 1); // local doesn't matter because no diffuse/specular color
2493 VectorSet(ent->render.render_lightmap_ambient, 0, 0, 0);
2494 VectorSet(ent->render.render_lightmap_diffuse, 1, 1, 1);
2495 VectorSet(ent->render.render_lightmap_specular, 1, 1, 1);
2496 VectorSet(ent->render.render_rtlight_diffuse, 1, 1, 1);
2497 VectorSet(ent->render.render_rtlight_specular, 1, 1, 1);
2499 Matrix4x4_CreateIdentity(&ent->render.matrix);
2500 CL_UpdateRenderEntity(&ent->render);
2502 cl_meshentities[MESH_UI].render.flags = RENDER_NOSELFSHADOW;
2503 R_RegisterModule("cl_meshentities", CL_MeshEntities_Restart, CL_MeshEntities_Restart, CL_MeshEntities_Restart, CL_MeshEntities_Restart, CL_MeshEntities_Restart);
2506 void CL_MeshEntities_Scene_Clear(void)
2508 Mod_Mesh_Reset(CL_Mesh_Scene());
2511 void CL_MeshEntities_Scene_AddRenderEntity(void)
2513 entity_t* ent = &cl_meshentities[MESH_SCENE];
2514 r_refdef.scene.entities[r_refdef.scene.numentities++] = &ent->render;
2517 void CL_MeshEntities_Scene_FinalizeRenderEntity(void)
2519 entity_t *ent = &cl_meshentities[MESH_SCENE];
2520 Mod_Mesh_Finalize(ent->render.model);
2521 VectorCopy(ent->render.model->normalmins, ent->render.mins);
2522 VectorCopy(ent->render.model->normalmaxs, ent->render.maxs);
2525 static void CL_MeshEntities_Shutdown(void)
2529 extern cvar_t r_overheadsprites_pushback;
2530 extern cvar_t r_fullbright_directed_pitch_relative;
2531 extern cvar_t r_fullbright_directed_pitch;
2532 extern cvar_t r_fullbright_directed_ambient;
2533 extern cvar_t r_fullbright_directed_diffuse;
2534 extern cvar_t r_fullbright_directed;
2535 extern cvar_t r_hdr_glowintensity;
2537 static void CL_UpdateEntityShading_GetDirectedFullbright(vec3_t ambient, vec3_t diffuse, vec3_t worldspacenormal)
2541 VectorSet(ambient, r_fullbright_directed_ambient.value, r_fullbright_directed_ambient.value, r_fullbright_directed_ambient.value);
2542 VectorSet(diffuse, r_fullbright_directed_diffuse.value, r_fullbright_directed_diffuse.value, r_fullbright_directed_diffuse.value);
2544 // Use cl.viewangles and not r_refdef.view.forward here so it is the
2545 // same for all stereo views, and to better handle pitches outside
2546 // [-90, 90] (in_pitch_* cvars allow that).
2547 VectorCopy(cl.viewangles, angles);
2548 if (r_fullbright_directed_pitch_relative.integer) {
2549 angles[PITCH] += r_fullbright_directed_pitch.value;
2552 angles[PITCH] = r_fullbright_directed_pitch.value;
2554 AngleVectors(angles, worldspacenormal, NULL, NULL);
2555 VectorNegate(worldspacenormal, worldspacenormal);
2558 static void CL_UpdateEntityShading_Entity(entity_render_t *ent)
2560 float shadingorigin[3], a[3], c[3], dir[3];
2563 for (q = 0; q < 3; q++)
2564 a[q] = c[q] = dir[q] = 0;
2566 ent->render_lightgrid = false;
2567 ent->render_modellight_forced = false;
2568 ent->render_rtlight_disabled = false;
2570 // pick an appropriate value for render_modellight_origin - if this is an
2571 // attachment we want to use the parent's render_modellight_origin so that
2572 // shading is the same (also important for r_shadows to cast shadows in the
2574 if (VectorLength2(ent->custommodellight_origin))
2576 // CSQC entities always provide this (via CL_GetTagMatrix)
2577 for (q = 0; q < 3; q++)
2578 shadingorigin[q] = ent->custommodellight_origin[q];
2580 else if (ent->entitynumber > 0 && ent->entitynumber < cl.num_entities)
2582 // network entity - follow attachment chain back to a root entity,
2583 int entnum = ent->entitynumber, recursion;
2584 for (recursion = 32; recursion > 0; --recursion)
2586 int parentnum = cl.entities[entnum].state_current.tagentity;
2587 if (parentnum < 1 || parentnum >= cl.num_entities || !cl.entities_active[parentnum])
2591 // grab the root entity's origin
2592 Matrix4x4_OriginFromMatrix(&cl.entities[entnum].render.matrix, shadingorigin);
2596 // not a CSQC entity (which sets custommodellight_origin), not a network
2597 // entity - so it's probably not attached to anything
2598 Matrix4x4_OriginFromMatrix(&ent->matrix, shadingorigin);
2601 if (!(ent->flags & RENDER_LIGHT) || r_fullbright.integer)
2603 // intentionally EF_FULLBRIGHT entity
2604 // the only type that is not scaled by r_refdef.scene.lightmapintensity
2605 // CSQC can still provide its own customized modellight values
2606 ent->render_rtlight_disabled = true;
2607 ent->render_modellight_forced = true;
2608 if (ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
2610 // custom colors provided by CSQC
2611 for (q = 0; q < 3; q++)
2613 a[q] = ent->custommodellight_ambient[q];
2614 c[q] = ent->custommodellight_diffuse[q];
2615 dir[q] = ent->custommodellight_lightdir[q];
2618 else if (r_fullbright_directed.integer)
2619 CL_UpdateEntityShading_GetDirectedFullbright(a, c, dir);
2621 for (q = 0; q < 3; q++)
2626 // fetch the lighting from the worldmodel data
2628 // CSQC can provide its own customized modellight values
2629 if (ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
2631 ent->render_modellight_forced = true;
2632 for (q = 0; q < 3; q++)
2634 a[q] = ent->custommodellight_ambient[q];
2635 c[q] = ent->custommodellight_diffuse[q];
2636 dir[q] = ent->custommodellight_lightdir[q];
2639 else if (ent->model->type == mod_sprite && !(ent->model->data_textures[0].basematerialflags & MATERIALFLAG_FULLBRIGHT))
2641 if (ent->model->sprite.sprnum_type == SPR_OVERHEAD) // apply offset for overhead sprites
2642 shadingorigin[2] = shadingorigin[2] + r_overheadsprites_pushback.value;
2643 R_CompleteLightPoint(a, c, dir, shadingorigin, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
2644 ent->render_modellight_forced = true;
2645 ent->render_rtlight_disabled = true;
2647 else if (((ent->model && !ent->model->lit) || (ent->model == r_refdef.scene.worldmodel ? mod_q3bsp_lightgrid_world_surfaces.integer : mod_q3bsp_lightgrid_bsp_surfaces.integer))
2648 && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brushq3.lightgridtexture && mod_q3bsp_lightgrid_texture.integer)
2650 ent->render_lightgrid = true;
2651 // no need to call R_CompleteLightPoint as we base it on render_lightmap_*
2653 else if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint)
2654 R_CompleteLightPoint(a, c, dir, shadingorigin, LP_LIGHTMAP, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
2655 else if (r_fullbright_directed.integer)
2656 CL_UpdateEntityShading_GetDirectedFullbright(a, c, dir);
2658 R_CompleteLightPoint(a, c, dir, shadingorigin, LP_LIGHTMAP, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
2661 for (q = 0; q < 3; q++)
2663 ent->render_fullbright[q] = ent->colormod[q];
2664 ent->render_glowmod[q] = ent->glowmod[q] * r_hdr_glowintensity.value;
2665 ent->render_modellight_ambient[q] = a[q] * ent->colormod[q];
2666 ent->render_modellight_diffuse[q] = c[q] * ent->colormod[q];
2667 ent->render_modellight_specular[q] = c[q];
2668 ent->render_modellight_lightdir_world[q] = dir[q];
2669 ent->render_lightmap_ambient[q] = ent->colormod[q] * r_refdef.scene.ambientintensity;
2670 ent->render_lightmap_diffuse[q] = ent->colormod[q] * r_refdef.scene.lightmapintensity;
2671 ent->render_lightmap_specular[q] = r_refdef.scene.lightmapintensity;
2672 ent->render_rtlight_diffuse[q] = ent->colormod[q];
2673 ent->render_rtlight_specular[q] = 1;
2676 // these flags disable code paths, make sure it's obvious if they're ignored by storing 0 1 2
2677 if (ent->render_modellight_forced)
2678 for (q = 0; q < 3; q++)
2679 ent->render_lightmap_ambient[q] = ent->render_lightmap_diffuse[q] = ent->render_lightmap_specular[q] = q;
2680 if (ent->render_rtlight_disabled)
2681 for (q = 0; q < 3; q++)
2682 ent->render_rtlight_diffuse[q] = ent->render_rtlight_specular[q] = q;
2684 if (VectorLength2(ent->render_modellight_lightdir_world) == 0)
2685 VectorSet(ent->render_modellight_lightdir_world, 0, 0, 1); // have to set SOME valid vector here
2686 VectorNormalize(ent->render_modellight_lightdir_world);
2687 // transform into local space for the entity as well
2688 Matrix4x4_Transform3x3(&ent->inversematrix, ent->render_modellight_lightdir_world, ent->render_modellight_lightdir_local);
2689 VectorNormalize(ent->render_modellight_lightdir_local);
2693 void CL_UpdateEntityShading(void)
2696 CL_UpdateEntityShading_Entity(r_refdef.scene.worldentity);
2697 for (i = 0; i < r_refdef.scene.numentities; i++)
2698 CL_UpdateEntityShading_Entity(r_refdef.scene.entities[i]);
2706 void CL_Shutdown (void)
2708 CL_Screen_Shutdown();
2709 CL_Particles_Shutdown();
2710 CL_Parse_Shutdown();
2711 CL_MeshEntities_Shutdown();
2713 Mem_FreePool (&cls.permanentmempool);
2714 Mem_FreePool (&cls.levelmempool);
2724 if (cls.state == ca_dedicated)
2726 Cmd_AddCommand(CMD_SERVER, "disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
2730 Con_DPrintf("Initializing client\n");
2745 cls.levelmempool = Mem_AllocPool("client (per-level memory)", 0, NULL);
2746 cls.permanentmempool = Mem_AllocPool("client (long term memory)", 0, NULL);
2748 memset(&r_refdef, 0, sizeof(r_refdef));
2749 // max entities sent to renderer per frame
2750 r_refdef.scene.maxentities = MAX_EDICTS + 256 + 512;
2751 r_refdef.scene.entities = (entity_render_t **)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t *) * r_refdef.scene.maxentities);
2753 // max temp entities
2754 r_refdef.scene.maxtempentities = MAX_TEMPENTITIES;
2755 r_refdef.scene.tempentities = (entity_render_t *)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t) * r_refdef.scene.maxtempentities);
2760 // register our commands
2764 Cvar_RegisterVariable (&cl_upspeed);
2765 Cvar_RegisterVariable (&cl_forwardspeed);
2766 Cvar_RegisterVariable (&cl_backspeed);
2767 Cvar_RegisterVariable (&cl_sidespeed);
2768 Cvar_RegisterVariable (&cl_movespeedkey);
2769 Cvar_RegisterVariable (&cl_yawspeed);
2770 Cvar_RegisterVariable (&cl_pitchspeed);
2771 Cvar_RegisterVariable (&cl_anglespeedkey);
2772 Cvar_RegisterVariable (&cl_shownet);
2773 Cvar_RegisterVariable (&cl_nolerp);
2774 Cvar_RegisterVariable (&cl_lerpexcess);
2775 Cvar_RegisterVariable (&cl_lerpanim_maxdelta_server);
2776 Cvar_RegisterVariable (&cl_lerpanim_maxdelta_framegroups);
2777 Cvar_RegisterVariable (&cl_deathfade);
2778 Cvar_RegisterVariable (&lookspring);
2779 Cvar_RegisterVariable (&lookstrafe);
2780 Cvar_RegisterVariable (&sensitivity);
2781 Cvar_RegisterVariable (&freelook);
2783 Cvar_RegisterVariable (&m_pitch);
2784 Cvar_RegisterVariable (&m_yaw);
2785 Cvar_RegisterVariable (&m_forward);
2786 Cvar_RegisterVariable (&m_side);
2788 Cvar_RegisterVariable (&cl_itembobspeed);
2789 Cvar_RegisterVariable (&cl_itembobheight);
2793 Cmd_AddCommand(CMD_CLIENT, "entities", CL_PrintEntities_f, "print information on network entities known to client");
2794 Cmd_AddCommand(CMD_CLIENT, "disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
2795 Cmd_AddCommand(CMD_CLIENT, "connect", CL_Connect_f, "connect to a server by IP address or hostname");
2796 Cmd_AddCommand(CMD_CLIENT | CMD_CLIENT_FROM_SERVER, "reconnect", CL_Reconnect_f, "reconnect to the last server you were on, or resets a quakeworld connection (do not use if currently playing on a netquake server)");
2798 // Support Client-side Model Index List
2799 Cmd_AddCommand(CMD_CLIENT, "cl_modelindexlist", CL_ModelIndexList_f, "list information on all models in the client modelindex");
2800 // Support Client-side Sound Index List
2801 Cmd_AddCommand(CMD_CLIENT, "cl_soundindexlist", CL_SoundIndexList_f, "list all sounds in the client soundindex");
2803 Cmd_AddCommand(CMD_CLIENT, "fog", CL_Fog_f, "set global fog parameters (density red green blue [alpha [mindist [maxdist [top [fadedepth]]]]])");
2804 Cmd_AddCommand(CMD_CLIENT, "fog_heighttexture", CL_Fog_HeightTexture_f, "set global fog parameters (density red green blue alpha mindist maxdist top depth textures/mapname/fogheight.tga)");
2806 Cmd_AddCommand(CMD_CLIENT, "cl_areastats", CL_AreaStats_f, "prints statistics on entity culling during collision traces");
2808 Cvar_RegisterVariable(&r_draweffects);
2809 Cvar_RegisterVariable(&cl_explosions_alpha_start);
2810 Cvar_RegisterVariable(&cl_explosions_alpha_end);
2811 Cvar_RegisterVariable(&cl_explosions_size_start);
2812 Cvar_RegisterVariable(&cl_explosions_size_end);
2813 Cvar_RegisterVariable(&cl_explosions_lifetime);
2814 Cvar_RegisterVariable(&cl_stainmaps);
2815 Cvar_RegisterVariable(&cl_stainmaps_clearonload);
2816 Cvar_RegisterVariable(&cl_beams_polygons);
2817 Cvar_RegisterVariable(&cl_beams_quakepositionhack);
2818 Cvar_RegisterVariable(&cl_beams_instantaimhack);
2819 Cvar_RegisterVariable(&cl_beams_lightatend);
2820 Cvar_RegisterVariable(&cl_noplayershadow);
2821 Cvar_RegisterVariable(&cl_dlights_decayradius);
2822 Cvar_RegisterVariable(&cl_dlights_decaybrightness);
2824 Cvar_RegisterVariable(&cl_prydoncursor);
2825 Cvar_RegisterVariable(&cl_prydoncursor_notrace);
2827 Cvar_RegisterVariable(&cl_deathnoviewmodel);
2829 // for QW connections
2830 Cvar_RegisterVariable(&qport);
2831 Cvar_SetValueQuick(&qport, (rand() * RAND_MAX + rand()) & 0xffff);
2833 Cmd_AddCommand(CMD_CLIENT, "timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs");
2835 Cvar_RegisterVariable(&cl_locs_enable);
2836 Cvar_RegisterVariable(&cl_locs_show);
2837 Cmd_AddCommand(CMD_CLIENT, "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)");
2838 Cmd_AddCommand(CMD_CLIENT, "locs_removenearest", CL_Locs_RemoveNearest_f, "remove the nearest point or box (note: you need to be very near a box to remove it)");
2839 Cmd_AddCommand(CMD_CLIENT, "locs_clear", CL_Locs_Clear_f, "remove all loc points/boxes");
2840 Cmd_AddCommand(CMD_CLIENT, "locs_reload", CL_Locs_Reload_f, "reload .loc file for this map");
2841 Cmd_AddCommand(CMD_CLIENT, "locs_save", CL_Locs_Save_f, "save .loc file for this map containing currently defined points and boxes");
2843 Cvar_RegisterVariable(&csqc_polygons_defaultmaterial_nocullface);
2846 CL_Particles_Init();
2848 CL_MeshEntities_Init();
2853 Cbuf_InsertText(&cmd_client,"menu_start\n");