/cl_main.c
C | 2802 lines | 2280 code | 196 blank | 326 comment | 587 complexity | d0ceec73e51ca5d16a3e7377fac0d1dd MD5 | raw file
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- /*
- Copyright (C) 1996-1997 Id Software, Inc.
- This program is free software; you can redistribute it and/or
- modify it under the terms of the GNU General Public License
- as published by the Free Software Foundation; either version 2
- of the License, or (at your option) any later version.
- This program is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
- See the GNU General Public License for more details.
- You should have received a copy of the GNU General Public License
- along with this program; if not, write to the Free Software
- Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
- */
- // cl_main.c -- client main loop
- #include "quakedef.h"
- #include "cl_collision.h"
- #include "cl_video.h"
- #include "image.h"
- #include "csprogs.h"
- #include "r_shadow.h"
- #include "libcurl.h"
- #include "snd_main.h"
- // we need to declare some mouse variables here, because the menu system
- // references them even when on a unix system.
- cvar_t csqc_progname = {0, "csqc_progname","csprogs.dat","name of csprogs.dat file to load"};
- cvar_t csqc_progcrc = {CVAR_READONLY, "csqc_progcrc","-1","CRC of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1"};
- cvar_t csqc_progsize = {CVAR_READONLY, "csqc_progsize","-1","file size of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1"};
- cvar_t csqc_usedemoprogs = {0, "csqc_usedemoprogs","1","use csprogs stored in demos"};
- cvar_t cl_shownet = {0, "cl_shownet","0","1 = print packet size, 2 = print packet message list"};
- cvar_t cl_nolerp = {0, "cl_nolerp", "0","network update smoothing"};
- cvar_t cl_lerpexcess = {0, "cl_lerpexcess", "0","maximum allowed lerp excess (hides, not fixes, some packet loss)"};
- cvar_t cl_lerpanim_maxdelta_server = {0, "cl_lerpanim_maxdelta_server", "0.1","maximum frame delta for smoothing between server-controlled animation frames (when 0, one network frame)"};
- cvar_t cl_lerpanim_maxdelta_framegroups = {0, "cl_lerpanim_maxdelta_framegroups", "0.1","maximum frame delta for smoothing between framegroups (when 0, one network frame)"};
- cvar_t cl_itembobheight = {0, "cl_itembobheight", "0","how much items bob up and down (try 8)"};
- cvar_t cl_itembobspeed = {0, "cl_itembobspeed", "0.5","how frequently items bob up and down"};
- cvar_t lookspring = {CVAR_SAVE, "lookspring","0","returns pitch to level with the floor when no longer holding a pitch key"};
- cvar_t lookstrafe = {CVAR_SAVE, "lookstrafe","0","move instead of turning"};
- cvar_t sensitivity = {CVAR_SAVE, "sensitivity","3","mouse speed multiplier"};
- cvar_t m_pitch = {CVAR_SAVE, "m_pitch","0.022","mouse pitch speed multiplier"};
- cvar_t m_yaw = {CVAR_SAVE, "m_yaw","0.022","mouse yaw speed multiplier"};
- cvar_t m_forward = {CVAR_SAVE, "m_forward","1","mouse forward speed multiplier"};
- cvar_t m_side = {CVAR_SAVE, "m_side","0.8","mouse side speed multiplier"};
- cvar_t freelook = {CVAR_SAVE, "freelook", "1","mouse controls pitch instead of forward/back"};
- cvar_t cl_autodemo = {CVAR_SAVE, "cl_autodemo", "0", "records every game played, using the date/time and map name to name the demo file" };
- cvar_t cl_autodemo_nameformat = {CVAR_SAVE, "cl_autodemo_nameformat", "autodemos/%Y-%m-%d_%H-%M", "The format of the cl_autodemo filename, followed by the map name (the date is encoded using strftime escapes)" };
- cvar_t cl_autodemo_delete = {0, "cl_autodemo_delete", "0", "Delete demos after recording. This is a bitmask, bit 1 gives the default, bit 0 the value for the current demo. Thus, the values are: 0 = disabled; 1 = delete current demo only; 2 = delete all demos except the current demo; 3 = delete all demos from now on" };
- cvar_t r_draweffects = {0, "r_draweffects", "1","renders temporary sprite effects"};
- cvar_t cl_explosions_alpha_start = {CVAR_SAVE, "cl_explosions_alpha_start", "1.5","starting alpha of an explosion shell"};
- cvar_t cl_explosions_alpha_end = {CVAR_SAVE, "cl_explosions_alpha_end", "0","end alpha of an explosion shell (just before it disappears)"};
- cvar_t cl_explosions_size_start = {CVAR_SAVE, "cl_explosions_size_start", "16","starting size of an explosion shell"};
- cvar_t cl_explosions_size_end = {CVAR_SAVE, "cl_explosions_size_end", "128","ending alpha of an explosion shell (just before it disappears)"};
- cvar_t cl_explosions_lifetime = {CVAR_SAVE, "cl_explosions_lifetime", "0.5","how long an explosion shell lasts"};
- cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "0","stains lightmaps, much faster than decals but blurred"};
- cvar_t cl_stainmaps_clearonload = {CVAR_SAVE, "cl_stainmaps_clearonload", "1","clear stainmaps on map restart"};
- cvar_t cl_beams_polygons = {CVAR_SAVE, "cl_beams_polygons", "1","use beam polygons instead of models"};
- cvar_t cl_beams_quakepositionhack = {CVAR_SAVE, "cl_beams_quakepositionhack", "1", "makes your lightning gun appear to fire from your waist (as in Quake and QuakeWorld)"};
- cvar_t cl_beams_instantaimhack = {CVAR_SAVE, "cl_beams_instantaimhack", "0", "makes your lightning gun aiming update instantly"};
- cvar_t cl_beams_lightatend = {CVAR_SAVE, "cl_beams_lightatend", "0", "make a light at the end of the beam"};
- cvar_t cl_deathfade = {CVAR_SAVE, "cl_deathfade", "0", "fade screen to dark red when dead, value represents how fast the fade is (higher is faster)"};
- cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0","hide player shadow"};
- cvar_t cl_dlights_decayradius = {CVAR_SAVE, "cl_dlights_decayradius", "1", "reduces size of light flashes over time"};
- cvar_t cl_dlights_decaybrightness = {CVAR_SAVE, "cl_dlights_decaybrightness", "1", "reduces brightness of light flashes over time"};
- cvar_t qport = {0, "qport", "0", "identification key for playing on qw servers (allows you to maintain a connection to a quakeworld server even if your port changes)"};
- cvar_t cl_prydoncursor = {0, "cl_prydoncursor", "0", "enables a mouse pointer which is able to click on entities in the world, useful for point and click mods, see PRYDON_CLIENTCURSOR extension in dpextensions.qc"};
- cvar_t cl_prydoncursor_notrace = {0, "cl_prydoncursor_notrace", "0", "disables traceline used in prydon cursor reporting to the game, saving some cpu time"};
- cvar_t cl_deathnoviewmodel = {0, "cl_deathnoviewmodel", "1", "hides gun model when dead"};
- cvar_t cl_locs_enable = {CVAR_SAVE, "locs_enable", "1", "enables replacement of certain % codes in chat messages: %l (location), %d (last death location), %h (health), %a (armor), %x (rockets), %c (cells), %r (rocket launcher status), %p (powerup status), %w (weapon status), %t (current time in level)"};
- cvar_t cl_locs_show = {0, "locs_show", "0", "shows defined locations for editing purposes"};
- extern cvar_t r_equalize_entities_fullbright;
- client_static_t cls;
- client_state_t cl;
- /*
- =====================
- CL_ClearState
- =====================
- */
- void CL_ClearState(void)
- {
- int i;
- entity_t *ent;
- CL_VM_ShutDown();
- // wipe the entire cl structure
- Mem_EmptyPool(cls.levelmempool);
- memset (&cl, 0, sizeof(cl));
- S_StopAllSounds();
- // reset the view zoom interpolation
- cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
- cl.sensitivityscale = 1.0f;
- // enable rendering of the world and such
- cl.csqc_vidvars.drawworld = r_drawworld.integer != 0;
- cl.csqc_vidvars.drawenginesbar = true;
- cl.csqc_vidvars.drawcrosshair = true;
- // set up the float version of the stats array for easier access to float stats
- cl.statsf = (float *)cl.stats;
- cl.num_entities = 0;
- cl.num_static_entities = 0;
- cl.num_brushmodel_entities = 0;
- // tweak these if the game runs out
- cl.max_csqcrenderentities = 0;
- cl.max_entities = MAX_ENITIES_INITIAL;
- cl.max_static_entities = MAX_STATICENTITIES;
- cl.max_effects = MAX_EFFECTS;
- cl.max_beams = MAX_BEAMS;
- cl.max_dlights = MAX_DLIGHTS;
- cl.max_lightstyle = MAX_LIGHTSTYLES;
- cl.max_brushmodel_entities = MAX_EDICTS;
- cl.max_particles = MAX_PARTICLES_INITIAL; // grows dynamically
- cl.max_decals = MAX_DECALS_INITIAL; // grows dynamically
- cl.max_showlmps = 0;
- cl.num_dlights = 0;
- cl.num_effects = 0;
- cl.num_beams = 0;
- cl.csqcrenderentities = NULL;
- cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
- cl.entities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char));
- cl.static_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_static_entities * sizeof(entity_t));
- cl.effects = (cl_effect_t *)Mem_Alloc(cls.levelmempool, cl.max_effects * sizeof(cl_effect_t));
- cl.beams = (beam_t *)Mem_Alloc(cls.levelmempool, cl.max_beams * sizeof(beam_t));
- cl.dlights = (dlight_t *)Mem_Alloc(cls.levelmempool, cl.max_dlights * sizeof(dlight_t));
- cl.lightstyle = (lightstyle_t *)Mem_Alloc(cls.levelmempool, cl.max_lightstyle * sizeof(lightstyle_t));
- cl.brushmodel_entities = (int *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(int));
- cl.particles = (particle_t *) Mem_Alloc(cls.levelmempool, cl.max_particles * sizeof(particle_t));
- cl.decals = (decal_t *) Mem_Alloc(cls.levelmempool, cl.max_decals * sizeof(decal_t));
- cl.showlmps = NULL;
- // LordHavoc: have to set up the baseline info for alpha and other stuff
- for (i = 0;i < cl.max_entities;i++)
- {
- cl.entities[i].state_baseline = defaultstate;
- cl.entities[i].state_previous = defaultstate;
- cl.entities[i].state_current = defaultstate;
- }
- if (IS_NEXUIZ_DERIVED(gamemode))
- {
- VectorSet(cl.playerstandmins, -16, -16, -24);
- VectorSet(cl.playerstandmaxs, 16, 16, 45);
- VectorSet(cl.playercrouchmins, -16, -16, -24);
- VectorSet(cl.playercrouchmaxs, 16, 16, 25);
- }
- else
- {
- VectorSet(cl.playerstandmins, -16, -16, -24);
- VectorSet(cl.playerstandmaxs, 16, 16, 24);
- VectorSet(cl.playercrouchmins, -16, -16, -24);
- VectorSet(cl.playercrouchmaxs, 16, 16, 24);
- }
- // disable until we get textures for it
- R_ResetSkyBox();
- ent = &cl.entities[0];
- // entire entity array was cleared, so just fill in a few fields
- ent->state_current.active = true;
- ent->render.model = cl.worldmodel = NULL; // no world model yet
- ent->render.alpha = 1;
- ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
- Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, 0, 0, 0, 0, 0, 0, 1);
- ent->render.allowdecals = true;
- CL_UpdateRenderEntity(&ent->render);
- // noclip is turned off at start
- noclip_anglehack = false;
- // mark all frames invalid for delta
- memset(cl.qw_deltasequence, -1, sizeof(cl.qw_deltasequence));
- // set bestweapon data back to Quake data
- IN_BestWeapon_ResetData();
- CL_Screen_NewMap();
- }
- void CL_SetInfo(const char *key, const char *value, qboolean send, qboolean allowstarkey, qboolean allowmodel, qboolean quiet)
- {
- int i;
- qboolean fail = false;
- char vabuf[1024];
- if (!allowstarkey && key[0] == '*')
- fail = true;
- if (!allowmodel && (!strcasecmp(key, "pmodel") || !strcasecmp(key, "emodel")))
- fail = true;
- for (i = 0;key[i];i++)
- if (ISWHITESPACE(key[i]) || key[i] == '\"')
- fail = true;
- for (i = 0;value[i];i++)
- if (value[i] == '\r' || value[i] == '\n' || value[i] == '\"')
- fail = true;
- if (fail)
- {
- if (!quiet)
- Con_Printf("Can't setinfo \"%s\" \"%s\"\n", key, value);
- return;
- }
- InfoString_SetValue(cls.userinfo, sizeof(cls.userinfo), key, value);
- if (cls.state == ca_connected && cls.netcon)
- {
- if (cls.protocol == PROTOCOL_QUAKEWORLD)
- {
- MSG_WriteByte(&cls.netcon->message, qw_clc_stringcmd);
- MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "setinfo \"%s\" \"%s\"", key, value));
- }
- else if (!strcasecmp(key, "name"))
- {
- MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
- MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "name \"%s\"", value));
- }
- else if (!strcasecmp(key, "playermodel"))
- {
- MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
- MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "playermodel \"%s\"", value));
- }
- else if (!strcasecmp(key, "playerskin"))
- {
- MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
- MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "playerskin \"%s\"", value));
- }
- else if (!strcasecmp(key, "topcolor"))
- {
- // don't send anything, the combined color code will be updated manually
- }
- else if (!strcasecmp(key, "bottomcolor"))
- {
- // don't send anything, the combined color code will be updated manually
- }
- else if (!strcasecmp(key, "rate"))
- {
- MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
- MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "rate \"%s\"", value));
- }
- else if (!strcasecmp(key, "rate_burstsize"))
- {
- MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
- MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "rate_burstsize \"%s\"", value));
- }
- }
- }
- void CL_ExpandEntities(int num)
- {
- int i, oldmaxentities;
- entity_t *oldentities;
- if (num >= cl.max_entities)
- {
- if (!cl.entities)
- Sys_Error("CL_ExpandEntities: cl.entities not initialized");
- if (num >= MAX_EDICTS)
- Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
- oldmaxentities = cl.max_entities;
- oldentities = cl.entities;
- cl.max_entities = (num & ~255) + 256;
- cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
- memcpy(cl.entities, oldentities, oldmaxentities * sizeof(entity_t));
- Mem_Free(oldentities);
- for (i = oldmaxentities;i < cl.max_entities;i++)
- {
- cl.entities[i].state_baseline = defaultstate;
- cl.entities[i].state_previous = defaultstate;
- cl.entities[i].state_current = defaultstate;
- }
- }
- }
- void CL_ExpandCSQCRenderEntities(int num)
- {
- int i;
- int oldmaxcsqcrenderentities;
- entity_render_t *oldcsqcrenderentities;
- if (num >= cl.max_csqcrenderentities)
- {
- if (num >= MAX_EDICTS)
- Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
- oldmaxcsqcrenderentities = cl.max_csqcrenderentities;
- oldcsqcrenderentities = cl.csqcrenderentities;
- cl.max_csqcrenderentities = (num & ~255) + 256;
- cl.csqcrenderentities = (entity_render_t *)Mem_Alloc(cls.levelmempool, cl.max_csqcrenderentities * sizeof(entity_render_t));
- if (oldcsqcrenderentities)
- {
- memcpy(cl.csqcrenderentities, oldcsqcrenderentities, oldmaxcsqcrenderentities * sizeof(entity_render_t));
- for (i = 0;i < r_refdef.scene.numentities;i++)
- if(r_refdef.scene.entities[i] >= oldcsqcrenderentities && r_refdef.scene.entities[i] < (oldcsqcrenderentities + oldmaxcsqcrenderentities))
- r_refdef.scene.entities[i] = cl.csqcrenderentities + (r_refdef.scene.entities[i] - oldcsqcrenderentities);
- Mem_Free(oldcsqcrenderentities);
- }
- }
- }
- /*
- =====================
- CL_Disconnect
- Sends a disconnect message to the server
- This is also called on Host_Error, so it shouldn't cause any errors
- =====================
- */
- void CL_Disconnect(void)
- {
- if (cls.state == ca_dedicated)
- return;
- if (COM_CheckParm("-profilegameonly"))
- Sys_AllowProfiling(false);
- Curl_Clear_forthismap();
- Con_DPrintf("CL_Disconnect\n");
- Cvar_SetValueQuick(&csqc_progcrc, -1);
- Cvar_SetValueQuick(&csqc_progsize, -1);
- CL_VM_ShutDown();
- // stop sounds (especially looping!)
- S_StopAllSounds ();
- cl.parsingtextexpectingpingforscores = 0; // just in case no reply has come yet
- // clear contents blends
- cl.cshifts[0].percent = 0;
- cl.cshifts[1].percent = 0;
- cl.cshifts[2].percent = 0;
- cl.cshifts[3].percent = 0;
- cl.worldmodel = NULL;
- CL_Parse_ErrorCleanUp();
- if (cls.demoplayback)
- CL_StopPlayback();
- else if (cls.netcon)
- {
- sizebuf_t buf;
- unsigned char bufdata[8];
- if (cls.demorecording)
- CL_Stop_f();
- // send disconnect message 3 times to improve chances of server
- // receiving it (but it still fails sometimes)
- memset(&buf, 0, sizeof(buf));
- buf.data = bufdata;
- buf.maxsize = sizeof(bufdata);
- if (cls.protocol == PROTOCOL_QUAKEWORLD)
- {
- Con_DPrint("Sending drop command\n");
- MSG_WriteByte(&buf, qw_clc_stringcmd);
- MSG_WriteString(&buf, "drop");
- }
- else
- {
- Con_DPrint("Sending clc_disconnect\n");
- MSG_WriteByte(&buf, clc_disconnect);
- }
- NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, 0, false);
- NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, 0, false);
- NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, 0, false);
- NetConn_Close(cls.netcon);
- cls.netcon = NULL;
- }
- cls.state = ca_disconnected;
- cl.islocalgame = false;
- cls.demoplayback = cls.timedemo = false;
- cls.signon = 0;
- }
- void CL_Disconnect_f(void)
- {
- CL_Disconnect ();
- if (sv.active)
- Host_ShutdownServer ();
- }
- /*
- =====================
- CL_EstablishConnection
- Host should be either "local" or a net address
- =====================
- */
- void CL_EstablishConnection(const char *host, int firstarg)
- {
- if (cls.state == ca_dedicated)
- return;
- // don't connect to a server if we're benchmarking a demo
- if (COM_CheckParm("-benchmark"))
- return;
- // clear menu's connect error message
- #ifdef CONFIG_MENU
- M_Update_Return_Reason("");
- #endif
- cls.demonum = -1;
- // stop demo loop in case this fails
- if (cls.demoplayback)
- CL_StopPlayback();
- // if downloads are running, cancel their finishing action
- Curl_Clear_forthismap();
- // make sure the client ports are open before attempting to connect
- NetConn_UpdateSockets();
- if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
- {
- cls.connect_trying = true;
- cls.connect_remainingtries = 3;
- cls.connect_nextsendtime = 0;
- // only NOW, set connect_userinfo
- if(firstarg >= 0)
- {
- int i;
- *cls.connect_userinfo = 0;
- for(i = firstarg; i+2 <= Cmd_Argc(); i += 2)
- InfoString_SetValue(cls.connect_userinfo, sizeof(cls.connect_userinfo), Cmd_Argv(i), Cmd_Argv(i+1));
- }
- else if(firstarg < -1)
- {
- // -1: keep as is (reconnect)
- // -2: clear
- *cls.connect_userinfo = 0;
- }
- #ifdef CONFIG_MENU
- M_Update_Return_Reason("Trying to connect...");
- #endif
- }
- else
- {
- Con_Print("Unable to find a suitable network socket to connect to server.\n");
- #ifdef CONFIG_MENU
- M_Update_Return_Reason("No network");
- #endif
- }
- }
- /*
- ==============
- CL_PrintEntities_f
- ==============
- */
- static void CL_PrintEntities_f(void)
- {
- entity_t *ent;
- int i;
- for (i = 0, ent = cl.entities;i < cl.num_entities;i++, ent++)
- {
- const char* modelname;
- if (!ent->state_current.active)
- continue;
- if (ent->render.model)
- modelname = ent->render.model->name;
- else
- modelname = "--no model--";
- Con_Printf("%3i: %-25s:%4i (%5i %5i %5i) [%3i %3i %3i] %4.2f %5.3f\n", i, modelname, ent->render.framegroupblend[0].frame, (int) ent->state_current.origin[0], (int) ent->state_current.origin[1], (int) ent->state_current.origin[2], (int) ent->state_current.angles[0] % 360, (int) ent->state_current.angles[1] % 360, (int) ent->state_current.angles[2] % 360, ent->render.scale, ent->render.alpha);
- }
- }
- /*
- ===============
- CL_ModelIndexList_f
- List information on all models in the client modelindex
- ===============
- */
- static void CL_ModelIndexList_f(void)
- {
- int i;
- dp_model_t *model;
- // Print Header
- Con_Printf("%3s: %-30s %-8s %-8s\n", "ID", "Name", "Type", "Triangles");
- for (i = -MAX_MODELS;i < MAX_MODELS;i++)
- {
- model = CL_GetModelByIndex(i);
- if (!model)
- continue;
- if(model->loaded || i == 1)
- Con_Printf("%3i: %-30s %-8s %-10i\n", i, model->name, model->modeldatatypestring, model->surfmesh.num_triangles);
- else
- Con_Printf("%3i: %-30s %-30s\n", i, model->name, "--no local model found--");
- i++;
- }
- }
- /*
- ===============
- CL_SoundIndexList_f
- List all sounds in the client soundindex
- ===============
- */
- static void CL_SoundIndexList_f(void)
- {
- int i = 1;
- while(cl.sound_precache[i] && i != MAX_SOUNDS)
- { // Valid Sound
- Con_Printf("%i : %s\n", i, cl.sound_precache[i]->name);
- i++;
- }
- }
- /*
- ===============
- CL_UpdateRenderEntity
- Updates inversematrix, animation interpolation factors, scale, and mins/maxs
- ===============
- */
- void CL_UpdateRenderEntity(entity_render_t *ent)
- {
- vec3_t org;
- vec_t scale;
- dp_model_t *model = ent->model;
- // update the inverse matrix for the renderer
- Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
- // update the animation blend state
- VM_FrameBlendFromFrameGroupBlend(ent->frameblend, ent->framegroupblend, ent->model, cl.time);
- // we need the matrix origin to center the box
- Matrix4x4_OriginFromMatrix(&ent->matrix, org);
- // update entity->render.scale because the renderer needs it
- ent->scale = scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
- if (model)
- {
- // NOTE: this directly extracts vector components from the matrix, which relies on the matrix orientation!
- #ifdef MATRIX4x4_OPENGLORIENTATION
- if (ent->matrix.m[0][2] != 0 || ent->matrix.m[1][2] != 0)
- #else
- if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
- #endif
- {
- // pitch or roll
- VectorMA(org, scale, model->rotatedmins, ent->mins);
- VectorMA(org, scale, model->rotatedmaxs, ent->maxs);
- }
- #ifdef MATRIX4x4_OPENGLORIENTATION
- else if (ent->matrix.m[1][0] != 0 || ent->matrix.m[0][1] != 0)
- #else
- else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
- #endif
- {
- // yaw
- VectorMA(org, scale, model->yawmins, ent->mins);
- VectorMA(org, scale, model->yawmaxs, ent->maxs);
- }
- else
- {
- VectorMA(org, scale, model->normalmins, ent->mins);
- VectorMA(org, scale, model->normalmaxs, ent->maxs);
- }
- }
- else
- {
- ent->mins[0] = org[0] - 16;
- ent->mins[1] = org[1] - 16;
- ent->mins[2] = org[2] - 16;
- ent->maxs[0] = org[0] + 16;
- ent->maxs[1] = org[1] + 16;
- ent->maxs[2] = org[2] + 16;
- }
- }
- /*
- ===============
- CL_LerpPoint
- Determines the fraction between the last two messages that the objects
- should be put at.
- ===============
- */
- static float CL_LerpPoint(void)
- {
- float f;
- if (cl_nettimesyncboundmode.integer == 1)
- cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
- // LordHavoc: lerp in listen games as the server is being capped below the client (usually)
- if (cl.mtime[0] <= cl.mtime[1])
- {
- cl.time = cl.mtime[0];
- return 1;
- }
- f = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]);
- return bound(0, f, 1 + cl_lerpexcess.value);
- }
- void CL_ClearTempEntities (void)
- {
- r_refdef.scene.numtempentities = 0;
- // grow tempentities buffer on request
- if (r_refdef.scene.expandtempentities)
- {
- Con_Printf("CL_NewTempEntity: grow maxtempentities from %i to %i\n", r_refdef.scene.maxtempentities, r_refdef.scene.maxtempentities * 2);
- r_refdef.scene.maxtempentities *= 2;
- r_refdef.scene.tempentities = (entity_render_t *)Mem_Realloc(cls.permanentmempool, r_refdef.scene.tempentities, sizeof(entity_render_t) * r_refdef.scene.maxtempentities);
- r_refdef.scene.expandtempentities = false;
- }
- }
- entity_render_t *CL_NewTempEntity(double shadertime)
- {
- entity_render_t *render;
- if (r_refdef.scene.numentities >= r_refdef.scene.maxentities)
- return NULL;
- if (r_refdef.scene.numtempentities >= r_refdef.scene.maxtempentities)
- {
- r_refdef.scene.expandtempentities = true; // will be reallocated next frame since current frame may have pointers set already
- return NULL;
- }
- render = &r_refdef.scene.tempentities[r_refdef.scene.numtempentities++];
- memset (render, 0, sizeof(*render));
- r_refdef.scene.entities[r_refdef.scene.numentities++] = render;
- render->shadertime = shadertime;
- render->alpha = 1;
- VectorSet(render->colormod, 1, 1, 1);
- VectorSet(render->glowmod, 1, 1, 1);
- return render;
- }
- void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
- {
- int i;
- cl_effect_t *e;
- if (!modelindex) // sanity check
- return;
- if (framerate < 1)
- {
- Con_Printf("CL_Effect: framerate %f is < 1\n", framerate);
- return;
- }
- if (framecount < 1)
- {
- Con_Printf("CL_Effect: framecount %i is < 1\n", framecount);
- return;
- }
- for (i = 0, e = cl.effects;i < cl.max_effects;i++, e++)
- {
- if (e->active)
- continue;
- e->active = true;
- VectorCopy(org, e->origin);
- e->modelindex = modelindex;
- e->starttime = cl.time;
- e->startframe = startframe;
- e->endframe = startframe + framecount;
- e->framerate = framerate;
- e->frame = 0;
- e->frame1time = cl.time;
- e->frame2time = cl.time;
- cl.num_effects = max(cl.num_effects, i + 1);
- break;
- }
- }
- void CL_AllocLightFlash(entity_render_t *ent, matrix4x4_t *matrix, float radius, float red, float green, float blue, float decay, float lifetime, int cubemapnum, int style, int shadowenable, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
- {
- int i;
- dlight_t *dl;
- // then look for anything else
- dl = cl.dlights;
- for (i = 0;i < cl.max_dlights;i++, dl++)
- if (!dl->radius)
- break;
- // unable to find one
- if (i == cl.max_dlights)
- return;
- //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
- memset (dl, 0, sizeof(*dl));
- cl.num_dlights = max(cl.num_dlights, i + 1);
- Matrix4x4_Normalize(&dl->matrix, matrix);
- dl->ent = ent;
- Matrix4x4_OriginFromMatrix(&dl->matrix, dl->origin);
- CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
- Matrix4x4_SetOrigin(&dl->matrix, dl->origin[0], dl->origin[1], dl->origin[2]);
- dl->radius = radius;
- dl->color[0] = red;
- dl->color[1] = green;
- dl->color[2] = blue;
- dl->initialradius = radius;
- dl->initialcolor[0] = red;
- dl->initialcolor[1] = green;
- dl->initialcolor[2] = blue;
- dl->decay = decay / radius; // changed decay to be a percentage decrease
- dl->intensity = 1; // this is what gets decayed
- if (lifetime)
- dl->die = cl.time + lifetime;
- else
- dl->die = 0;
- if (cubemapnum > 0)
- dpsnprintf(dl->cubemapname, sizeof(dl->cubemapname), "cubemaps/%i", cubemapnum);
- else
- dl->cubemapname[0] = 0;
- dl->style = style;
- dl->shadow = shadowenable;
- dl->corona = corona;
- dl->flags = flags;
- dl->coronasizescale = coronasizescale;
- dl->ambientscale = ambientscale;
- dl->diffusescale = diffusescale;
- dl->specularscale = specularscale;
- }
- static void CL_DecayLightFlashes(void)
- {
- int i, oldmax;
- dlight_t *dl;
- float time;
- time = bound(0, cl.time - cl.oldtime, 0.1);
- oldmax = cl.num_dlights;
- cl.num_dlights = 0;
- for (i = 0, dl = cl.dlights;i < oldmax;i++, dl++)
- {
- if (dl->radius)
- {
- dl->intensity -= time * dl->decay;
- if (cl.time < dl->die && dl->intensity > 0)
- {
- if (cl_dlights_decayradius.integer)
- dl->radius = dl->initialradius * dl->intensity;
- else
- dl->radius = dl->initialradius;
- if (cl_dlights_decaybrightness.integer)
- VectorScale(dl->initialcolor, dl->intensity, dl->color);
- else
- VectorCopy(dl->initialcolor, dl->color);
- cl.num_dlights = i + 1;
- }
- else
- dl->radius = 0;
- }
- }
- }
- // called before entity relinking
- void CL_RelinkLightFlashes(void)
- {
- int i, j, k, l;
- dlight_t *dl;
- float frac, f;
- matrix4x4_t tempmatrix;
- if (r_dynamic.integer)
- {
- for (i = 0, dl = cl.dlights;i < cl.num_dlights && r_refdef.scene.numlights < MAX_DLIGHTS;i++, dl++)
- {
- if (dl->radius)
- {
- tempmatrix = dl->matrix;
- Matrix4x4_Scale(&tempmatrix, dl->radius, 1);
- // we need the corona fading to be persistent
- R_RTLight_Update(&dl->rtlight, false, &tempmatrix, dl->color, dl->style, dl->cubemapname, dl->shadow, dl->corona, dl->coronasizescale, dl->ambientscale, dl->diffusescale, dl->specularscale, dl->flags);
- r_refdef.scene.lights[r_refdef.scene.numlights++] = &dl->rtlight;
- }
- }
- }
- if (!cl.lightstyle)
- {
- for (j = 0;j < cl.max_lightstyle;j++)
- {
- r_refdef.scene.rtlightstylevalue[j] = 1;
- r_refdef.scene.lightstylevalue[j] = 256;
- }
- return;
- }
- // light animations
- // 'm' is normal light, 'a' is no light, 'z' is double bright
- f = cl.time * 10;
- i = (int)floor(f);
- frac = f - i;
- for (j = 0;j < cl.max_lightstyle;j++)
- {
- if (!cl.lightstyle[j].length)
- {
- r_refdef.scene.rtlightstylevalue[j] = 1;
- r_refdef.scene.lightstylevalue[j] = 256;
- continue;
- }
- // static lightstyle "=value"
- if (cl.lightstyle[j].map[0] == '=')
- {
- r_refdef.scene.rtlightstylevalue[j] = atof(cl.lightstyle[j].map + 1);
- if ( r_lerplightstyles.integer || ((int)f - f) < 0.01)
- r_refdef.scene.lightstylevalue[j] = r_refdef.scene.rtlightstylevalue[j];
- continue;
- }
- k = i % cl.lightstyle[j].length;
- l = (i-1) % cl.lightstyle[j].length;
- k = cl.lightstyle[j].map[k] - 'a';
- l = cl.lightstyle[j].map[l] - 'a';
- // rtlightstylevalue is always interpolated because it has no bad
- // consequences for performance
- // lightstylevalue is subject to a cvar for performance reasons;
- // skipping lightmap updates on most rendered frames substantially
- // improves framerates (but makes light fades look bad)
- r_refdef.scene.rtlightstylevalue[j] = ((k*frac)+(l*(1-frac)))*(22/256.0f);
- r_refdef.scene.lightstylevalue[j] = r_lerplightstyles.integer ? (unsigned short)(((k*frac)+(l*(1-frac)))*22) : k*22;
- }
- }
- static void CL_AddQWCTFFlagModel(entity_t *player, int skin)
- {
- int frame = player->render.framegroupblend[0].frame;
- float f;
- entity_render_t *flagrender;
- matrix4x4_t flagmatrix;
- // this code taken from QuakeWorld
- f = 14;
- if (frame >= 29 && frame <= 40)
- {
- if (frame >= 29 && frame <= 34)
- { //axpain
- if (frame == 29) f = f + 2;
- else if (frame == 30) f = f + 8;
- else if (frame == 31) f = f + 12;
- else if (frame == 32) f = f + 11;
- else if (frame == 33) f = f + 10;
- else if (frame == 34) f = f + 4;
- }
- else if (frame >= 35 && frame <= 40)
- { // pain
- if (frame == 35) f = f + 2;
- else if (frame == 36) f = f + 10;
- else if (frame == 37) f = f + 10;
- else if (frame == 38) f = f + 8;
- else if (frame == 39) f = f + 4;
- else if (frame == 40) f = f + 2;
- }
- }
- else if (frame >= 103 && frame <= 118)
- {
- if (frame >= 103 && frame <= 104) f = f + 6; //nailattack
- else if (frame >= 105 && frame <= 106) f = f + 6; //light
- else if (frame >= 107 && frame <= 112) f = f + 7; //rocketattack
- else if (frame >= 112 && frame <= 118) f = f + 7; //shotattack
- }
- // end of code taken from QuakeWorld
- flagrender = CL_NewTempEntity(player->render.shadertime);
- if (!flagrender)
- return;
- flagrender->model = CL_GetModelByIndex(cl.qw_modelindex_flag);
- flagrender->skinnum = skin;
- flagrender->alpha = 1;
- VectorSet(flagrender->colormod, 1, 1, 1);
- VectorSet(flagrender->glowmod, 1, 1, 1);
- // attach the flag to the player matrix
- Matrix4x4_CreateFromQuakeEntity(&flagmatrix, -f, -22, 0, 0, 0, -45, 1);
- Matrix4x4_Concat(&flagrender->matrix, &player->render.matrix, &flagmatrix);
- CL_UpdateRenderEntity(flagrender);
- }
- matrix4x4_t viewmodelmatrix_withbob;
- matrix4x4_t viewmodelmatrix_nobob;
- static const vec3_t muzzleflashorigin = {18, 0, 0};
- void CL_SetEntityColormapColors(entity_render_t *ent, int colormap)
- {
- const unsigned char *cbcolor;
- if (colormap >= 0)
- {
- cbcolor = palette_rgb_pantscolormap[colormap & 0xF];
- VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_pantscolor);
- cbcolor = palette_rgb_shirtcolormap[(colormap & 0xF0) >> 4];
- VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_shirtcolor);
- }
- else
- {
- VectorClear(ent->colormap_pantscolor);
- VectorClear(ent->colormap_shirtcolor);
- }
- }
- // note this is a recursive function, recursionlimit should be 32 or so on the initial call
- static void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolate)
- {
- const matrix4x4_t *matrix;
- matrix4x4_t blendmatrix, tempmatrix, matrix2;
- int frame;
- vec_t origin[3], angles[3], lerp;
- entity_t *t;
- entity_render_t *r;
- //entity_persistent_t *p = &e->persistent;
- //entity_render_t *r = &e->render;
- // skip inactive entities and world
- if (!e->state_current.active || e == cl.entities)
- return;
- if (recursionlimit < 1)
- return;
- e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
- e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
- e->render.flags = e->state_current.flags;
- e->render.effects = e->state_current.effects;
- VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
- VectorScale(e->state_current.glowmod, (1.0f / 32.0f), e->render.glowmod);
- if(e >= cl.entities && e < cl.entities + cl.num_entities)
- e->render.entitynumber = e - cl.entities;
- else
- e->render.entitynumber = 0;
- if (e->state_current.flags & RENDER_COLORMAPPED)
- CL_SetEntityColormapColors(&e->render, e->state_current.colormap);
- else if (e->state_current.colormap > 0 && e->state_current.colormap <= cl.maxclients && cl.scores != NULL)
- CL_SetEntityColormapColors(&e->render, cl.scores[e->state_current.colormap-1].colors);
- else
- CL_SetEntityColormapColors(&e->render, -1);
- e->render.skinnum = e->state_current.skin;
- if (e->state_current.tagentity)
- {
- // attached entity (gun held in player model's hand, etc)
- // if the tag entity is currently impossible, skip it
- if (e->state_current.tagentity >= cl.num_entities)
- return;
- t = cl.entities + e->state_current.tagentity;
- // if the tag entity is inactive, skip it
- if (t->state_current.active)
- {
- // update the parent first
- CL_UpdateNetworkEntity(t, recursionlimit - 1, interpolate);
- r = &t->render;
- }
- else
- {
- // it may still be a CSQC entity... trying to use its
- // info from last render frame (better than nothing)
- if(!cl.csqc_server2csqcentitynumber[e->state_current.tagentity])
- return;
- r = cl.csqcrenderentities + cl.csqc_server2csqcentitynumber[e->state_current.tagentity];
- if(!r->entitynumber)
- return; // neither CSQC nor legacy entity... can't attach
- }
- // make relative to the entity
- matrix = &r->matrix;
- // some properties of the tag entity carry over
- e->render.flags |= r->flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
- // if a valid tagindex is used, make it relative to that tag instead
- if (e->state_current.tagentity && e->state_current.tagindex >= 1 && r->model)
- {
- if(!Mod_Alias_GetTagMatrix(r->model, r->frameblend, r->skeleton, e->state_current.tagindex - 1, &blendmatrix)) // i.e. no error
- {
- // concat the tag matrices onto the entity matrix
- Matrix4x4_Concat(&tempmatrix, &r->matrix, &blendmatrix);
- // use the constructed tag matrix
- matrix = &tempmatrix;
- }
- }
- }
- else if (e->render.flags & RENDER_VIEWMODEL)
- {
- // view-relative entity (guns and such)
- if (e->render.effects & EF_NOGUNBOB)
- matrix = &viewmodelmatrix_nobob; // really attached to view
- else
- matrix = &viewmodelmatrix_withbob; // attached to gun bob matrix
- }
- else
- {
- // world-relative entity (the normal kind)
- matrix = &identitymatrix;
- }
- // movement lerp
- // if it's the predicted player entity, update according to client movement
- // but don't lerp if going through a teleporter as it causes a bad lerp
- // also don't use the predicted location if fixangle was set on both of
- // the most recent server messages, as that cause means you are spectating
- // someone or watching a cutscene of some sort
- if (cl_nolerp.integer || cls.timedemo)
- interpolate = false;
- if (e == cl.entities + cl.playerentity && cl.movement_predicted && (!cl.fixangle[1] || !cl.fixangle[0]))
- {
- VectorCopy(cl.movement_origin, origin);
- VectorSet(angles, 0, cl.viewangles[1], 0);
- }
- else if (interpolate && e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1 + cl_lerpexcess.value)
- {
- // interpolate the origin and angles
- lerp = max(0, lerp);
- VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
- #if 0
- // this fails at the singularity of euler angles
- VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
- if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
- if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
- if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
- VectorMA(e->persistent.oldangles, lerp, delta, angles);
- #else
- {
- vec3_t f0, u0, f1, u1;
- AngleVectors(e->persistent.oldangles, f0, NULL, u0);
- AngleVectors(e->persistent.newangles, f1, NULL, u1);
- VectorMAM(1-lerp, f0, lerp, f1, f0);
- VectorMAM(1-lerp, u0, lerp, u1, u0);
- AnglesFromVectors(angles, f0, u0, false);
- }
- #endif
- }
- else
- {
- // no interpolation
- VectorCopy(e->persistent.neworigin, origin);
- VectorCopy(e->persistent.newangles, angles);
- }
- // model setup and some modelflags
- frame = e->state_current.frame;
- e->render.model = CL_GetModelByIndex(e->state_current.modelindex);
- if (e->render.model)
- {
- if (e->render.skinnum >= e->render.model->numskins)
- e->render.skinnum = 0;
- if (frame >= e->render.model->numframes)
- frame = 0;
- // models can set flags such as EF_ROCKET
- // this 0xFF800000 mask is EF_NOMODELFLAGS plus all the higher EF_ flags such as EF_ROCKET
- if (!(e->render.effects & 0xFF800000))
- e->render.effects |= e->render.model->effects;
- // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
- if (e->render.model->type == mod_alias)
- angles[0] = -angles[0];
- if ((e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
- {
- VectorScale(e->render.colormod, 2, e->render.colormod);
- VectorScale(e->render.glowmod, 2, e->render.glowmod);
- }
- }
- // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
- else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
- angles[0] = -angles[0];
- // NOTE: this must be synced to SV_GetPitchSign!
- if ((e->render.effects & EF_ROTATE) && !(e->render.flags & RENDER_VIEWMODEL))
- {
- angles[1] = ANGLEMOD(100*cl.time);
- if (cl_itembobheight.value)
- origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
- }
- // animation lerp
- e->render.skeleton = NULL;
- if (e->render.flags & RENDER_COMPLEXANIMATION)
- {
- e->render.framegroupblend[0] = e->state_current.framegroupblend[0];
- e->render.framegroupblend[1] = e->state_current.framegroupblend[1];
- e->render.framegroupblend[2] = e->state_current.framegroupblend[2];
- e->render.framegroupblend[3] = e->state_current.framegroupblend[3];
- if (e->state_current.skeletonobject.model && e->state_current.skeletonobject.relativetransforms)
- e->render.skeleton = &e->state_current.skeletonobject;
- }
- else if (e->render.framegroupblend[0].frame == frame)
- {
- // update frame lerp fraction
- e->render.framegroupblend[0].lerp = 1;
- e->render.framegroupblend[1].lerp = 0;
- if (e->render.framegroupblend[0].start > e->render.framegroupblend[1].start)
- {
- // make sure frame lerp won't last longer than 100ms
- // (this mainly helps with models that use framegroups and
- // switch between them infrequently)
- float maxdelta = cl_lerpanim_maxdelta_server.value;
- if(e->render.model)
- if(e->render.model->animscenes)
- if(e->render.model->animscenes[e->render.framegroupblend[0].frame].framecount > 1 || e->render.model->animscenes[e->render.framegroupblend[1].frame].framecount > 1)
- maxdelta = cl_lerpanim_maxdelta_framegroups.value;
- maxdelta = max(maxdelta, cl.mtime[0] - cl.mtime[1]);
- e->render.framegroupblend[0].lerp = (cl.time - e->render.framegroupblend[0].start) / min(e->render.framegroupblend[0].start - e->render.framegroupblend[1].start, maxdelta);
- e->render.framegroupblend[0].lerp = bound(0, e->render.framegroupblend[0].lerp, 1);
- e->render.framegroupblend[1].lerp = 1 - e->render.framegroupblend[0].lerp;
- }
- }
- else
- {
- // begin a new frame lerp
- e->render.framegroupblend[1] = e->render.framegroupblend[0];
- e->render.framegroupblend[1].lerp = 1;
- e->render.framegroupblend[0].frame = frame;
- e->render.framegroupblend[0].start = cl.time;
- e->render.framegroupblend[0].lerp = 0;
- }
- // set up the render matrix
- if (matrix)
- {
- // attached entity, this requires a matrix multiply (concat)
- // FIXME: e->render.scale should go away
- Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
- // concat the matrices to make the entity relative to its tag
- Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
- // get the origin from the new matrix
- Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
- }
- else
- {
- // unattached entities are faster to process
- Matrix4x4_CreateFromQuakeEntity(&e->render.matrix, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
- }
- // tenebrae's sprites are all additive mode (weird)
- if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
- e->render.flags |= RENDER_ADDITIVE;
- // player model is only shown with chase_active on
- if (e->state_current.number == cl.viewentity)
- e->render.flags |= RENDER_EXTERIORMODEL;
- // either fullbright or lit
- if(!r_fullbright.integer)
- {
- if (!(e->render.effects & EF_FULLBRIGHT))
- e->render.flags |= RENDER_LIGHT;
- else if(r_equalize_entities_fullbright.integer)
- e->render.flags |= RENDER_LIGHT | RENDER_EQUALIZE;
- }
- // hide player shadow during intermission or nehahra movie
- if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST))
- && (e->render.alpha >= 1)
- && !(e->render.flags & RENDER_VIEWMODEL)
- && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
- e->render.flags |= RENDER_SHADOW;
- if (e->render.flags & RENDER_VIEWMODEL)
- e->render.flags |= RENDER_NOSELFSHADOW;
- if (e->render.effects & EF_NOSELFSHADOW)
- e->render.flags |= RENDER_NOSELFSHADOW;
- if (e->render.effects & EF_NODEPTHTEST)
- e->render.flags |= RENDER_NODEPTHTEST;
- if (e->render.effects & EF_ADDITIVE)
- e->render.flags |= RENDER_ADDITIVE;
- if (e->render.effects & EF_DOUBLESIDED)
- e->render.flags |= RENDER_DOUBLESIDED;
- if (e->render.effects & EF_DYNAMICMODELLIGHT)
- e->render.flags |= RENDER_DYNAMICMODELLIGHT;
- // make the other useful stuff
- e->render.allowdecals = true;
- CL_UpdateRenderEntity(&e->render);
- }
- // creates light and trails from an entity
- static void CL_UpdateNetworkEntityTrail(entity_t *e)
- {
- effectnameindex_t trailtype;
- vec3_t origin;
- // bmodels are treated specially since their origin is usually '0 0 0' and
- // their actual geometry is far from '0 0 0'
- if (e->render.model && e->render.model->soundfromcenter)
- {
- vec3_t o;
- VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
- Matrix4x4_Transform(&e->render.matrix, o, origin);
- }
- else
- Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
- // handle particle trails and such effects now that we know where this
- // entity is in the world...
- trailtype = EFFECT_NONE;
- // LordHavoc: if the entity has no effects, don't check each
- if (e->render.effects & (EF_BRIGHTFIELD | EF_FLAME | EF_STARDUST))
- {
- if (e->render.effects & EF_BRIGHTFIELD)
- {
- if (IS_NEXUIZ_DERIVED(gamemode))
- trailtype = EFFECT_TR_NEXUIZPLASMA;
- else
- CL_EntityParticles(e);
- }
- if (e->render.effects & EF_FLAME)
- CL_ParticleTrail(EFFECT_EF_FLAME, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true, NULL, NULL, 1);
- if (e->render.effects & EF_STARDUST)
- CL_ParticleTrail(EFFECT_EF_STARDUST, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true, NULL, NULL, 1);
- }
- if (e->render.internaleffects & (INTEF_FLAG1QW | INTEF_FLAG2QW))
- {
- // these are only set on player entities
- CL_AddQWCTFFlagModel(e, (e->render.internaleffects & INTEF_FLAG2QW) != 0);
- }
- // muzzleflash fades over time
- if (e->persistent.muzzleflash > 0)
- e->persistent.muzzleflash -= bound(0, cl.time - cl.oldtime, 0.1) * 20;
- // LordHavoc: if the entity has no effects, don't check each
- if (e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
- {
- if (e->render.effects & EF_GIB)
- trailtype = EFFECT_TR_BLOOD;
- else if (e->render.effects & EF_ZOMGIB)
- trailtype = EFFECT_TR_SLIGHTBLOOD;
- else if (e->render.effects & EF_TRACER)
- trailtype = EFFECT_TR_WIZSPIKE;
- else if (e->render.effects & EF_TRACER2)
- trailtype = EFFECT_TR_KNIGHTSPIKE;
- else if (e->render.effects & EF_ROCKET)
- trailtype = EFFECT_TR_ROCKET;
- else if (e->render.effects & EF_GRENADE)
- {
- // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
- trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
- }
- else if (e->render.effects & EF_TRACER3)
- trailtype = EFFECT_TR_VORESPIKE;
- }
- // do trails
- if (e->render.flags & RENDER_GLOWTRAIL)
- trailtype = EFFECT_TR_GLOWTRAIL;
- if (e->state_current.traileffectnum)
- trailtype = (effectnameindex_t)e->state_current.traileffectnum;
- // check if a trail is allowed (it is not after a teleport for example)
- if (trailtype && e->persistent.trail_allowed)
- {
- float len;
- vec3_t vel;
- VectorSubtract(e->state_current.origin, e->state_previous.origin, vel);
- len = e->state_current.time - e->state_previous.time;
- if (len > 0)
- len = 1.0f / len;
- VectorScale(vel, len, vel);
- // pass time as count so that trails that are time based (such as an emitter) will emit properly as long as they don't use trailspacing
- CL_ParticleTrail(trailtype, bound(0, cl.time - cl.oldtime, 0.1), e->persistent.trail_origin, origin, vel, vel, e, e->state_current.glowcolor, false, true, NULL, NULL, 1);
- }
- // now that the entity has survived one trail update it is allowed to
- // leave a real trail on later frames
- e->persistent.trail_allowed = true;
- VectorCopy(origin, e->persistent.trail_origin);
- }
- /*
- ===============
- CL_UpdateViewEntities
- ===============
- */
- void CL_UpdateViewEntities(void)
- {
- int i;
- // update any RENDER_VIEWMODEL entities to use the new view matrix
- for (i = 1;i < cl.num_entities;i++)
- {
- if (cl.entities_active[i])
- {
- entity_t *ent = cl.entities + i;
- if ((ent->render.flags & RENDER_VIEWMODEL) || ent->state_current.tagentity)
- CL_UpdateNetworkEntity(ent, 32, true);
- }
- }
- // and of course the engine viewmodel needs updating as well
- CL_UpdateNetworkEntity(&cl.viewent, 32, true);
- }
- /*
- ===============
- CL_UpdateNetworkCollisionEntities
- ===============
- */
- static void CL_UpdateNetworkCollisionEntities(void)
- {
- entity_t *ent;
- int i;
- // start on the entity after the world
- cl.num_brushmodel_entities = 0;
- for (i = cl.maxclients + 1;i < cl.num_entities;i++)
- {
- if (cl.entities_active[i])
- {
- ent = cl.entities + i;
- if (ent->state_current.active && ent->render.model && ent->render.model->name[0] == '*' && ent->render.model->TraceBox)
- {
- // do not interpolate the bmodels for this
- CL_UpdateNetworkEntity(ent, 32, false);
- cl.brushmodel_entities[cl.num_brushmodel_entities++] = i;
- }
- }
- }
- }
- /*
- ===============
- CL_UpdateNetworkEntities
- ===============
- */
- static void CL_UpdateNetworkEntities(void)
- {
- entity_t *ent;
- int i;
- // start on the entity after the world
- for (i = 1;i < cl.num_entities;i++)
- {
- if (cl.entities_active[i])
- {
- ent = cl.entities + i;
- if (ent->state_current.active)
- {
- CL_UpdateNetworkEntity(ent, 32, true);
- // view models should never create light/trails
- if (!(ent->render.flags & RENDER_VIEWMODEL))
- CL_UpdateNetworkEntityTrail(ent);
- }
- else
- {
- R_DecalSystem_Reset(&ent->render.decalsystem);
- cl.entities_active[i] = false;
- }
- }
- }
- }
- static void CL_UpdateViewModel(void)
- {
- entity_t *ent;
- ent = &cl.viewent;
- ent->state_previous = ent->state_current;
- ent->state_current = defaultstate;
- ent->state_current.time = cl.time;
- ent->state_current.number = (unsigned short)-1;
- ent->state_current.active = true;
- ent->state_current.modelindex = cl.stats[STAT_WEAPON];
- ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
- ent->state_current.flags = RENDER_VIEWMODEL;
- if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
- ent->state_current.modelindex = 0;
- else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
- {
- if (gamemode == GAME_TRANSFUSION)
- ent->state_current.alpha = 128;
- else
- ent->state_current.modelindex = 0;
- }
- ent->state_current.alpha = cl.entities[cl.viewentity].state_current.alpha;
- ent->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB));
- // reset animation interpolation on weaponmodel if model changed
- if (ent->state_previous.modelindex != ent->state_current.modelindex)
- {
- ent->render.framegroupblend[0].frame = ent->render.framegroupblend[1].frame = ent->state_current.frame;
- ent->render.framegroupblend[0].start = ent->render.framegroupblend[1].start = cl.time;
- ent->render.framegroupblend[0].lerp = 1;ent->render.framegroupblend[1].lerp = 0;
- }
- CL_UpdateNetworkEntity(ent, 32, true);
- }
- // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
- static void CL_LinkNetworkEntity(entity_t *e)
- {
- effectnameindex_t trailtype;
- vec3_t origin;
- vec3_t dlightcolor;
- vec_t dlightradius;
- char vabuf[1024];
- // skip inactive entities and world
- if (!e->state_current.active || e == cl.entities)
- return;
- if (e->state_current.tagentity)
- {
- // if the tag entity is currently impossible, skip it
- if (e->state_current.tagentity >= cl.num_entities)
- return;
- // if the tag entity is inactive, skip it
- if (!cl.entities[e->state_current.tagentity].state_current.active)
- {
- if(!cl.csqc_server2csqcentitynumber[e->state_current.tagentity])
- return;
- if(!cl.csqcrenderentities[cl.csqc_server2csqcentitynumber[e->state_current.tagentity]].entitynumber)
- return;
- // if we get here, it's properly csqc networked and attached
- }
- }
- // create entity dlights associated with this entity
- if (e->render.model && e->render.model->soundfromcenter)
- {
- // bmodels are treated specially since their origin is usually '0 0 0'
- vec3_t o;
- VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
- Matrix4x4_Transform(&e->render.matrix, o, origin);
- }
- else
- Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
- trailtype = EFFECT_NONE;
- dlightradius = 0;
- dlightcolor[0] = 0;
- dlightcolor[1] …
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