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/cl_main.c

https://gitlab.com/xonotic/darkplaces
C | 2802 lines | 2280 code | 196 blank | 326 comment | 587 complexity | d0ceec73e51ca5d16a3e7377fac0d1dd MD5 | raw file
Possible License(s): GPL-2.0

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  1. /*
  2. Copyright (C) 1996-1997 Id Software, Inc.
  3. This program is free software; you can redistribute it and/or
  4. modify it under the terms of the GNU General Public License
  5. as published by the Free Software Foundation; either version 2
  6. of the License, or (at your option) any later version.
  7. This program is distributed in the hope that it will be useful,
  8. but WITHOUT ANY WARRANTY; without even the implied warranty of
  9. MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
  10. See the GNU General Public License for more details.
  11. You should have received a copy of the GNU General Public License
  12. along with this program; if not, write to the Free Software
  13. Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
  14. */
  15. // cl_main.c -- client main loop
  16. #include "quakedef.h"
  17. #include "cl_collision.h"
  18. #include "cl_video.h"
  19. #include "image.h"
  20. #include "csprogs.h"
  21. #include "r_shadow.h"
  22. #include "libcurl.h"
  23. #include "snd_main.h"
  24. // we need to declare some mouse variables here, because the menu system
  25. // references them even when on a unix system.
  26. cvar_t csqc_progname = {0, "csqc_progname","csprogs.dat","name of csprogs.dat file to load"};
  27. 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"};
  28. 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"};
  29. cvar_t csqc_usedemoprogs = {0, "csqc_usedemoprogs","1","use csprogs stored in demos"};
  30. cvar_t cl_shownet = {0, "cl_shownet","0","1 = print packet size, 2 = print packet message list"};
  31. cvar_t cl_nolerp = {0, "cl_nolerp", "0","network update smoothing"};
  32. cvar_t cl_lerpexcess = {0, "cl_lerpexcess", "0","maximum allowed lerp excess (hides, not fixes, some packet loss)"};
  33. 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)"};
  34. 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)"};
  35. cvar_t cl_itembobheight = {0, "cl_itembobheight", "0","how much items bob up and down (try 8)"};
  36. cvar_t cl_itembobspeed = {0, "cl_itembobspeed", "0.5","how frequently items bob up and down"};
  37. cvar_t lookspring = {CVAR_SAVE, "lookspring","0","returns pitch to level with the floor when no longer holding a pitch key"};
  38. cvar_t lookstrafe = {CVAR_SAVE, "lookstrafe","0","move instead of turning"};
  39. cvar_t sensitivity = {CVAR_SAVE, "sensitivity","3","mouse speed multiplier"};
  40. cvar_t m_pitch = {CVAR_SAVE, "m_pitch","0.022","mouse pitch speed multiplier"};
  41. cvar_t m_yaw = {CVAR_SAVE, "m_yaw","0.022","mouse yaw speed multiplier"};
  42. cvar_t m_forward = {CVAR_SAVE, "m_forward","1","mouse forward speed multiplier"};
  43. cvar_t m_side = {CVAR_SAVE, "m_side","0.8","mouse side speed multiplier"};
  44. cvar_t freelook = {CVAR_SAVE, "freelook", "1","mouse controls pitch instead of forward/back"};
  45. 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" };
  46. 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)" };
  47. 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" };
  48. cvar_t r_draweffects = {0, "r_draweffects", "1","renders temporary sprite effects"};
  49. cvar_t cl_explosions_alpha_start = {CVAR_SAVE, "cl_explosions_alpha_start", "1.5","starting alpha of an explosion shell"};
  50. cvar_t cl_explosions_alpha_end = {CVAR_SAVE, "cl_explosions_alpha_end", "0","end alpha of an explosion shell (just before it disappears)"};
  51. cvar_t cl_explosions_size_start = {CVAR_SAVE, "cl_explosions_size_start", "16","starting size of an explosion shell"};
  52. cvar_t cl_explosions_size_end = {CVAR_SAVE, "cl_explosions_size_end", "128","ending alpha of an explosion shell (just before it disappears)"};
  53. cvar_t cl_explosions_lifetime = {CVAR_SAVE, "cl_explosions_lifetime", "0.5","how long an explosion shell lasts"};
  54. cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "0","stains lightmaps, much faster than decals but blurred"};
  55. cvar_t cl_stainmaps_clearonload = {CVAR_SAVE, "cl_stainmaps_clearonload", "1","clear stainmaps on map restart"};
  56. cvar_t cl_beams_polygons = {CVAR_SAVE, "cl_beams_polygons", "1","use beam polygons instead of models"};
  57. 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)"};
  58. cvar_t cl_beams_instantaimhack = {CVAR_SAVE, "cl_beams_instantaimhack", "0", "makes your lightning gun aiming update instantly"};
  59. cvar_t cl_beams_lightatend = {CVAR_SAVE, "cl_beams_lightatend", "0", "make a light at the end of the beam"};
  60. 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)"};
  61. cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0","hide player shadow"};
  62. cvar_t cl_dlights_decayradius = {CVAR_SAVE, "cl_dlights_decayradius", "1", "reduces size of light flashes over time"};
  63. cvar_t cl_dlights_decaybrightness = {CVAR_SAVE, "cl_dlights_decaybrightness", "1", "reduces brightness of light flashes over time"};
  64. 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)"};
  65. 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"};
  66. cvar_t cl_prydoncursor_notrace = {0, "cl_prydoncursor_notrace", "0", "disables traceline used in prydon cursor reporting to the game, saving some cpu time"};
  67. cvar_t cl_deathnoviewmodel = {0, "cl_deathnoviewmodel", "1", "hides gun model when dead"};
  68. 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)"};
  69. cvar_t cl_locs_show = {0, "locs_show", "0", "shows defined locations for editing purposes"};
  70. extern cvar_t r_equalize_entities_fullbright;
  71. client_static_t cls;
  72. client_state_t cl;
  73. /*
  74. =====================
  75. CL_ClearState
  76. =====================
  77. */
  78. void CL_ClearState(void)
  79. {
  80. int i;
  81. entity_t *ent;
  82. CL_VM_ShutDown();
  83. // wipe the entire cl structure
  84. Mem_EmptyPool(cls.levelmempool);
  85. memset (&cl, 0, sizeof(cl));
  86. S_StopAllSounds();
  87. // reset the view zoom interpolation
  88. cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
  89. cl.sensitivityscale = 1.0f;
  90. // enable rendering of the world and such
  91. cl.csqc_vidvars.drawworld = r_drawworld.integer != 0;
  92. cl.csqc_vidvars.drawenginesbar = true;
  93. cl.csqc_vidvars.drawcrosshair = true;
  94. // set up the float version of the stats array for easier access to float stats
  95. cl.statsf = (float *)cl.stats;
  96. cl.num_entities = 0;
  97. cl.num_static_entities = 0;
  98. cl.num_brushmodel_entities = 0;
  99. // tweak these if the game runs out
  100. cl.max_csqcrenderentities = 0;
  101. cl.max_entities = MAX_ENITIES_INITIAL;
  102. cl.max_static_entities = MAX_STATICENTITIES;
  103. cl.max_effects = MAX_EFFECTS;
  104. cl.max_beams = MAX_BEAMS;
  105. cl.max_dlights = MAX_DLIGHTS;
  106. cl.max_lightstyle = MAX_LIGHTSTYLES;
  107. cl.max_brushmodel_entities = MAX_EDICTS;
  108. cl.max_particles = MAX_PARTICLES_INITIAL; // grows dynamically
  109. cl.max_decals = MAX_DECALS_INITIAL; // grows dynamically
  110. cl.max_showlmps = 0;
  111. cl.num_dlights = 0;
  112. cl.num_effects = 0;
  113. cl.num_beams = 0;
  114. cl.csqcrenderentities = NULL;
  115. cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
  116. cl.entities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char));
  117. cl.static_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_static_entities * sizeof(entity_t));
  118. cl.effects = (cl_effect_t *)Mem_Alloc(cls.levelmempool, cl.max_effects * sizeof(cl_effect_t));
  119. cl.beams = (beam_t *)Mem_Alloc(cls.levelmempool, cl.max_beams * sizeof(beam_t));
  120. cl.dlights = (dlight_t *)Mem_Alloc(cls.levelmempool, cl.max_dlights * sizeof(dlight_t));
  121. cl.lightstyle = (lightstyle_t *)Mem_Alloc(cls.levelmempool, cl.max_lightstyle * sizeof(lightstyle_t));
  122. cl.brushmodel_entities = (int *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(int));
  123. cl.particles = (particle_t *) Mem_Alloc(cls.levelmempool, cl.max_particles * sizeof(particle_t));
  124. cl.decals = (decal_t *) Mem_Alloc(cls.levelmempool, cl.max_decals * sizeof(decal_t));
  125. cl.showlmps = NULL;
  126. // LordHavoc: have to set up the baseline info for alpha and other stuff
  127. for (i = 0;i < cl.max_entities;i++)
  128. {
  129. cl.entities[i].state_baseline = defaultstate;
  130. cl.entities[i].state_previous = defaultstate;
  131. cl.entities[i].state_current = defaultstate;
  132. }
  133. if (IS_NEXUIZ_DERIVED(gamemode))
  134. {
  135. VectorSet(cl.playerstandmins, -16, -16, -24);
  136. VectorSet(cl.playerstandmaxs, 16, 16, 45);
  137. VectorSet(cl.playercrouchmins, -16, -16, -24);
  138. VectorSet(cl.playercrouchmaxs, 16, 16, 25);
  139. }
  140. else
  141. {
  142. VectorSet(cl.playerstandmins, -16, -16, -24);
  143. VectorSet(cl.playerstandmaxs, 16, 16, 24);
  144. VectorSet(cl.playercrouchmins, -16, -16, -24);
  145. VectorSet(cl.playercrouchmaxs, 16, 16, 24);
  146. }
  147. // disable until we get textures for it
  148. R_ResetSkyBox();
  149. ent = &cl.entities[0];
  150. // entire entity array was cleared, so just fill in a few fields
  151. ent->state_current.active = true;
  152. ent->render.model = cl.worldmodel = NULL; // no world model yet
  153. ent->render.alpha = 1;
  154. ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
  155. Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, 0, 0, 0, 0, 0, 0, 1);
  156. ent->render.allowdecals = true;
  157. CL_UpdateRenderEntity(&ent->render);
  158. // noclip is turned off at start
  159. noclip_anglehack = false;
  160. // mark all frames invalid for delta
  161. memset(cl.qw_deltasequence, -1, sizeof(cl.qw_deltasequence));
  162. // set bestweapon data back to Quake data
  163. IN_BestWeapon_ResetData();
  164. CL_Screen_NewMap();
  165. }
  166. void CL_SetInfo(const char *key, const char *value, qboolean send, qboolean allowstarkey, qboolean allowmodel, qboolean quiet)
  167. {
  168. int i;
  169. qboolean fail = false;
  170. char vabuf[1024];
  171. if (!allowstarkey && key[0] == '*')
  172. fail = true;
  173. if (!allowmodel && (!strcasecmp(key, "pmodel") || !strcasecmp(key, "emodel")))
  174. fail = true;
  175. for (i = 0;key[i];i++)
  176. if (ISWHITESPACE(key[i]) || key[i] == '\"')
  177. fail = true;
  178. for (i = 0;value[i];i++)
  179. if (value[i] == '\r' || value[i] == '\n' || value[i] == '\"')
  180. fail = true;
  181. if (fail)
  182. {
  183. if (!quiet)
  184. Con_Printf("Can't setinfo \"%s\" \"%s\"\n", key, value);
  185. return;
  186. }
  187. InfoString_SetValue(cls.userinfo, sizeof(cls.userinfo), key, value);
  188. if (cls.state == ca_connected && cls.netcon)
  189. {
  190. if (cls.protocol == PROTOCOL_QUAKEWORLD)
  191. {
  192. MSG_WriteByte(&cls.netcon->message, qw_clc_stringcmd);
  193. MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "setinfo \"%s\" \"%s\"", key, value));
  194. }
  195. else if (!strcasecmp(key, "name"))
  196. {
  197. MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
  198. MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "name \"%s\"", value));
  199. }
  200. else if (!strcasecmp(key, "playermodel"))
  201. {
  202. MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
  203. MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "playermodel \"%s\"", value));
  204. }
  205. else if (!strcasecmp(key, "playerskin"))
  206. {
  207. MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
  208. MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "playerskin \"%s\"", value));
  209. }
  210. else if (!strcasecmp(key, "topcolor"))
  211. {
  212. // don't send anything, the combined color code will be updated manually
  213. }
  214. else if (!strcasecmp(key, "bottomcolor"))
  215. {
  216. // don't send anything, the combined color code will be updated manually
  217. }
  218. else if (!strcasecmp(key, "rate"))
  219. {
  220. MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
  221. MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "rate \"%s\"", value));
  222. }
  223. else if (!strcasecmp(key, "rate_burstsize"))
  224. {
  225. MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
  226. MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "rate_burstsize \"%s\"", value));
  227. }
  228. }
  229. }
  230. void CL_ExpandEntities(int num)
  231. {
  232. int i, oldmaxentities;
  233. entity_t *oldentities;
  234. if (num >= cl.max_entities)
  235. {
  236. if (!cl.entities)
  237. Sys_Error("CL_ExpandEntities: cl.entities not initialized");
  238. if (num >= MAX_EDICTS)
  239. Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
  240. oldmaxentities = cl.max_entities;
  241. oldentities = cl.entities;
  242. cl.max_entities = (num & ~255) + 256;
  243. cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
  244. memcpy(cl.entities, oldentities, oldmaxentities * sizeof(entity_t));
  245. Mem_Free(oldentities);
  246. for (i = oldmaxentities;i < cl.max_entities;i++)
  247. {
  248. cl.entities[i].state_baseline = defaultstate;
  249. cl.entities[i].state_previous = defaultstate;
  250. cl.entities[i].state_current = defaultstate;
  251. }
  252. }
  253. }
  254. void CL_ExpandCSQCRenderEntities(int num)
  255. {
  256. int i;
  257. int oldmaxcsqcrenderentities;
  258. entity_render_t *oldcsqcrenderentities;
  259. if (num >= cl.max_csqcrenderentities)
  260. {
  261. if (num >= MAX_EDICTS)
  262. Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
  263. oldmaxcsqcrenderentities = cl.max_csqcrenderentities;
  264. oldcsqcrenderentities = cl.csqcrenderentities;
  265. cl.max_csqcrenderentities = (num & ~255) + 256;
  266. cl.csqcrenderentities = (entity_render_t *)Mem_Alloc(cls.levelmempool, cl.max_csqcrenderentities * sizeof(entity_render_t));
  267. if (oldcsqcrenderentities)
  268. {
  269. memcpy(cl.csqcrenderentities, oldcsqcrenderentities, oldmaxcsqcrenderentities * sizeof(entity_render_t));
  270. for (i = 0;i < r_refdef.scene.numentities;i++)
  271. if(r_refdef.scene.entities[i] >= oldcsqcrenderentities && r_refdef.scene.entities[i] < (oldcsqcrenderentities + oldmaxcsqcrenderentities))
  272. r_refdef.scene.entities[i] = cl.csqcrenderentities + (r_refdef.scene.entities[i] - oldcsqcrenderentities);
  273. Mem_Free(oldcsqcrenderentities);
  274. }
  275. }
  276. }
  277. /*
  278. =====================
  279. CL_Disconnect
  280. Sends a disconnect message to the server
  281. This is also called on Host_Error, so it shouldn't cause any errors
  282. =====================
  283. */
  284. void CL_Disconnect(void)
  285. {
  286. if (cls.state == ca_dedicated)
  287. return;
  288. if (COM_CheckParm("-profilegameonly"))
  289. Sys_AllowProfiling(false);
  290. Curl_Clear_forthismap();
  291. Con_DPrintf("CL_Disconnect\n");
  292. Cvar_SetValueQuick(&csqc_progcrc, -1);
  293. Cvar_SetValueQuick(&csqc_progsize, -1);
  294. CL_VM_ShutDown();
  295. // stop sounds (especially looping!)
  296. S_StopAllSounds ();
  297. cl.parsingtextexpectingpingforscores = 0; // just in case no reply has come yet
  298. // clear contents blends
  299. cl.cshifts[0].percent = 0;
  300. cl.cshifts[1].percent = 0;
  301. cl.cshifts[2].percent = 0;
  302. cl.cshifts[3].percent = 0;
  303. cl.worldmodel = NULL;
  304. CL_Parse_ErrorCleanUp();
  305. if (cls.demoplayback)
  306. CL_StopPlayback();
  307. else if (cls.netcon)
  308. {
  309. sizebuf_t buf;
  310. unsigned char bufdata[8];
  311. if (cls.demorecording)
  312. CL_Stop_f();
  313. // send disconnect message 3 times to improve chances of server
  314. // receiving it (but it still fails sometimes)
  315. memset(&buf, 0, sizeof(buf));
  316. buf.data = bufdata;
  317. buf.maxsize = sizeof(bufdata);
  318. if (cls.protocol == PROTOCOL_QUAKEWORLD)
  319. {
  320. Con_DPrint("Sending drop command\n");
  321. MSG_WriteByte(&buf, qw_clc_stringcmd);
  322. MSG_WriteString(&buf, "drop");
  323. }
  324. else
  325. {
  326. Con_DPrint("Sending clc_disconnect\n");
  327. MSG_WriteByte(&buf, clc_disconnect);
  328. }
  329. NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, 0, false);
  330. NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, 0, false);
  331. NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, 0, false);
  332. NetConn_Close(cls.netcon);
  333. cls.netcon = NULL;
  334. }
  335. cls.state = ca_disconnected;
  336. cl.islocalgame = false;
  337. cls.demoplayback = cls.timedemo = false;
  338. cls.signon = 0;
  339. }
  340. void CL_Disconnect_f(void)
  341. {
  342. CL_Disconnect ();
  343. if (sv.active)
  344. Host_ShutdownServer ();
  345. }
  346. /*
  347. =====================
  348. CL_EstablishConnection
  349. Host should be either "local" or a net address
  350. =====================
  351. */
  352. void CL_EstablishConnection(const char *host, int firstarg)
  353. {
  354. if (cls.state == ca_dedicated)
  355. return;
  356. // don't connect to a server if we're benchmarking a demo
  357. if (COM_CheckParm("-benchmark"))
  358. return;
  359. // clear menu's connect error message
  360. #ifdef CONFIG_MENU
  361. M_Update_Return_Reason("");
  362. #endif
  363. cls.demonum = -1;
  364. // stop demo loop in case this fails
  365. if (cls.demoplayback)
  366. CL_StopPlayback();
  367. // if downloads are running, cancel their finishing action
  368. Curl_Clear_forthismap();
  369. // make sure the client ports are open before attempting to connect
  370. NetConn_UpdateSockets();
  371. if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
  372. {
  373. cls.connect_trying = true;
  374. cls.connect_remainingtries = 3;
  375. cls.connect_nextsendtime = 0;
  376. // only NOW, set connect_userinfo
  377. if(firstarg >= 0)
  378. {
  379. int i;
  380. *cls.connect_userinfo = 0;
  381. for(i = firstarg; i+2 <= Cmd_Argc(); i += 2)
  382. InfoString_SetValue(cls.connect_userinfo, sizeof(cls.connect_userinfo), Cmd_Argv(i), Cmd_Argv(i+1));
  383. }
  384. else if(firstarg < -1)
  385. {
  386. // -1: keep as is (reconnect)
  387. // -2: clear
  388. *cls.connect_userinfo = 0;
  389. }
  390. #ifdef CONFIG_MENU
  391. M_Update_Return_Reason("Trying to connect...");
  392. #endif
  393. }
  394. else
  395. {
  396. Con_Print("Unable to find a suitable network socket to connect to server.\n");
  397. #ifdef CONFIG_MENU
  398. M_Update_Return_Reason("No network");
  399. #endif
  400. }
  401. }
  402. /*
  403. ==============
  404. CL_PrintEntities_f
  405. ==============
  406. */
  407. static void CL_PrintEntities_f(void)
  408. {
  409. entity_t *ent;
  410. int i;
  411. for (i = 0, ent = cl.entities;i < cl.num_entities;i++, ent++)
  412. {
  413. const char* modelname;
  414. if (!ent->state_current.active)
  415. continue;
  416. if (ent->render.model)
  417. modelname = ent->render.model->name;
  418. else
  419. modelname = "--no model--";
  420. 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);
  421. }
  422. }
  423. /*
  424. ===============
  425. CL_ModelIndexList_f
  426. List information on all models in the client modelindex
  427. ===============
  428. */
  429. static void CL_ModelIndexList_f(void)
  430. {
  431. int i;
  432. dp_model_t *model;
  433. // Print Header
  434. Con_Printf("%3s: %-30s %-8s %-8s\n", "ID", "Name", "Type", "Triangles");
  435. for (i = -MAX_MODELS;i < MAX_MODELS;i++)
  436. {
  437. model = CL_GetModelByIndex(i);
  438. if (!model)
  439. continue;
  440. if(model->loaded || i == 1)
  441. Con_Printf("%3i: %-30s %-8s %-10i\n", i, model->name, model->modeldatatypestring, model->surfmesh.num_triangles);
  442. else
  443. Con_Printf("%3i: %-30s %-30s\n", i, model->name, "--no local model found--");
  444. i++;
  445. }
  446. }
  447. /*
  448. ===============
  449. CL_SoundIndexList_f
  450. List all sounds in the client soundindex
  451. ===============
  452. */
  453. static void CL_SoundIndexList_f(void)
  454. {
  455. int i = 1;
  456. while(cl.sound_precache[i] && i != MAX_SOUNDS)
  457. { // Valid Sound
  458. Con_Printf("%i : %s\n", i, cl.sound_precache[i]->name);
  459. i++;
  460. }
  461. }
  462. /*
  463. ===============
  464. CL_UpdateRenderEntity
  465. Updates inversematrix, animation interpolation factors, scale, and mins/maxs
  466. ===============
  467. */
  468. void CL_UpdateRenderEntity(entity_render_t *ent)
  469. {
  470. vec3_t org;
  471. vec_t scale;
  472. dp_model_t *model = ent->model;
  473. // update the inverse matrix for the renderer
  474. Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
  475. // update the animation blend state
  476. VM_FrameBlendFromFrameGroupBlend(ent->frameblend, ent->framegroupblend, ent->model, cl.time);
  477. // we need the matrix origin to center the box
  478. Matrix4x4_OriginFromMatrix(&ent->matrix, org);
  479. // update entity->render.scale because the renderer needs it
  480. ent->scale = scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
  481. if (model)
  482. {
  483. // NOTE: this directly extracts vector components from the matrix, which relies on the matrix orientation!
  484. #ifdef MATRIX4x4_OPENGLORIENTATION
  485. if (ent->matrix.m[0][2] != 0 || ent->matrix.m[1][2] != 0)
  486. #else
  487. if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
  488. #endif
  489. {
  490. // pitch or roll
  491. VectorMA(org, scale, model->rotatedmins, ent->mins);
  492. VectorMA(org, scale, model->rotatedmaxs, ent->maxs);
  493. }
  494. #ifdef MATRIX4x4_OPENGLORIENTATION
  495. else if (ent->matrix.m[1][0] != 0 || ent->matrix.m[0][1] != 0)
  496. #else
  497. else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
  498. #endif
  499. {
  500. // yaw
  501. VectorMA(org, scale, model->yawmins, ent->mins);
  502. VectorMA(org, scale, model->yawmaxs, ent->maxs);
  503. }
  504. else
  505. {
  506. VectorMA(org, scale, model->normalmins, ent->mins);
  507. VectorMA(org, scale, model->normalmaxs, ent->maxs);
  508. }
  509. }
  510. else
  511. {
  512. ent->mins[0] = org[0] - 16;
  513. ent->mins[1] = org[1] - 16;
  514. ent->mins[2] = org[2] - 16;
  515. ent->maxs[0] = org[0] + 16;
  516. ent->maxs[1] = org[1] + 16;
  517. ent->maxs[2] = org[2] + 16;
  518. }
  519. }
  520. /*
  521. ===============
  522. CL_LerpPoint
  523. Determines the fraction between the last two messages that the objects
  524. should be put at.
  525. ===============
  526. */
  527. static float CL_LerpPoint(void)
  528. {
  529. float f;
  530. if (cl_nettimesyncboundmode.integer == 1)
  531. cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
  532. // LordHavoc: lerp in listen games as the server is being capped below the client (usually)
  533. if (cl.mtime[0] <= cl.mtime[1])
  534. {
  535. cl.time = cl.mtime[0];
  536. return 1;
  537. }
  538. f = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]);
  539. return bound(0, f, 1 + cl_lerpexcess.value);
  540. }
  541. void CL_ClearTempEntities (void)
  542. {
  543. r_refdef.scene.numtempentities = 0;
  544. // grow tempentities buffer on request
  545. if (r_refdef.scene.expandtempentities)
  546. {
  547. Con_Printf("CL_NewTempEntity: grow maxtempentities from %i to %i\n", r_refdef.scene.maxtempentities, r_refdef.scene.maxtempentities * 2);
  548. r_refdef.scene.maxtempentities *= 2;
  549. r_refdef.scene.tempentities = (entity_render_t *)Mem_Realloc(cls.permanentmempool, r_refdef.scene.tempentities, sizeof(entity_render_t) * r_refdef.scene.maxtempentities);
  550. r_refdef.scene.expandtempentities = false;
  551. }
  552. }
  553. entity_render_t *CL_NewTempEntity(double shadertime)
  554. {
  555. entity_render_t *render;
  556. if (r_refdef.scene.numentities >= r_refdef.scene.maxentities)
  557. return NULL;
  558. if (r_refdef.scene.numtempentities >= r_refdef.scene.maxtempentities)
  559. {
  560. r_refdef.scene.expandtempentities = true; // will be reallocated next frame since current frame may have pointers set already
  561. return NULL;
  562. }
  563. render = &r_refdef.scene.tempentities[r_refdef.scene.numtempentities++];
  564. memset (render, 0, sizeof(*render));
  565. r_refdef.scene.entities[r_refdef.scene.numentities++] = render;
  566. render->shadertime = shadertime;
  567. render->alpha = 1;
  568. VectorSet(render->colormod, 1, 1, 1);
  569. VectorSet(render->glowmod, 1, 1, 1);
  570. return render;
  571. }
  572. void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
  573. {
  574. int i;
  575. cl_effect_t *e;
  576. if (!modelindex) // sanity check
  577. return;
  578. if (framerate < 1)
  579. {
  580. Con_Printf("CL_Effect: framerate %f is < 1\n", framerate);
  581. return;
  582. }
  583. if (framecount < 1)
  584. {
  585. Con_Printf("CL_Effect: framecount %i is < 1\n", framecount);
  586. return;
  587. }
  588. for (i = 0, e = cl.effects;i < cl.max_effects;i++, e++)
  589. {
  590. if (e->active)
  591. continue;
  592. e->active = true;
  593. VectorCopy(org, e->origin);
  594. e->modelindex = modelindex;
  595. e->starttime = cl.time;
  596. e->startframe = startframe;
  597. e->endframe = startframe + framecount;
  598. e->framerate = framerate;
  599. e->frame = 0;
  600. e->frame1time = cl.time;
  601. e->frame2time = cl.time;
  602. cl.num_effects = max(cl.num_effects, i + 1);
  603. break;
  604. }
  605. }
  606. 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)
  607. {
  608. int i;
  609. dlight_t *dl;
  610. // then look for anything else
  611. dl = cl.dlights;
  612. for (i = 0;i < cl.max_dlights;i++, dl++)
  613. if (!dl->radius)
  614. break;
  615. // unable to find one
  616. if (i == cl.max_dlights)
  617. return;
  618. //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
  619. memset (dl, 0, sizeof(*dl));
  620. cl.num_dlights = max(cl.num_dlights, i + 1);
  621. Matrix4x4_Normalize(&dl->matrix, matrix);
  622. dl->ent = ent;
  623. Matrix4x4_OriginFromMatrix(&dl->matrix, dl->origin);
  624. CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
  625. Matrix4x4_SetOrigin(&dl->matrix, dl->origin[0], dl->origin[1], dl->origin[2]);
  626. dl->radius = radius;
  627. dl->color[0] = red;
  628. dl->color[1] = green;
  629. dl->color[2] = blue;
  630. dl->initialradius = radius;
  631. dl->initialcolor[0] = red;
  632. dl->initialcolor[1] = green;
  633. dl->initialcolor[2] = blue;
  634. dl->decay = decay / radius; // changed decay to be a percentage decrease
  635. dl->intensity = 1; // this is what gets decayed
  636. if (lifetime)
  637. dl->die = cl.time + lifetime;
  638. else
  639. dl->die = 0;
  640. if (cubemapnum > 0)
  641. dpsnprintf(dl->cubemapname, sizeof(dl->cubemapname), "cubemaps/%i", cubemapnum);
  642. else
  643. dl->cubemapname[0] = 0;
  644. dl->style = style;
  645. dl->shadow = shadowenable;
  646. dl->corona = corona;
  647. dl->flags = flags;
  648. dl->coronasizescale = coronasizescale;
  649. dl->ambientscale = ambientscale;
  650. dl->diffusescale = diffusescale;
  651. dl->specularscale = specularscale;
  652. }
  653. static void CL_DecayLightFlashes(void)
  654. {
  655. int i, oldmax;
  656. dlight_t *dl;
  657. float time;
  658. time = bound(0, cl.time - cl.oldtime, 0.1);
  659. oldmax = cl.num_dlights;
  660. cl.num_dlights = 0;
  661. for (i = 0, dl = cl.dlights;i < oldmax;i++, dl++)
  662. {
  663. if (dl->radius)
  664. {
  665. dl->intensity -= time * dl->decay;
  666. if (cl.time < dl->die && dl->intensity > 0)
  667. {
  668. if (cl_dlights_decayradius.integer)
  669. dl->radius = dl->initialradius * dl->intensity;
  670. else
  671. dl->radius = dl->initialradius;
  672. if (cl_dlights_decaybrightness.integer)
  673. VectorScale(dl->initialcolor, dl->intensity, dl->color);
  674. else
  675. VectorCopy(dl->initialcolor, dl->color);
  676. cl.num_dlights = i + 1;
  677. }
  678. else
  679. dl->radius = 0;
  680. }
  681. }
  682. }
  683. // called before entity relinking
  684. void CL_RelinkLightFlashes(void)
  685. {
  686. int i, j, k, l;
  687. dlight_t *dl;
  688. float frac, f;
  689. matrix4x4_t tempmatrix;
  690. if (r_dynamic.integer)
  691. {
  692. for (i = 0, dl = cl.dlights;i < cl.num_dlights && r_refdef.scene.numlights < MAX_DLIGHTS;i++, dl++)
  693. {
  694. if (dl->radius)
  695. {
  696. tempmatrix = dl->matrix;
  697. Matrix4x4_Scale(&tempmatrix, dl->radius, 1);
  698. // we need the corona fading to be persistent
  699. 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);
  700. r_refdef.scene.lights[r_refdef.scene.numlights++] = &dl->rtlight;
  701. }
  702. }
  703. }
  704. if (!cl.lightstyle)
  705. {
  706. for (j = 0;j < cl.max_lightstyle;j++)
  707. {
  708. r_refdef.scene.rtlightstylevalue[j] = 1;
  709. r_refdef.scene.lightstylevalue[j] = 256;
  710. }
  711. return;
  712. }
  713. // light animations
  714. // 'm' is normal light, 'a' is no light, 'z' is double bright
  715. f = cl.time * 10;
  716. i = (int)floor(f);
  717. frac = f - i;
  718. for (j = 0;j < cl.max_lightstyle;j++)
  719. {
  720. if (!cl.lightstyle[j].length)
  721. {
  722. r_refdef.scene.rtlightstylevalue[j] = 1;
  723. r_refdef.scene.lightstylevalue[j] = 256;
  724. continue;
  725. }
  726. // static lightstyle "=value"
  727. if (cl.lightstyle[j].map[0] == '=')
  728. {
  729. r_refdef.scene.rtlightstylevalue[j] = atof(cl.lightstyle[j].map + 1);
  730. if ( r_lerplightstyles.integer || ((int)f - f) < 0.01)
  731. r_refdef.scene.lightstylevalue[j] = r_refdef.scene.rtlightstylevalue[j];
  732. continue;
  733. }
  734. k = i % cl.lightstyle[j].length;
  735. l = (i-1) % cl.lightstyle[j].length;
  736. k = cl.lightstyle[j].map[k] - 'a';
  737. l = cl.lightstyle[j].map[l] - 'a';
  738. // rtlightstylevalue is always interpolated because it has no bad
  739. // consequences for performance
  740. // lightstylevalue is subject to a cvar for performance reasons;
  741. // skipping lightmap updates on most rendered frames substantially
  742. // improves framerates (but makes light fades look bad)
  743. r_refdef.scene.rtlightstylevalue[j] = ((k*frac)+(l*(1-frac)))*(22/256.0f);
  744. r_refdef.scene.lightstylevalue[j] = r_lerplightstyles.integer ? (unsigned short)(((k*frac)+(l*(1-frac)))*22) : k*22;
  745. }
  746. }
  747. static void CL_AddQWCTFFlagModel(entity_t *player, int skin)
  748. {
  749. int frame = player->render.framegroupblend[0].frame;
  750. float f;
  751. entity_render_t *flagrender;
  752. matrix4x4_t flagmatrix;
  753. // this code taken from QuakeWorld
  754. f = 14;
  755. if (frame >= 29 && frame <= 40)
  756. {
  757. if (frame >= 29 && frame <= 34)
  758. { //axpain
  759. if (frame == 29) f = f + 2;
  760. else if (frame == 30) f = f + 8;
  761. else if (frame == 31) f = f + 12;
  762. else if (frame == 32) f = f + 11;
  763. else if (frame == 33) f = f + 10;
  764. else if (frame == 34) f = f + 4;
  765. }
  766. else if (frame >= 35 && frame <= 40)
  767. { // pain
  768. if (frame == 35) f = f + 2;
  769. else if (frame == 36) f = f + 10;
  770. else if (frame == 37) f = f + 10;
  771. else if (frame == 38) f = f + 8;
  772. else if (frame == 39) f = f + 4;
  773. else if (frame == 40) f = f + 2;
  774. }
  775. }
  776. else if (frame >= 103 && frame <= 118)
  777. {
  778. if (frame >= 103 && frame <= 104) f = f + 6; //nailattack
  779. else if (frame >= 105 && frame <= 106) f = f + 6; //light
  780. else if (frame >= 107 && frame <= 112) f = f + 7; //rocketattack
  781. else if (frame >= 112 && frame <= 118) f = f + 7; //shotattack
  782. }
  783. // end of code taken from QuakeWorld
  784. flagrender = CL_NewTempEntity(player->render.shadertime);
  785. if (!flagrender)
  786. return;
  787. flagrender->model = CL_GetModelByIndex(cl.qw_modelindex_flag);
  788. flagrender->skinnum = skin;
  789. flagrender->alpha = 1;
  790. VectorSet(flagrender->colormod, 1, 1, 1);
  791. VectorSet(flagrender->glowmod, 1, 1, 1);
  792. // attach the flag to the player matrix
  793. Matrix4x4_CreateFromQuakeEntity(&flagmatrix, -f, -22, 0, 0, 0, -45, 1);
  794. Matrix4x4_Concat(&flagrender->matrix, &player->render.matrix, &flagmatrix);
  795. CL_UpdateRenderEntity(flagrender);
  796. }
  797. matrix4x4_t viewmodelmatrix_withbob;
  798. matrix4x4_t viewmodelmatrix_nobob;
  799. static const vec3_t muzzleflashorigin = {18, 0, 0};
  800. void CL_SetEntityColormapColors(entity_render_t *ent, int colormap)
  801. {
  802. const unsigned char *cbcolor;
  803. if (colormap >= 0)
  804. {
  805. cbcolor = palette_rgb_pantscolormap[colormap & 0xF];
  806. VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_pantscolor);
  807. cbcolor = palette_rgb_shirtcolormap[(colormap & 0xF0) >> 4];
  808. VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_shirtcolor);
  809. }
  810. else
  811. {
  812. VectorClear(ent->colormap_pantscolor);
  813. VectorClear(ent->colormap_shirtcolor);
  814. }
  815. }
  816. // note this is a recursive function, recursionlimit should be 32 or so on the initial call
  817. static void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolate)
  818. {
  819. const matrix4x4_t *matrix;
  820. matrix4x4_t blendmatrix, tempmatrix, matrix2;
  821. int frame;
  822. vec_t origin[3], angles[3], lerp;
  823. entity_t *t;
  824. entity_render_t *r;
  825. //entity_persistent_t *p = &e->persistent;
  826. //entity_render_t *r = &e->render;
  827. // skip inactive entities and world
  828. if (!e->state_current.active || e == cl.entities)
  829. return;
  830. if (recursionlimit < 1)
  831. return;
  832. e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
  833. e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
  834. e->render.flags = e->state_current.flags;
  835. e->render.effects = e->state_current.effects;
  836. VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
  837. VectorScale(e->state_current.glowmod, (1.0f / 32.0f), e->render.glowmod);
  838. if(e >= cl.entities && e < cl.entities + cl.num_entities)
  839. e->render.entitynumber = e - cl.entities;
  840. else
  841. e->render.entitynumber = 0;
  842. if (e->state_current.flags & RENDER_COLORMAPPED)
  843. CL_SetEntityColormapColors(&e->render, e->state_current.colormap);
  844. else if (e->state_current.colormap > 0 && e->state_current.colormap <= cl.maxclients && cl.scores != NULL)
  845. CL_SetEntityColormapColors(&e->render, cl.scores[e->state_current.colormap-1].colors);
  846. else
  847. CL_SetEntityColormapColors(&e->render, -1);
  848. e->render.skinnum = e->state_current.skin;
  849. if (e->state_current.tagentity)
  850. {
  851. // attached entity (gun held in player model's hand, etc)
  852. // if the tag entity is currently impossible, skip it
  853. if (e->state_current.tagentity >= cl.num_entities)
  854. return;
  855. t = cl.entities + e->state_current.tagentity;
  856. // if the tag entity is inactive, skip it
  857. if (t->state_current.active)
  858. {
  859. // update the parent first
  860. CL_UpdateNetworkEntity(t, recursionlimit - 1, interpolate);
  861. r = &t->render;
  862. }
  863. else
  864. {
  865. // it may still be a CSQC entity... trying to use its
  866. // info from last render frame (better than nothing)
  867. if(!cl.csqc_server2csqcentitynumber[e->state_current.tagentity])
  868. return;
  869. r = cl.csqcrenderentities + cl.csqc_server2csqcentitynumber[e->state_current.tagentity];
  870. if(!r->entitynumber)
  871. return; // neither CSQC nor legacy entity... can't attach
  872. }
  873. // make relative to the entity
  874. matrix = &r->matrix;
  875. // some properties of the tag entity carry over
  876. e->render.flags |= r->flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
  877. // if a valid tagindex is used, make it relative to that tag instead
  878. if (e->state_current.tagentity && e->state_current.tagindex >= 1 && r->model)
  879. {
  880. if(!Mod_Alias_GetTagMatrix(r->model, r->frameblend, r->skeleton, e->state_current.tagindex - 1, &blendmatrix)) // i.e. no error
  881. {
  882. // concat the tag matrices onto the entity matrix
  883. Matrix4x4_Concat(&tempmatrix, &r->matrix, &blendmatrix);
  884. // use the constructed tag matrix
  885. matrix = &tempmatrix;
  886. }
  887. }
  888. }
  889. else if (e->render.flags & RENDER_VIEWMODEL)
  890. {
  891. // view-relative entity (guns and such)
  892. if (e->render.effects & EF_NOGUNBOB)
  893. matrix = &viewmodelmatrix_nobob; // really attached to view
  894. else
  895. matrix = &viewmodelmatrix_withbob; // attached to gun bob matrix
  896. }
  897. else
  898. {
  899. // world-relative entity (the normal kind)
  900. matrix = &identitymatrix;
  901. }
  902. // movement lerp
  903. // if it's the predicted player entity, update according to client movement
  904. // but don't lerp if going through a teleporter as it causes a bad lerp
  905. // also don't use the predicted location if fixangle was set on both of
  906. // the most recent server messages, as that cause means you are spectating
  907. // someone or watching a cutscene of some sort
  908. if (cl_nolerp.integer || cls.timedemo)
  909. interpolate = false;
  910. if (e == cl.entities + cl.playerentity && cl.movement_predicted && (!cl.fixangle[1] || !cl.fixangle[0]))
  911. {
  912. VectorCopy(cl.movement_origin, origin);
  913. VectorSet(angles, 0, cl.viewangles[1], 0);
  914. }
  915. else if (interpolate && e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1 + cl_lerpexcess.value)
  916. {
  917. // interpolate the origin and angles
  918. lerp = max(0, lerp);
  919. VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
  920. #if 0
  921. // this fails at the singularity of euler angles
  922. VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
  923. if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
  924. if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
  925. if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
  926. VectorMA(e->persistent.oldangles, lerp, delta, angles);
  927. #else
  928. {
  929. vec3_t f0, u0, f1, u1;
  930. AngleVectors(e->persistent.oldangles, f0, NULL, u0);
  931. AngleVectors(e->persistent.newangles, f1, NULL, u1);
  932. VectorMAM(1-lerp, f0, lerp, f1, f0);
  933. VectorMAM(1-lerp, u0, lerp, u1, u0);
  934. AnglesFromVectors(angles, f0, u0, false);
  935. }
  936. #endif
  937. }
  938. else
  939. {
  940. // no interpolation
  941. VectorCopy(e->persistent.neworigin, origin);
  942. VectorCopy(e->persistent.newangles, angles);
  943. }
  944. // model setup and some modelflags
  945. frame = e->state_current.frame;
  946. e->render.model = CL_GetModelByIndex(e->state_current.modelindex);
  947. if (e->render.model)
  948. {
  949. if (e->render.skinnum >= e->render.model->numskins)
  950. e->render.skinnum = 0;
  951. if (frame >= e->render.model->numframes)
  952. frame = 0;
  953. // models can set flags such as EF_ROCKET
  954. // this 0xFF800000 mask is EF_NOMODELFLAGS plus all the higher EF_ flags such as EF_ROCKET
  955. if (!(e->render.effects & 0xFF800000))
  956. e->render.effects |= e->render.model->effects;
  957. // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
  958. if (e->render.model->type == mod_alias)
  959. angles[0] = -angles[0];
  960. if ((e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
  961. {
  962. VectorScale(e->render.colormod, 2, e->render.colormod);
  963. VectorScale(e->render.glowmod, 2, e->render.glowmod);
  964. }
  965. }
  966. // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
  967. else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
  968. angles[0] = -angles[0];
  969. // NOTE: this must be synced to SV_GetPitchSign!
  970. if ((e->render.effects & EF_ROTATE) && !(e->render.flags & RENDER_VIEWMODEL))
  971. {
  972. angles[1] = ANGLEMOD(100*cl.time);
  973. if (cl_itembobheight.value)
  974. origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
  975. }
  976. // animation lerp
  977. e->render.skeleton = NULL;
  978. if (e->render.flags & RENDER_COMPLEXANIMATION)
  979. {
  980. e->render.framegroupblend[0] = e->state_current.framegroupblend[0];
  981. e->render.framegroupblend[1] = e->state_current.framegroupblend[1];
  982. e->render.framegroupblend[2] = e->state_current.framegroupblend[2];
  983. e->render.framegroupblend[3] = e->state_current.framegroupblend[3];
  984. if (e->state_current.skeletonobject.model && e->state_current.skeletonobject.relativetransforms)
  985. e->render.skeleton = &e->state_current.skeletonobject;
  986. }
  987. else if (e->render.framegroupblend[0].frame == frame)
  988. {
  989. // update frame lerp fraction
  990. e->render.framegroupblend[0].lerp = 1;
  991. e->render.framegroupblend[1].lerp = 0;
  992. if (e->render.framegroupblend[0].start > e->render.framegroupblend[1].start)
  993. {
  994. // make sure frame lerp won't last longer than 100ms
  995. // (this mainly helps with models that use framegroups and
  996. // switch between them infrequently)
  997. float maxdelta = cl_lerpanim_maxdelta_server.value;
  998. if(e->render.model)
  999. if(e->render.model->animscenes)
  1000. if(e->render.model->animscenes[e->render.framegroupblend[0].frame].framecount > 1 || e->render.model->animscenes[e->render.framegroupblend[1].frame].framecount > 1)
  1001. maxdelta = cl_lerpanim_maxdelta_framegroups.value;
  1002. maxdelta = max(maxdelta, cl.mtime[0] - cl.mtime[1]);
  1003. e->render.framegroupblend[0].lerp = (cl.time - e->render.framegroupblend[0].start) / min(e->render.framegroupblend[0].start - e->render.framegroupblend[1].start, maxdelta);
  1004. e->render.framegroupblend[0].lerp = bound(0, e->render.framegroupblend[0].lerp, 1);
  1005. e->render.framegroupblend[1].lerp = 1 - e->render.framegroupblend[0].lerp;
  1006. }
  1007. }
  1008. else
  1009. {
  1010. // begin a new frame lerp
  1011. e->render.framegroupblend[1] = e->render.framegroupblend[0];
  1012. e->render.framegroupblend[1].lerp = 1;
  1013. e->render.framegroupblend[0].frame = frame;
  1014. e->render.framegroupblend[0].start = cl.time;
  1015. e->render.framegroupblend[0].lerp = 0;
  1016. }
  1017. // set up the render matrix
  1018. if (matrix)
  1019. {
  1020. // attached entity, this requires a matrix multiply (concat)
  1021. // FIXME: e->render.scale should go away
  1022. Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
  1023. // concat the matrices to make the entity relative to its tag
  1024. Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
  1025. // get the origin from the new matrix
  1026. Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
  1027. }
  1028. else
  1029. {
  1030. // unattached entities are faster to process
  1031. Matrix4x4_CreateFromQuakeEntity(&e->render.matrix, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
  1032. }
  1033. // tenebrae's sprites are all additive mode (weird)
  1034. if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
  1035. e->render.flags |= RENDER_ADDITIVE;
  1036. // player model is only shown with chase_active on
  1037. if (e->state_current.number == cl.viewentity)
  1038. e->render.flags |= RENDER_EXTERIORMODEL;
  1039. // either fullbright or lit
  1040. if(!r_fullbright.integer)
  1041. {
  1042. if (!(e->render.effects & EF_FULLBRIGHT))
  1043. e->render.flags |= RENDER_LIGHT;
  1044. else if(r_equalize_entities_fullbright.integer)
  1045. e->render.flags |= RENDER_LIGHT | RENDER_EQUALIZE;
  1046. }
  1047. // hide player shadow during intermission or nehahra movie
  1048. if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST))
  1049. && (e->render.alpha >= 1)
  1050. && !(e->render.flags & RENDER_VIEWMODEL)
  1051. && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
  1052. e->render.flags |= RENDER_SHADOW;
  1053. if (e->render.flags & RENDER_VIEWMODEL)
  1054. e->render.flags |= RENDER_NOSELFSHADOW;
  1055. if (e->render.effects & EF_NOSELFSHADOW)
  1056. e->render.flags |= RENDER_NOSELFSHADOW;
  1057. if (e->render.effects & EF_NODEPTHTEST)
  1058. e->render.flags |= RENDER_NODEPTHTEST;
  1059. if (e->render.effects & EF_ADDITIVE)
  1060. e->render.flags |= RENDER_ADDITIVE;
  1061. if (e->render.effects & EF_DOUBLESIDED)
  1062. e->render.flags |= RENDER_DOUBLESIDED;
  1063. if (e->render.effects & EF_DYNAMICMODELLIGHT)
  1064. e->render.flags |= RENDER_DYNAMICMODELLIGHT;
  1065. // make the other useful stuff
  1066. e->render.allowdecals = true;
  1067. CL_UpdateRenderEntity(&e->render);
  1068. }
  1069. // creates light and trails from an entity
  1070. static void CL_UpdateNetworkEntityTrail(entity_t *e)
  1071. {
  1072. effectnameindex_t trailtype;
  1073. vec3_t origin;
  1074. // bmodels are treated specially since their origin is usually '0 0 0' and
  1075. // their actual geometry is far from '0 0 0'
  1076. if (e->render.model && e->render.model->soundfromcenter)
  1077. {
  1078. vec3_t o;
  1079. VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
  1080. Matrix4x4_Transform(&e->render.matrix, o, origin);
  1081. }
  1082. else
  1083. Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
  1084. // handle particle trails and such effects now that we know where this
  1085. // entity is in the world...
  1086. trailtype = EFFECT_NONE;
  1087. // LordHavoc: if the entity has no effects, don't check each
  1088. if (e->render.effects & (EF_BRIGHTFIELD | EF_FLAME | EF_STARDUST))
  1089. {
  1090. if (e->render.effects & EF_BRIGHTFIELD)
  1091. {
  1092. if (IS_NEXUIZ_DERIVED(gamemode))
  1093. trailtype = EFFECT_TR_NEXUIZPLASMA;
  1094. else
  1095. CL_EntityParticles(e);
  1096. }
  1097. if (e->render.effects & EF_FLAME)
  1098. 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);
  1099. if (e->render.effects & EF_STARDUST)
  1100. 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);
  1101. }
  1102. if (e->render.internaleffects & (INTEF_FLAG1QW | INTEF_FLAG2QW))
  1103. {
  1104. // these are only set on player entities
  1105. CL_AddQWCTFFlagModel(e, (e->render.internaleffects & INTEF_FLAG2QW) != 0);
  1106. }
  1107. // muzzleflash fades over time
  1108. if (e->persistent.muzzleflash > 0)
  1109. e->persistent.muzzleflash -= bound(0, cl.time - cl.oldtime, 0.1) * 20;
  1110. // LordHavoc: if the entity has no effects, don't check each
  1111. if (e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
  1112. {
  1113. if (e->render.effects & EF_GIB)
  1114. trailtype = EFFECT_TR_BLOOD;
  1115. else if (e->render.effects & EF_ZOMGIB)
  1116. trailtype = EFFECT_TR_SLIGHTBLOOD;
  1117. else if (e->render.effects & EF_TRACER)
  1118. trailtype = EFFECT_TR_WIZSPIKE;
  1119. else if (e->render.effects & EF_TRACER2)
  1120. trailtype = EFFECT_TR_KNIGHTSPIKE;
  1121. else if (e->render.effects & EF_ROCKET)
  1122. trailtype = EFFECT_TR_ROCKET;
  1123. else if (e->render.effects & EF_GRENADE)
  1124. {
  1125. // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
  1126. trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
  1127. }
  1128. else if (e->render.effects & EF_TRACER3)
  1129. trailtype = EFFECT_TR_VORESPIKE;
  1130. }
  1131. // do trails
  1132. if (e->render.flags & RENDER_GLOWTRAIL)
  1133. trailtype = EFFECT_TR_GLOWTRAIL;
  1134. if (e->state_current.traileffectnum)
  1135. trailtype = (effectnameindex_t)e->state_current.traileffectnum;
  1136. // check if a trail is allowed (it is not after a teleport for example)
  1137. if (trailtype && e->persistent.trail_allowed)
  1138. {
  1139. float len;
  1140. vec3_t vel;
  1141. VectorSubtract(e->state_current.origin, e->state_previous.origin, vel);
  1142. len = e->state_current.time - e->state_previous.time;
  1143. if (len > 0)
  1144. len = 1.0f / len;
  1145. VectorScale(vel, len, vel);
  1146. // 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
  1147. 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);
  1148. }
  1149. // now that the entity has survived one trail update it is allowed to
  1150. // leave a real trail on later frames
  1151. e->persistent.trail_allowed = true;
  1152. VectorCopy(origin, e->persistent.trail_origin);
  1153. }
  1154. /*
  1155. ===============
  1156. CL_UpdateViewEntities
  1157. ===============
  1158. */
  1159. void CL_UpdateViewEntities(void)
  1160. {
  1161. int i;
  1162. // update any RENDER_VIEWMODEL entities to use the new view matrix
  1163. for (i = 1;i < cl.num_entities;i++)
  1164. {
  1165. if (cl.entities_active[i])
  1166. {
  1167. entity_t *ent = cl.entities + i;
  1168. if ((ent->render.flags & RENDER_VIEWMODEL) || ent->state_current.tagentity)
  1169. CL_UpdateNetworkEntity(ent, 32, true);
  1170. }
  1171. }
  1172. // and of course the engine viewmodel needs updating as well
  1173. CL_UpdateNetworkEntity(&cl.viewent, 32, true);
  1174. }
  1175. /*
  1176. ===============
  1177. CL_UpdateNetworkCollisionEntities
  1178. ===============
  1179. */
  1180. static void CL_UpdateNetworkCollisionEntities(void)
  1181. {
  1182. entity_t *ent;
  1183. int i;
  1184. // start on the entity after the world
  1185. cl.num_brushmodel_entities = 0;
  1186. for (i = cl.maxclients + 1;i < cl.num_entities;i++)
  1187. {
  1188. if (cl.entities_active[i])
  1189. {
  1190. ent = cl.entities + i;
  1191. if (ent->state_current.active && ent->render.model && ent->render.model->name[0] == '*' && ent->render.model->TraceBox)
  1192. {
  1193. // do not interpolate the bmodels for this
  1194. CL_UpdateNetworkEntity(ent, 32, false);
  1195. cl.brushmodel_entities[cl.num_brushmodel_entities++] = i;
  1196. }
  1197. }
  1198. }
  1199. }
  1200. /*
  1201. ===============
  1202. CL_UpdateNetworkEntities
  1203. ===============
  1204. */
  1205. static void CL_UpdateNetworkEntities(void)
  1206. {
  1207. entity_t *ent;
  1208. int i;
  1209. // start on the entity after the world
  1210. for (i = 1;i < cl.num_entities;i++)
  1211. {
  1212. if (cl.entities_active[i])
  1213. {
  1214. ent = cl.entities + i;
  1215. if (ent->state_current.active)
  1216. {
  1217. CL_UpdateNetworkEntity(ent, 32, true);
  1218. // view models should never create light/trails
  1219. if (!(ent->render.flags & RENDER_VIEWMODEL))
  1220. CL_UpdateNetworkEntityTrail(ent);
  1221. }
  1222. else
  1223. {
  1224. R_DecalSystem_Reset(&ent->render.decalsystem);
  1225. cl.entities_active[i] = false;
  1226. }
  1227. }
  1228. }
  1229. }
  1230. static void CL_UpdateViewModel(void)
  1231. {
  1232. entity_t *ent;
  1233. ent = &cl.viewent;
  1234. ent->state_previous = ent->state_current;
  1235. ent->state_current = defaultstate;
  1236. ent->state_current.time = cl.time;
  1237. ent->state_current.number = (unsigned short)-1;
  1238. ent->state_current.active = true;
  1239. ent->state_current.modelindex = cl.stats[STAT_WEAPON];
  1240. ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
  1241. ent->state_current.flags = RENDER_VIEWMODEL;
  1242. if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
  1243. ent->state_current.modelindex = 0;
  1244. else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
  1245. {
  1246. if (gamemode == GAME_TRANSFUSION)
  1247. ent->state_current.alpha = 128;
  1248. else
  1249. ent->state_current.modelindex = 0;
  1250. }
  1251. ent->state_current.alpha = cl.entities[cl.viewentity].state_current.alpha;
  1252. ent->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB));
  1253. // reset animation interpolation on weaponmodel if model changed
  1254. if (ent->state_previous.modelindex != ent->state_current.modelindex)
  1255. {
  1256. ent->render.framegroupblend[0].frame = ent->render.framegroupblend[1].frame = ent->state_current.frame;
  1257. ent->render.framegroupblend[0].start = ent->render.framegroupblend[1].start = cl.time;
  1258. ent->render.framegroupblend[0].lerp = 1;ent->render.framegroupblend[1].lerp = 0;
  1259. }
  1260. CL_UpdateNetworkEntity(ent, 32, true);
  1261. }
  1262. // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
  1263. static void CL_LinkNetworkEntity(entity_t *e)
  1264. {
  1265. effectnameindex_t trailtype;
  1266. vec3_t origin;
  1267. vec3_t dlightcolor;
  1268. vec_t dlightradius;
  1269. char vabuf[1024];
  1270. // skip inactive entities and world
  1271. if (!e->state_current.active || e == cl.entities)
  1272. return;
  1273. if (e->state_current.tagentity)
  1274. {
  1275. // if the tag entity is currently impossible, skip it
  1276. if (e->state_current.tagentity >= cl.num_entities)
  1277. return;
  1278. // if the tag entity is inactive, skip it
  1279. if (!cl.entities[e->state_current.tagentity].state_current.active)
  1280. {
  1281. if(!cl.csqc_server2csqcentitynumber[e->state_current.tagentity])
  1282. return;
  1283. if(!cl.csqcrenderentities[cl.csqc_server2csqcentitynumber[e->state_current.tagentity]].entitynumber)
  1284. return;
  1285. // if we get here, it's properly csqc networked and attached
  1286. }
  1287. }
  1288. // create entity dlights associated with this entity
  1289. if (e->render.model && e->render.model->soundfromcenter)
  1290. {
  1291. // bmodels are treated specially since their origin is usually '0 0 0'
  1292. vec3_t o;
  1293. VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
  1294. Matrix4x4_Transform(&e->render.matrix, o, origin);
  1295. }
  1296. else
  1297. Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
  1298. trailtype = EFFECT_NONE;
  1299. dlightradius = 0;
  1300. dlightcolor[0] = 0;
  1301. dlightcolor[1]

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