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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
  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] = 0;
  1302. dlightcolor[2] = 0;
  1303. // LordHavoc: if the entity has no effects, don't check each
  1304. if (e->render.effects & (EF_BRIGHTFIELD | EF_DIMLIGHT | EF_BRIGHTLIGHT | EF_RED | EF_BLUE | EF_FLAME | EF_STARDUST))
  1305. {
  1306. if (e->render.effects & EF_BRIGHTFIELD)
  1307. {
  1308. if (IS_NEXUIZ_DERIVED(gamemode))
  1309. trailtype = EFFECT_TR_NEXUIZPLASMA;
  1310. }
  1311. if (e->render.effects & EF_DIMLIGHT)
  1312. {
  1313. dlightradius = max(dlightradius, 200);
  1314. dlightcolor[0] += 1.50f;
  1315. dlightcolor[1] += 1.50f;
  1316. dlightcolor[2] += 1.50f;
  1317. }
  1318. if (e->render.effects & EF_BRIGHTLIGHT)
  1319. {
  1320. dlightradius = max(dlightradius, 400);
  1321. dlightcolor[0] += 3.00f;
  1322. dlightcolor[1] += 3.00f;
  1323. dlightcolor[2] += 3.00f;
  1324. }
  1325. // LordHavoc: more effects
  1326. if (e->render.effects & EF_RED) // red
  1327. {
  1328. dlightradius = max(dlightradius, 200);
  1329. dlightcolor[0] += 1.50f;
  1330. dlightcolor[1] += 0.15f;
  1331. dlightcolor[2] += 0.15f;
  1332. }
  1333. if (e->render.effects & EF_BLUE) // blue
  1334. {
  1335. dlightradius = max(dlightradius, 200);
  1336. dlightcolor[0] += 0.15f;
  1337. dlightcolor[1] += 0.15f;
  1338. dlightcolor[2] += 1.50f;
  1339. }
  1340. if (e->render.effects & EF_FLAME)
  1341. CL_ParticleTrail(EFFECT_EF_FLAME, 1, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false, NULL, NULL, 1);
  1342. if (e->render.effects & EF_STARDUST)
  1343. CL_ParticleTrail(EFFECT_EF_STARDUST, 1, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false, NULL, NULL, 1);
  1344. }
  1345. // muzzleflash fades over time, and is offset a bit
  1346. if (e->persistent.muzzleflash > 0 && r_refdef.scene.numlights < MAX_DLIGHTS)
  1347. {
  1348. vec3_t v2;
  1349. vec3_t color;
  1350. trace_t trace;
  1351. matrix4x4_t tempmatrix;
  1352. Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
  1353. trace = CL_TraceLine(origin, v2, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, 0, collision_extendmovelength.value, true, false, NULL, false, false);
  1354. Matrix4x4_Normalize(&tempmatrix, &e->render.matrix);
  1355. Matrix4x4_SetOrigin(&tempmatrix, trace.endpos[0], trace.endpos[1], trace.endpos[2]);
  1356. Matrix4x4_Scale(&tempmatrix, 150, 1);
  1357. VectorSet(color, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f);
  1358. R_RTLight_Update(&r_refdef.scene.templights[r_refdef.scene.numlights], false, &tempmatrix, color, -1, NULL, true, 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
  1359. r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
  1360. }
  1361. // LordHavoc: if the model has no flags, don't check each
  1362. if (e->render.model && e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
  1363. {
  1364. if (e->render.effects & EF_GIB)
  1365. trailtype = EFFECT_TR_BLOOD;
  1366. else if (e->render.effects & EF_ZOMGIB)
  1367. trailtype = EFFECT_TR_SLIGHTBLOOD;
  1368. else if (e->render.effects & EF_TRACER)
  1369. trailtype = EFFECT_TR_WIZSPIKE;
  1370. else if (e->render.effects & EF_TRACER2)
  1371. trailtype = EFFECT_TR_KNIGHTSPIKE;
  1372. else if (e->render.effects & EF_ROCKET)
  1373. trailtype = EFFECT_TR_ROCKET;
  1374. else if (e->render.effects & EF_GRENADE)
  1375. {
  1376. // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
  1377. trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
  1378. }
  1379. else if (e->render.effects & EF_TRACER3)
  1380. trailtype = EFFECT_TR_VORESPIKE;
  1381. }
  1382. // LordHavoc: customizable glow
  1383. if (e->state_current.glowsize)
  1384. {
  1385. // * 4 for the expansion from 0-255 to 0-1023 range,
  1386. // / 255 to scale down byte colors
  1387. dlightradius = max(dlightradius, e->state_current.glowsize * 4);
  1388. VectorMA(dlightcolor, (1.0f / 255.0f), palette_rgb[e->state_current.glowcolor], dlightcolor);
  1389. }
  1390. // custom rtlight
  1391. if ((e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) && r_refdef.scene.numlights < MAX_DLIGHTS)
  1392. {
  1393. matrix4x4_t dlightmatrix;
  1394. vec4_t light;
  1395. VectorScale(e->state_current.light, (1.0f / 256.0f), light);
  1396. light[3] = e->state_current.light[3];
  1397. if (light[0] == 0 && light[1] == 0 && light[2] == 0)
  1398. VectorSet(light, 1, 1, 1);
  1399. if (light[3] == 0)
  1400. light[3] = 350;
  1401. // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
  1402. Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
  1403. Matrix4x4_Scale(&dlightmatrix, light[3], 1);
  1404. R_RTLight_Update(&r_refdef.scene.templights[r_refdef.scene.numlights], false, &dlightmatrix, light, e->state_current.lightstyle, e->state_current.skin > 0 ? va(vabuf, sizeof(vabuf), "cubemaps/%i", e->state_current.skin) : NULL, !(e->state_current.lightpflags & PFLAGS_NOSHADOW), (e->state_current.lightpflags & PFLAGS_CORONA) != 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
  1405. r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
  1406. }
  1407. // make the glow dlight
  1408. else if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL) && r_refdef.scene.numlights < MAX_DLIGHTS)
  1409. {
  1410. matrix4x4_t dlightmatrix;
  1411. Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
  1412. // hack to make glowing player light shine on their gun
  1413. //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
  1414. // Matrix4x4_AdjustOrigin(&dlightmatrix, 0, 0, 30);
  1415. Matrix4x4_Scale(&dlightmatrix, dlightradius, 1);
  1416. R_RTLight_Update(&r_refdef.scene.templights[r_refdef.scene.numlights], false, &dlightmatrix, dlightcolor, -1, NULL, true, 1, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
  1417. r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
  1418. }
  1419. // do trail light
  1420. if (e->render.flags & RENDER_GLOWTRAIL)
  1421. trailtype = EFFECT_TR_GLOWTRAIL;
  1422. if (e->state_current.traileffectnum)
  1423. trailtype = (effectnameindex_t)e->state_current.traileffectnum;
  1424. if (trailtype)
  1425. CL_ParticleTrail(trailtype, 1, origin, origin, vec3_origin, vec3_origin, NULL, e->state_current.glowcolor, true, false, NULL, NULL, 1);
  1426. // don't show entities with no modelindex (note: this still shows
  1427. // entities which have a modelindex that resolved to a NULL model)
  1428. if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.scene.numentities < r_refdef.scene.maxentities)
  1429. r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
  1430. //if (cl.viewentity && e->state_current.number == cl.viewentity)
  1431. // Matrix4x4_Print(&e->render.matrix);
  1432. }
  1433. static void CL_RelinkWorld(void)
  1434. {
  1435. entity_t *ent = &cl.entities[0];
  1436. // FIXME: this should be done at load
  1437. ent->render.matrix = identitymatrix;
  1438. ent->render.flags = RENDER_SHADOW;
  1439. if (!r_fullbright.integer)
  1440. ent->render.flags |= RENDER_LIGHT;
  1441. VectorSet(ent->render.colormod, 1, 1, 1);
  1442. VectorSet(ent->render.glowmod, 1, 1, 1);
  1443. ent->render.allowdecals = true;
  1444. CL_UpdateRenderEntity(&ent->render);
  1445. r_refdef.scene.worldentity = &ent->render;
  1446. r_refdef.scene.worldmodel = cl.worldmodel;
  1447. // if the world is q2bsp, animate the textures
  1448. if (ent->render.model && ent->render.model->brush.isq2bsp)
  1449. ent->render.framegroupblend[0].frame = (int)(cl.time * 2.0f);
  1450. }
  1451. static void CL_RelinkStaticEntities(void)
  1452. {
  1453. int i;
  1454. entity_t *e;
  1455. for (i = 0, e = cl.static_entities;i < cl.num_static_entities && r_refdef.scene.numentities < r_refdef.scene.maxentities;i++, e++)
  1456. {
  1457. e->render.flags = 0;
  1458. // if the model was not loaded when the static entity was created we
  1459. // need to re-fetch the model pointer
  1460. e->render.model = CL_GetModelByIndex(e->state_baseline.modelindex);
  1461. // either fullbright or lit
  1462. if(!r_fullbright.integer)
  1463. {
  1464. if (!(e->render.effects & EF_FULLBRIGHT))
  1465. e->render.flags |= RENDER_LIGHT;
  1466. else if(r_equalize_entities_fullbright.integer)
  1467. e->render.flags |= RENDER_LIGHT | RENDER_EQUALIZE;
  1468. }
  1469. // hide player shadow during intermission or nehahra movie
  1470. if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST)) && (e->render.alpha >= 1))
  1471. e->render.flags |= RENDER_SHADOW;
  1472. VectorSet(e->render.colormod, 1, 1, 1);
  1473. VectorSet(e->render.glowmod, 1, 1, 1);
  1474. VM_FrameBlendFromFrameGroupBlend(e->render.frameblend, e->render.framegroupblend, e->render.model, cl.time);
  1475. e->render.allowdecals = true;
  1476. CL_UpdateRenderEntity(&e->render);
  1477. r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
  1478. }
  1479. }
  1480. /*
  1481. ===============
  1482. CL_RelinkEntities
  1483. ===============
  1484. */
  1485. static void CL_RelinkNetworkEntities(void)
  1486. {
  1487. entity_t *ent;
  1488. int i;
  1489. // start on the entity after the world
  1490. for (i = 1;i < cl.num_entities;i++)
  1491. {
  1492. if (cl.entities_active[i])
  1493. {
  1494. ent = cl.entities + i;
  1495. if (ent->state_current.active)
  1496. CL_LinkNetworkEntity(ent);
  1497. else
  1498. cl.entities_active[i] = false;
  1499. }
  1500. }
  1501. }
  1502. static void CL_RelinkEffects(void)
  1503. {
  1504. int i, intframe;
  1505. cl_effect_t *e;
  1506. entity_render_t *entrender;
  1507. float frame;
  1508. for (i = 0, e = cl.effects;i < cl.num_effects;i++, e++)
  1509. {
  1510. if (e->active)
  1511. {
  1512. frame = (cl.time - e->starttime) * e->framerate + e->startframe;
  1513. intframe = (int)frame;
  1514. if (intframe < 0 || intframe >= e->endframe)
  1515. {
  1516. memset(e, 0, sizeof(*e));
  1517. while (cl.num_effects > 0 && !cl.effects[cl.num_effects - 1].active)
  1518. cl.num_effects--;
  1519. continue;
  1520. }
  1521. if (intframe != e->frame)
  1522. {
  1523. e->frame = intframe;
  1524. e->frame1time = e->frame2time;
  1525. e->frame2time = cl.time;
  1526. }
  1527. // if we're drawing effects, get a new temp entity
  1528. // (NewTempEntity adds it to the render entities list for us)
  1529. if (r_draweffects.integer && (entrender = CL_NewTempEntity(e->starttime)))
  1530. {
  1531. // interpolation stuff
  1532. entrender->framegroupblend[0].frame = intframe;
  1533. entrender->framegroupblend[0].lerp = 1 - frame - intframe;
  1534. entrender->framegroupblend[0].start = e->frame1time;
  1535. if (intframe + 1 >= e->endframe)
  1536. {
  1537. entrender->framegroupblend[1].frame = 0; // disappear
  1538. entrender->framegroupblend[1].lerp = 0;
  1539. entrender->framegroupblend[1].start = 0;
  1540. }
  1541. else
  1542. {
  1543. entrender->framegroupblend[1].frame = intframe + 1;
  1544. entrender->framegroupblend[1].lerp = frame - intframe;
  1545. entrender->framegroupblend[1].start = e->frame2time;
  1546. }
  1547. // normal stuff
  1548. entrender->model = CL_GetModelByIndex(e->modelindex);
  1549. entrender->alpha = 1;
  1550. VectorSet(entrender->colormod, 1, 1, 1);
  1551. VectorSet(entrender->glowmod, 1, 1, 1);
  1552. Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
  1553. CL_UpdateRenderEntity(entrender);
  1554. }
  1555. }
  1556. }
  1557. }
  1558. void CL_Beam_CalculatePositions(const beam_t *b, vec3_t start, vec3_t end)
  1559. {
  1560. VectorCopy(b->start, start);
  1561. VectorCopy(b->end, end);
  1562. // if coming from the player, update the start position
  1563. if (b->entity == cl.viewentity)
  1564. {
  1565. if (cl_beams_quakepositionhack.integer && !chase_active.integer)
  1566. {
  1567. // LordHavoc: this is a stupid hack from Quake that makes your
  1568. // lightning appear to come from your waist and cover less of your
  1569. // view
  1570. // in Quake this hack was applied to all players (causing the
  1571. // infamous crotch-lightning), but in darkplaces and QuakeWorld it
  1572. // only applies to your own lightning, and only in first person
  1573. Matrix4x4_OriginFromMatrix(&cl.entities[cl.viewentity].render.matrix, start);
  1574. }
  1575. if (cl_beams_instantaimhack.integer)
  1576. {
  1577. vec3_t dir, localend;
  1578. vec_t len;
  1579. // LordHavoc: this updates the beam direction to match your
  1580. // viewangles
  1581. VectorSubtract(end, start, dir);
  1582. len = VectorLength(dir);
  1583. VectorNormalize(dir);
  1584. VectorSet(localend, len, 0, 0);
  1585. Matrix4x4_Transform(&r_refdef.view.matrix, localend, end);
  1586. }
  1587. }
  1588. }
  1589. void CL_RelinkBeams(void)
  1590. {
  1591. int i;
  1592. beam_t *b;
  1593. vec3_t dist, org, start, end;
  1594. float d;
  1595. entity_render_t *entrender;
  1596. double yaw, pitch;
  1597. float forward;
  1598. matrix4x4_t tempmatrix;
  1599. for (i = 0, b = cl.beams;i < cl.num_beams;i++, b++)
  1600. {
  1601. if (!b->model)
  1602. continue;
  1603. if (b->endtime < cl.time)
  1604. {
  1605. b->model = NULL;
  1606. continue;
  1607. }
  1608. CL_Beam_CalculatePositions(b, start, end);
  1609. if (b->lightning)
  1610. {
  1611. if (cl_beams_lightatend.integer && r_refdef.scene.numlights < MAX_DLIGHTS)
  1612. {
  1613. // FIXME: create a matrix from the beam start/end orientation
  1614. vec3_t dlightcolor;
  1615. VectorSet(dlightcolor, 0.3, 0.7, 1);
  1616. Matrix4x4_CreateFromQuakeEntity(&tempmatrix, end[0], end[1], end[2], 0, 0, 0, 200);
  1617. R_RTLight_Update(&r_refdef.scene.templights[r_refdef.scene.numlights], false, &tempmatrix, dlightcolor, -1, NULL, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
  1618. r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
  1619. }
  1620. if (cl_beams_polygons.integer)
  1621. {
  1622. CL_Beam_AddPolygons(b);
  1623. continue;
  1624. }
  1625. }
  1626. // calculate pitch and yaw
  1627. // (this is similar to the QuakeC builtin function vectoangles)
  1628. VectorSubtract(end, start, dist);
  1629. if (dist[1] == 0 && dist[0] == 0)
  1630. {
  1631. yaw = 0;
  1632. if (dist[2] > 0)
  1633. pitch = 90;
  1634. else
  1635. pitch = 270;
  1636. }
  1637. else
  1638. {
  1639. yaw = atan2(dist[1], dist[0]) * 180 / M_PI;
  1640. if (yaw < 0)
  1641. yaw += 360;
  1642. forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
  1643. pitch = atan2(dist[2], forward) * 180 / M_PI;
  1644. if (pitch < 0)
  1645. pitch += 360;
  1646. }
  1647. // add new entities for the lightning
  1648. VectorCopy (start, org);
  1649. d = VectorNormalizeLength(dist);
  1650. while (d > 0)
  1651. {
  1652. entrender = CL_NewTempEntity (0);
  1653. if (!entrender)
  1654. return;
  1655. entrender->model = b->model;
  1656. Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
  1657. CL_UpdateRenderEntity(entrender);
  1658. VectorMA(org, 30, dist, org);
  1659. d -= 30;
  1660. }
  1661. }
  1662. while (cl.num_beams > 0 && !cl.beams[cl.num_beams - 1].model)
  1663. cl.num_beams--;
  1664. }
  1665. static void CL_RelinkQWNails(void)
  1666. {
  1667. int i;
  1668. vec_t *v;
  1669. entity_render_t *entrender;
  1670. for (i = 0;i < cl.qw_num_nails;i++)
  1671. {
  1672. v = cl.qw_nails[i];
  1673. // if we're drawing effects, get a new temp entity
  1674. // (NewTempEntity adds it to the render entities list for us)
  1675. if (!(entrender = CL_NewTempEntity(0)))
  1676. continue;
  1677. // normal stuff
  1678. entrender->model = CL_GetModelByIndex(cl.qw_modelindex_spike);
  1679. entrender->alpha = 1;
  1680. VectorSet(entrender->colormod, 1, 1, 1);
  1681. VectorSet(entrender->glowmod, 1, 1, 1);
  1682. Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1);
  1683. CL_UpdateRenderEntity(entrender);
  1684. }
  1685. }
  1686. static void CL_LerpPlayer(float frac)
  1687. {
  1688. int i;
  1689. cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
  1690. for (i = 0;i < 3;i++)
  1691. {
  1692. cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
  1693. cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
  1694. cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
  1695. }
  1696. // interpolate the angles if playing a demo or spectating someone
  1697. if (cls.demoplayback || cl.fixangle[0])
  1698. {
  1699. for (i = 0;i < 3;i++)
  1700. {
  1701. float d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
  1702. if (d > 180)
  1703. d -= 360;
  1704. else if (d < -180)
  1705. d += 360;
  1706. cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
  1707. }
  1708. }
  1709. }
  1710. void CSQC_RelinkAllEntities (int drawmask)
  1711. {
  1712. // link stuff
  1713. CL_RelinkWorld();
  1714. CL_RelinkStaticEntities();
  1715. CL_RelinkBeams();
  1716. CL_RelinkEffects();
  1717. CL_RelinkLightFlashes();
  1718. // link stuff
  1719. if (drawmask & ENTMASK_ENGINE)
  1720. {
  1721. CL_RelinkNetworkEntities();
  1722. if (drawmask & ENTMASK_ENGINEVIEWMODELS)
  1723. CL_LinkNetworkEntity(&cl.viewent); // link gun model
  1724. CL_RelinkQWNails();
  1725. }
  1726. // update view blend
  1727. V_CalcViewBlend();
  1728. CL_MeshEntities_AddToScene();
  1729. }
  1730. /*
  1731. ===============
  1732. CL_UpdateWorld
  1733. Update client game world for a new frame
  1734. ===============
  1735. */
  1736. void CL_UpdateWorld(void)
  1737. {
  1738. r_refdef.scene.extraupdate = !r_speeds.integer;
  1739. r_refdef.scene.numentities = 0;
  1740. r_refdef.scene.numlights = 0;
  1741. r_refdef.view.matrix = identitymatrix;
  1742. r_refdef.view.quality = 1;
  1743. cl.num_brushmodel_entities = 0;
  1744. if (cls.state == ca_connected && cls.signon == SIGNONS)
  1745. {
  1746. // prepare for a new frame
  1747. CL_LerpPlayer(CL_LerpPoint());
  1748. CL_DecayLightFlashes();
  1749. CL_ClearTempEntities();
  1750. V_DriftPitch();
  1751. V_FadeViewFlashs();
  1752. // if prediction is enabled we have to update all the collidable
  1753. // network entities before the prediction code can be run
  1754. CL_UpdateNetworkCollisionEntities();
  1755. // now update the player prediction
  1756. CL_ClientMovement_Replay();
  1757. // update the player entity (which may be predicted)
  1758. CL_UpdateNetworkEntity(cl.entities + cl.viewentity, 32, true);
  1759. // now update the view (which depends on that player entity)
  1760. V_CalcRefdef();
  1761. // now update all the network entities and create particle trails
  1762. // (some entities may depend on the view)
  1763. CL_UpdateNetworkEntities();
  1764. // update the engine-based viewmodel
  1765. CL_UpdateViewModel();
  1766. // when csqc is loaded, it will call this in CSQC_UpdateView
  1767. if (!cl.csqc_loaded)
  1768. CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS);
  1769. // decals, particles, and explosions will be updated during rneder
  1770. }
  1771. r_refdef.scene.time = cl.time;
  1772. }
  1773. // LordHavoc: pausedemo command
  1774. static void CL_PauseDemo_f (void)
  1775. {
  1776. cls.demopaused = !cls.demopaused;
  1777. if (cls.demopaused)
  1778. Con_Print("Demo paused\n");
  1779. else
  1780. Con_Print("Demo unpaused\n");
  1781. }
  1782. /*
  1783. ======================
  1784. CL_Fog_f
  1785. ======================
  1786. */
  1787. static void CL_Fog_f (void)
  1788. {
  1789. if (Cmd_Argc () == 1)
  1790. {
  1791. Con_Printf("\"fog\" is \"%f %f %f %f %f %f %f %f %f\"\n", r_refdef.fog_density, r_refdef.fog_red, r_refdef.fog_green, r_refdef.fog_blue, r_refdef.fog_alpha, r_refdef.fog_start, r_refdef.fog_end, r_refdef.fog_height, r_refdef.fog_fadedepth);
  1792. return;
  1793. }
  1794. FOG_clear(); // so missing values get good defaults
  1795. if(Cmd_Argc() > 1)
  1796. r_refdef.fog_density = atof(Cmd_Argv(1));
  1797. if(Cmd_Argc() > 2)
  1798. r_refdef.fog_red = atof(Cmd_Argv(2));
  1799. if(Cmd_Argc() > 3)
  1800. r_refdef.fog_green = atof(Cmd_Argv(3));
  1801. if(Cmd_Argc() > 4)
  1802. r_refdef.fog_blue = atof(Cmd_Argv(4));
  1803. if(Cmd_Argc() > 5)
  1804. r_refdef.fog_alpha = atof(Cmd_Argv(5));
  1805. if(Cmd_Argc() > 6)
  1806. r_refdef.fog_start = atof(Cmd_Argv(6));
  1807. if(Cmd_Argc() > 7)
  1808. r_refdef.fog_end = atof(Cmd_Argv(7));
  1809. if(Cmd_Argc() > 8)
  1810. r_refdef.fog_height = atof(Cmd_Argv(8));
  1811. if(Cmd_Argc() > 9)
  1812. r_refdef.fog_fadedepth = atof(Cmd_Argv(9));
  1813. }
  1814. /*
  1815. ======================
  1816. CL_FogHeightTexture_f
  1817. ======================
  1818. */
  1819. static void CL_Fog_HeightTexture_f (void)
  1820. {
  1821. if (Cmd_Argc () < 11)
  1822. {
  1823. Con_Printf("\"fog_heighttexture\" is \"%f %f %f %f %f %f %f %f %f %s\"\n", r_refdef.fog_density, r_refdef.fog_red, r_refdef.fog_green, r_refdef.fog_blue, r_refdef.fog_alpha, r_refdef.fog_start, r_refdef.fog_end, r_refdef.fog_height, r_refdef.fog_fadedepth, r_refdef.fog_height_texturename);
  1824. return;
  1825. }
  1826. FOG_clear(); // so missing values get good defaults
  1827. r_refdef.fog_density = atof(Cmd_Argv(1));
  1828. r_refdef.fog_red = atof(Cmd_Argv(2));
  1829. r_refdef.fog_green = atof(Cmd_Argv(3));
  1830. r_refdef.fog_blue = atof(Cmd_Argv(4));
  1831. r_refdef.fog_alpha = atof(Cmd_Argv(5));
  1832. r_refdef.fog_start = atof(Cmd_Argv(6));
  1833. r_refdef.fog_end = atof(Cmd_Argv(7));
  1834. r_refdef.fog_height = atof(Cmd_Argv(8));
  1835. r_refdef.fog_fadedepth = atof(Cmd_Argv(9));
  1836. strlcpy(r_refdef.fog_height_texturename, Cmd_Argv(10), sizeof(r_refdef.fog_height_texturename));
  1837. }
  1838. /*
  1839. ====================
  1840. CL_TimeRefresh_f
  1841. For program optimization
  1842. ====================
  1843. */
  1844. static void CL_TimeRefresh_f (void)
  1845. {
  1846. int i;
  1847. double timestart, timedelta;
  1848. r_refdef.scene.extraupdate = false;
  1849. timestart = Sys_DirtyTime();
  1850. for (i = 0;i < 128;i++)
  1851. {
  1852. Matrix4x4_CreateFromQuakeEntity(&r_refdef.view.matrix, r_refdef.view.origin[0], r_refdef.view.origin[1], r_refdef.view.origin[2], 0, i / 128.0 * 360.0, 0, 1);
  1853. r_refdef.view.quality = 1;
  1854. CL_UpdateScreen();
  1855. }
  1856. timedelta = Sys_DirtyTime() - timestart;
  1857. Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
  1858. }
  1859. static void CL_AreaStats_f(void)
  1860. {
  1861. World_PrintAreaStats(&cl.world, "client");
  1862. }
  1863. cl_locnode_t *CL_Locs_FindNearest(const vec3_t point)
  1864. {
  1865. int i;
  1866. cl_locnode_t *loc;
  1867. cl_locnode_t *best;
  1868. vec3_t nearestpoint;
  1869. vec_t dist, bestdist;
  1870. best = NULL;
  1871. bestdist = 0;
  1872. for (loc = cl.locnodes;loc;loc = loc->next)
  1873. {
  1874. for (i = 0;i < 3;i++)
  1875. nearestpoint[i] = bound(loc->mins[i], point[i], loc->maxs[i]);
  1876. dist = VectorDistance2(nearestpoint, point);
  1877. if (bestdist > dist || !best)
  1878. {
  1879. bestdist = dist;
  1880. best = loc;
  1881. if (bestdist < 1)
  1882. break;
  1883. }
  1884. }
  1885. return best;
  1886. }
  1887. void CL_Locs_FindLocationName(char *buffer, size_t buffersize, vec3_t point)
  1888. {
  1889. cl_locnode_t *loc;
  1890. loc = CL_Locs_FindNearest(point);
  1891. if (loc)
  1892. strlcpy(buffer, loc->name, buffersize);
  1893. else
  1894. dpsnprintf(buffer, buffersize, "LOC=%.0f:%.0f:%.0f", point[0], point[1], point[2]);
  1895. }
  1896. static void CL_Locs_FreeNode(cl_locnode_t *node)
  1897. {
  1898. cl_locnode_t **pointer, **next;
  1899. for (pointer = &cl.locnodes;*pointer;pointer = next)
  1900. {
  1901. next = &(*pointer)->next;
  1902. if (*pointer == node)
  1903. {
  1904. *pointer = node->next;
  1905. Mem_Free(node);
  1906. return;
  1907. }
  1908. }
  1909. Con_Printf("CL_Locs_FreeNode: no such node! (%p)\n", (void *)node);
  1910. }
  1911. static void CL_Locs_AddNode(vec3_t mins, vec3_t maxs, const char *name)
  1912. {
  1913. cl_locnode_t *node, **pointer;
  1914. int namelen;
  1915. if (!name)
  1916. name = "";
  1917. namelen = (int)strlen(name);
  1918. node = (cl_locnode_t *) Mem_Alloc(cls.levelmempool, sizeof(cl_locnode_t) + namelen + 1);
  1919. VectorSet(node->mins, min(mins[0], maxs[0]), min(mins[1], maxs[1]), min(mins[2], maxs[2]));
  1920. VectorSet(node->maxs, max(mins[0], maxs[0]), max(mins[1], maxs[1]), max(mins[2], maxs[2]));
  1921. node->name = (char *)(node + 1);
  1922. memcpy(node->name, name, namelen);
  1923. node->name[namelen] = 0;
  1924. // link it into the tail of the list to preserve the order
  1925. for (pointer = &cl.locnodes;*pointer;pointer = &(*pointer)->next)
  1926. ;
  1927. *pointer = node;
  1928. }
  1929. static void CL_Locs_Add_f(void)
  1930. {
  1931. vec3_t mins, maxs;
  1932. if (Cmd_Argc() != 5 && Cmd_Argc() != 8)
  1933. {
  1934. Con_Printf("usage: %s x y z[ x y z] name\n", Cmd_Argv(0));
  1935. return;
  1936. }
  1937. mins[0] = atof(Cmd_Argv(1));
  1938. mins[1] = atof(Cmd_Argv(2));
  1939. mins[2] = atof(Cmd_Argv(3));
  1940. if (Cmd_Argc() == 8)
  1941. {
  1942. maxs[0] = atof(Cmd_Argv(4));
  1943. maxs[1] = atof(Cmd_Argv(5));
  1944. maxs[2] = atof(Cmd_Argv(6));
  1945. CL_Locs_AddNode(mins, maxs, Cmd_Argv(7));
  1946. }
  1947. else
  1948. CL_Locs_AddNode(mins, mins, Cmd_Argv(4));
  1949. }
  1950. static void CL_Locs_RemoveNearest_f(void)
  1951. {
  1952. cl_locnode_t *loc;
  1953. loc = CL_Locs_FindNearest(r_refdef.view.origin);
  1954. if (loc)
  1955. CL_Locs_FreeNode(loc);
  1956. else
  1957. Con_Printf("no loc point or box found for your location\n");
  1958. }
  1959. static void CL_Locs_Clear_f(void)
  1960. {
  1961. while (cl.locnodes)
  1962. CL_Locs_FreeNode(cl.locnodes);
  1963. }
  1964. static void CL_Locs_Save_f(void)
  1965. {
  1966. cl_locnode_t *loc;
  1967. qfile_t *outfile;
  1968. char locfilename[MAX_QPATH];
  1969. if (!cl.locnodes)
  1970. {
  1971. Con_Printf("No loc points/boxes exist!\n");
  1972. return;
  1973. }
  1974. if (cls.state != ca_connected || !cl.worldmodel)
  1975. {
  1976. Con_Printf("No level loaded!\n");
  1977. return;
  1978. }
  1979. dpsnprintf(locfilename, sizeof(locfilename), "%s.loc", cl.worldnamenoextension);
  1980. outfile = FS_OpenRealFile(locfilename, "w", false);
  1981. if (!outfile)
  1982. return;
  1983. // if any boxes are used then this is a proquake-format loc file, which
  1984. // allows comments, so add some relevant information at the start
  1985. for (loc = cl.locnodes;loc;loc = loc->next)
  1986. if (!VectorCompare(loc->mins, loc->maxs))
  1987. break;
  1988. if (loc)
  1989. {
  1990. FS_Printf(outfile, "// %s %s saved by %s\n// x,y,z,x,y,z,\"name\"\n\n", locfilename, Sys_TimeString("%Y-%m-%d"), engineversion);
  1991. for (loc = cl.locnodes;loc;loc = loc->next)
  1992. if (VectorCompare(loc->mins, loc->maxs))
  1993. break;
  1994. if (loc)
  1995. Con_Printf("Warning: writing loc file containing a mixture of qizmo-style points and proquake-style boxes may not work in qizmo or proquake!\n");
  1996. }
  1997. for (loc = cl.locnodes;loc;loc = loc->next)
  1998. {
  1999. if (VectorCompare(loc->mins, loc->maxs))
  2000. {
  2001. int len;
  2002. const char *s;
  2003. const char *in = loc->name;
  2004. char name[MAX_INPUTLINE];
  2005. for (len = 0;len < (int)sizeof(name) - 1 && *in;)
  2006. {
  2007. if (*in == ' ') {s = "$loc_name_separator";in++;}
  2008. else if (!strncmp(in, "SSG", 3)) {s = "$loc_name_ssg";in += 3;}
  2009. else if (!strncmp(in, "NG", 2)) {s = "$loc_name_ng";in += 2;}
  2010. else if (!strncmp(in, "SNG", 3)) {s = "$loc_name_sng";in += 3;}
  2011. else if (!strncmp(in, "GL", 2)) {s = "$loc_name_gl";in += 2;}
  2012. else if (!strncmp(in, "RL", 2)) {s = "$loc_name_rl";in += 2;}
  2013. else if (!strncmp(in, "LG", 2)) {s = "$loc_name_lg";in += 2;}
  2014. else if (!strncmp(in, "GA", 2)) {s = "$loc_name_ga";in += 2;}
  2015. else if (!strncmp(in, "YA", 2)) {s = "$loc_name_ya";in += 2;}
  2016. else if (!strncmp(in, "RA", 2)) {s = "$loc_name_ra";in += 2;}
  2017. else if (!strncmp(in, "MEGA", 4)) {s = "$loc_name_mh";in += 4;}
  2018. else s = NULL;
  2019. if (s)
  2020. {
  2021. while (len < (int)sizeof(name) - 1 && *s)
  2022. name[len++] = *s++;
  2023. continue;
  2024. }
  2025. name[len++] = *in++;
  2026. }
  2027. name[len] = 0;
  2028. FS_Printf(outfile, "%.0f %.0f %.0f %s\n", loc->mins[0]*8, loc->mins[1]*8, loc->mins[2]*8, name);
  2029. }
  2030. else
  2031. FS_Printf(outfile, "%.1f,%.1f,%.1f,%.1f,%.1f,%.1f,\"%s\"\n", loc->mins[0], loc->mins[1], loc->mins[2], loc->maxs[0], loc->maxs[1], loc->maxs[2], loc->name);
  2032. }
  2033. FS_Close(outfile);
  2034. }
  2035. void CL_Locs_Reload_f(void)
  2036. {
  2037. int i, linenumber, limit, len;
  2038. const char *s;
  2039. char *filedata, *text, *textend, *linestart, *linetext, *lineend;
  2040. fs_offset_t filesize;
  2041. vec3_t mins, maxs;
  2042. char locfilename[MAX_QPATH];
  2043. char name[MAX_INPUTLINE];
  2044. if (cls.state != ca_connected || !cl.worldmodel)
  2045. {
  2046. Con_Printf("No level loaded!\n");
  2047. return;
  2048. }
  2049. CL_Locs_Clear_f();
  2050. // try maps/something.loc first (LordHavoc: where I think they should be)
  2051. dpsnprintf(locfilename, sizeof(locfilename), "%s.loc", cl.worldnamenoextension);
  2052. filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
  2053. if (!filedata)
  2054. {
  2055. // try proquake name as well (LordHavoc: I hate path mangling)
  2056. dpsnprintf(locfilename, sizeof(locfilename), "locs/%s.loc", cl.worldbasename);
  2057. filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
  2058. if (!filedata)
  2059. return;
  2060. }
  2061. text = filedata;
  2062. textend = filedata + filesize;
  2063. for (linenumber = 1;text < textend;linenumber++)
  2064. {
  2065. linestart = text;
  2066. for (;text < textend && *text != '\r' && *text != '\n';text++)
  2067. ;
  2068. lineend = text;
  2069. if (text + 1 < textend && *text == '\r' && text[1] == '\n')
  2070. text++;
  2071. if (text < textend)
  2072. text++;
  2073. // trim trailing whitespace
  2074. while (lineend > linestart && ISWHITESPACE(lineend[-1]))
  2075. lineend--;
  2076. // trim leading whitespace
  2077. while (linestart < lineend && ISWHITESPACE(*linestart))
  2078. linestart++;
  2079. // check if this is a comment
  2080. if (linestart + 2 <= lineend && !strncmp(linestart, "//", 2))
  2081. continue;
  2082. linetext = linestart;
  2083. limit = 3;
  2084. for (i = 0;i < limit;i++)
  2085. {
  2086. if (linetext >= lineend)
  2087. break;
  2088. // note: a missing number is interpreted as 0
  2089. if (i < 3)
  2090. mins[i] = atof(linetext);
  2091. else
  2092. maxs[i - 3] = atof(linetext);
  2093. // now advance past the number
  2094. while (linetext < lineend && !ISWHITESPACE(*linetext) && *linetext != ',')
  2095. linetext++;
  2096. // advance through whitespace
  2097. if (linetext < lineend)
  2098. {
  2099. if (*linetext == ',')
  2100. {
  2101. linetext++;
  2102. limit = 6;
  2103. // note: comma can be followed by whitespace
  2104. }
  2105. if (ISWHITESPACE(*linetext))
  2106. {
  2107. // skip whitespace
  2108. while (linetext < lineend && ISWHITESPACE(*linetext))
  2109. linetext++;
  2110. }
  2111. }
  2112. }
  2113. // if this is a quoted name, remove the quotes
  2114. if (i == 6)
  2115. {
  2116. if (linetext >= lineend || *linetext != '"')
  2117. continue; // proquake location names are always quoted
  2118. lineend--;
  2119. linetext++;
  2120. len = min(lineend - linetext, (int)sizeof(name) - 1);
  2121. memcpy(name, linetext, len);
  2122. name[len] = 0;
  2123. // add the box to the list
  2124. CL_Locs_AddNode(mins, maxs, name);
  2125. }
  2126. // if a point was parsed, it needs to be scaled down by 8 (since
  2127. // point-based loc files were invented by a proxy which dealt
  2128. // directly with quake protocol coordinates, which are *8), turn
  2129. // it into a box
  2130. else if (i == 3)
  2131. {
  2132. // interpret silly fuhquake macros
  2133. for (len = 0;len < (int)sizeof(name) - 1 && linetext < lineend;)
  2134. {
  2135. if (*linetext == '$')
  2136. {
  2137. if (linetext + 18 <= lineend && !strncmp(linetext, "$loc_name_separator", 19)) {s = " ";linetext += 19;}
  2138. else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_ssg", 13)) {s = "SSG";linetext += 13;}
  2139. else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ng", 12)) {s = "NG";linetext += 12;}
  2140. else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_sng", 13)) {s = "SNG";linetext += 13;}
  2141. else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_gl", 12)) {s = "GL";linetext += 12;}
  2142. else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_rl", 12)) {s = "RL";linetext += 12;}
  2143. else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_lg", 12)) {s = "LG";linetext += 12;}
  2144. else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ga", 12)) {s = "GA";linetext += 12;}
  2145. else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ya", 12)) {s = "YA";linetext += 12;}
  2146. else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ra", 12)) {s = "RA";linetext += 12;}
  2147. else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_mh", 12)) {s = "MEGA";linetext += 12;}
  2148. else s = NULL;
  2149. if (s)
  2150. {
  2151. while (len < (int)sizeof(name) - 1 && *s)
  2152. name[len++] = *s++;
  2153. continue;
  2154. }
  2155. }
  2156. name[len++] = *linetext++;
  2157. }
  2158. name[len] = 0;
  2159. // add the point to the list
  2160. VectorScale(mins, (1.0 / 8.0), mins);
  2161. CL_Locs_AddNode(mins, mins, name);
  2162. }
  2163. else
  2164. continue;
  2165. }
  2166. }
  2167. entity_t cl_meshentities[NUM_MESHENTITIES];
  2168. dp_model_t cl_meshentitymodels[NUM_MESHENTITIES];
  2169. const char *cl_meshentitynames[NUM_MESHENTITIES] =
  2170. {
  2171. "MESH_DEBUG",
  2172. "MESH_CSQC_POLYGONS",
  2173. "MESH_PARTICLES",
  2174. "MESH_UI",
  2175. };
  2176. void CL_MeshEntities_Restart(void)
  2177. {
  2178. int i;
  2179. entity_t *ent;
  2180. for (i = 0; i < NUM_MESHENTITIES; i++)
  2181. {
  2182. ent = cl_meshentities + i;
  2183. Mod_Mesh_Create(ent->render.model, cl_meshentitynames[i]);
  2184. }
  2185. }
  2186. void CL_MeshEntities_Init(void)
  2187. {
  2188. int i;
  2189. entity_t *ent;
  2190. for (i = 0; i < NUM_MESHENTITIES; i++)
  2191. {
  2192. ent = cl_meshentities + i;
  2193. ent->state_current.active = true;
  2194. ent->render.model = cl_meshentitymodels + i;
  2195. ent->render.alpha = 1;
  2196. ent->render.flags = RENDER_SHADOW | RENDER_LIGHT | RENDER_CUSTOMIZEDMODELLIGHT;
  2197. ent->render.framegroupblend[0].lerp = 1;
  2198. ent->render.frameblend[0].lerp = 1;
  2199. VectorSet(ent->render.colormod, 1, 1, 1);
  2200. VectorSet(ent->render.glowmod, 1, 1, 1);
  2201. VectorSet(ent->render.custommodellight_ambient, 1, 1, 1);
  2202. VectorSet(ent->render.custommodellight_diffuse, 0, 0, 0);
  2203. VectorSet(ent->render.custommodellight_lightdir, 0, 0, 1);
  2204. Matrix4x4_CreateIdentity(&ent->render.matrix);
  2205. CL_UpdateRenderEntity(&ent->render);
  2206. }
  2207. R_RegisterModule("cl_meshentities", CL_MeshEntities_Restart, CL_MeshEntities_Restart, CL_MeshEntities_Restart, CL_MeshEntities_Restart, CL_MeshEntities_Restart);
  2208. }
  2209. void CL_MeshEntities_AddToScene(void)
  2210. {
  2211. int i;
  2212. entity_t *ent;
  2213. for (i = 0; i < NUM_MESHENTITIES && r_refdef.scene.numentities < r_refdef.scene.maxentities; i++)
  2214. {
  2215. ent = cl_meshentities + i;
  2216. if (ent->render.model->num_surfaces == 0)
  2217. continue;
  2218. Mod_Mesh_Finalize(ent->render.model);
  2219. VectorCopy(ent->render.model->normalmins, ent->render.mins);
  2220. VectorCopy(ent->render.model->normalmaxs, ent->render.maxs);
  2221. r_refdef.scene.entities[r_refdef.scene.numentities++] = &ent->render;
  2222. }
  2223. }
  2224. void CL_MeshEntities_Reset(void)
  2225. {
  2226. int i;
  2227. entity_t *ent;
  2228. for (i = 0; i < NUM_MESHENTITIES && r_refdef.scene.numentities < r_refdef.scene.maxentities; i++)
  2229. {
  2230. ent = cl_meshentities + i;
  2231. Mod_Mesh_Reset(ent->render.model);
  2232. }
  2233. }
  2234. void CL_MeshEntities_Shutdown(void)
  2235. {
  2236. }
  2237. extern cvar_t r_overheadsprites_pushback;
  2238. extern cvar_t r_fullbright_directed_pitch_relative;
  2239. extern cvar_t r_fullbright_directed_pitch;
  2240. extern cvar_t r_fullbright_directed_ambient;
  2241. extern cvar_t r_fullbright_directed_diffuse;
  2242. extern cvar_t r_fullbright_directed;
  2243. extern cvar_t r_equalize_entities_minambient;
  2244. extern cvar_t r_equalize_entities_to;
  2245. extern cvar_t r_equalize_entities_by;
  2246. extern cvar_t r_hdr_glowintensity;
  2247. static void CL_UpdateEntityShading_GetDirectedFullbright(vec3_t ambient, vec3_t diffuse, vec3_t worldspacenormal)
  2248. {
  2249. vec3_t angles;
  2250. VectorSet(ambient, r_fullbright_directed_ambient.value, r_fullbright_directed_ambient.value, r_fullbright_directed_ambient.value);
  2251. VectorSet(diffuse, r_fullbright_directed_diffuse.value, r_fullbright_directed_diffuse.value, r_fullbright_directed_diffuse.value);
  2252. // Use cl.viewangles and not r_refdef.view.forward here so it is the
  2253. // same for all stereo views, and to better handle pitches outside
  2254. // [-90, 90] (in_pitch_* cvars allow that).
  2255. VectorCopy(cl.viewangles, angles);
  2256. if (r_fullbright_directed_pitch_relative.integer) {
  2257. angles[PITCH] += r_fullbright_directed_pitch.value;
  2258. }
  2259. else {
  2260. angles[PITCH] = r_fullbright_directed_pitch.value;
  2261. }
  2262. AngleVectors(angles, worldspacenormal, NULL, NULL);
  2263. VectorNegate(worldspacenormal, worldspacenormal);
  2264. }
  2265. static void CL_UpdateEntityShading_Entity(entity_render_t *ent)
  2266. {
  2267. float shadingorigin[3], f, fa, fd, fdd, a[3], c[3], dir[3];
  2268. int q;
  2269. for (q = 0; q < 3; q++)
  2270. a[q] = c[q] = dir[q] = 0;
  2271. ent->render_modellight_forced = false;
  2272. ent->render_rtlight_disabled = false;
  2273. // pick an appropriate value for render_modellight_origin - if this is an
  2274. // attachment we want to use the parent's render_modellight_origin so that
  2275. // shading is the same (also important for r_shadows to cast shadows in the
  2276. // same direction)
  2277. if (VectorLength2(ent->custommodellight_origin))
  2278. {
  2279. // CSQC entities always provide this (via CL_GetTagMatrix)
  2280. for (q = 0; q < 3; q++)
  2281. shadingorigin[q] = ent->custommodellight_origin[q];
  2282. }
  2283. else if (ent->entitynumber > 0 && ent->entitynumber < cl.num_entities)
  2284. {
  2285. // network entity - follow attachment chain back to a root entity,
  2286. int entnum = ent->entitynumber, recursion;
  2287. for (recursion = 32; recursion > 0; --recursion)
  2288. {
  2289. int parentnum = cl.entities[entnum].state_current.tagentity;
  2290. if (parentnum < 1 || parentnum >= cl.num_entities || !cl.entities_active[parentnum])
  2291. break;
  2292. entnum = parentnum;
  2293. }
  2294. // grab the root entity's origin
  2295. Matrix4x4_OriginFromMatrix(&cl.entities[entnum].render.matrix, shadingorigin);
  2296. }
  2297. else
  2298. {
  2299. // not a CSQC entity (which sets custommodellight_origin), not a network
  2300. // entity - so it's probably not attached to anything
  2301. Matrix4x4_OriginFromMatrix(&ent->matrix, shadingorigin);
  2302. }
  2303. if (!(ent->flags & RENDER_LIGHT) || r_fullbright.integer)
  2304. {
  2305. // intentionally EF_FULLBRIGHT entity
  2306. // the only type that is not scaled by r_refdef.scene.lightmapintensity
  2307. // CSQC can still provide its own customized modellight values
  2308. ent->render_rtlight_disabled = true;
  2309. ent->render_modellight_forced = true;
  2310. if (ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
  2311. {
  2312. // custom colors provided by CSQC
  2313. for (q = 0; q < 3; q++)
  2314. {
  2315. a[q] = ent->custommodellight_ambient[q];
  2316. c[q] = ent->custommodellight_diffuse[q];
  2317. dir[q] = ent->custommodellight_lightdir[q];
  2318. }
  2319. }
  2320. else if (r_fullbright_directed.integer)
  2321. CL_UpdateEntityShading_GetDirectedFullbright(a, c, dir);
  2322. else
  2323. for (q = 0; q < 3; q++)
  2324. a[q] = 1;
  2325. }
  2326. else
  2327. {
  2328. // fetch the lighting from the worldmodel data
  2329. // CSQC can provide its own customized modellight values
  2330. if (ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
  2331. {
  2332. ent->render_modellight_forced = true;
  2333. for (q = 0; q < 3; q++)
  2334. {
  2335. a[q] = ent->custommodellight_ambient[q];
  2336. c[q] = ent->custommodellight_diffuse[q];
  2337. dir[q] = ent->custommodellight_lightdir[q];
  2338. }
  2339. }
  2340. else if (ent->model->type == mod_sprite && !(ent->model->data_textures[0].basematerialflags & MATERIALFLAG_FULLBRIGHT))
  2341. {
  2342. if (ent->model->sprite.sprnum_type == SPR_OVERHEAD) // apply offset for overhead sprites
  2343. shadingorigin[2] = shadingorigin[2] + r_overheadsprites_pushback.value;
  2344. R_CompleteLightPoint(a, c, dir, shadingorigin, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
  2345. ent->render_modellight_forced = true;
  2346. ent->render_rtlight_disabled = true;
  2347. }
  2348. else if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint)
  2349. R_CompleteLightPoint(a, c, dir, shadingorigin, LP_LIGHTMAP, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
  2350. else if (r_fullbright_directed.integer)
  2351. CL_UpdateEntityShading_GetDirectedFullbright(a, c, dir);
  2352. else
  2353. R_CompleteLightPoint(a, c, dir, shadingorigin, LP_LIGHTMAP, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
  2354. if (ent->flags & RENDER_EQUALIZE)
  2355. {
  2356. // first fix up ambient lighting...
  2357. if (r_equalize_entities_minambient.value > 0)
  2358. {
  2359. fd = 0.299f * ent->render_modellight_diffuse[0] + 0.587f * ent->render_modellight_diffuse[1] + 0.114f * ent->render_modellight_diffuse[2];
  2360. if (fd > 0)
  2361. {
  2362. fa = (0.299f * ent->render_modellight_ambient[0] + 0.587f * ent->render_modellight_ambient[1] + 0.114f * ent->render_modellight_ambient[2]);
  2363. if (fa < r_equalize_entities_minambient.value * fd)
  2364. {
  2365. // solve:
  2366. // fa'/fd' = minambient
  2367. // fa'+0.25*fd' = fa+0.25*fd
  2368. // ...
  2369. // fa' = fd' * minambient
  2370. // fd'*(0.25+minambient) = fa+0.25*fd
  2371. // ...
  2372. // fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
  2373. // fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
  2374. // ...
  2375. fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
  2376. f = fdd / fd; // f>0 because all this is additive; f<1 because fdd<fd because this follows from fa < r_equalize_entities_minambient.value * fd
  2377. for (q = 0; q < 3; q++)
  2378. {
  2379. a[q] = (1 - f)*0.25f * c[q];
  2380. c[q] *= f;
  2381. }
  2382. }
  2383. }
  2384. }
  2385. if (r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
  2386. {
  2387. fa = 0.299f * a[0] + 0.587f * a[1] + 0.114f * a[2];
  2388. fd = 0.299f * c[0] + 0.587f * c[1] + 0.114f * c[2];
  2389. f = fa + 0.25 * fd;
  2390. if (f > 0)
  2391. {
  2392. // adjust brightness and saturation to target
  2393. float l2 = r_equalize_entities_by.value, l1 = 1 - l2;
  2394. for (q = 0; q < 3; q++)
  2395. {
  2396. a[q] = l1 * a[q] + l2 * (fa / f);
  2397. c[q] = l1 * c[q] + l2 * (fd / f);
  2398. }
  2399. }
  2400. }
  2401. }
  2402. }
  2403. for (q = 0; q < 3; q++)
  2404. {
  2405. ent->render_fullbright[q] = ent->colormod[q];
  2406. ent->render_glowmod[q] = ent->glowmod[q] * r_hdr_glowintensity.value;
  2407. ent->render_modellight_ambient[q] = a[q] * ent->colormod[q];
  2408. ent->render_modellight_diffuse[q] = c[q] * ent->colormod[q];
  2409. ent->render_modellight_specular[q] = c[q];
  2410. ent->render_modellight_lightdir[q] = dir[q];
  2411. ent->render_lightmap_ambient[q] = ent->colormod[q] * r_refdef.scene.ambientintensity;
  2412. ent->render_lightmap_diffuse[q] = ent->colormod[q] * r_refdef.scene.lightmapintensity;
  2413. ent->render_lightmap_specular[q] = r_refdef.scene.lightmapintensity;
  2414. ent->render_rtlight_diffuse[q] = ent->colormod[q];
  2415. ent->render_rtlight_specular[q] = 1;
  2416. }
  2417. // these flags disable code paths, make sure it's obvious if they're ignored by storing 0 1 2
  2418. if (ent->render_modellight_forced)
  2419. for (q = 0; q < 3; q++)
  2420. ent->render_lightmap_ambient[q] = ent->render_lightmap_diffuse[q] = ent->render_lightmap_specular[q] = q;
  2421. if (ent->render_rtlight_disabled)
  2422. for (q = 0; q < 3; q++)
  2423. ent->render_rtlight_diffuse[q] = ent->render_rtlight_specular[q] = q;
  2424. if (VectorLength2(ent->render_modellight_lightdir) == 0)
  2425. VectorSet(ent->render_modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
  2426. VectorNormalize(ent->render_modellight_lightdir);
  2427. }
  2428. void CL_UpdateEntityShading(void)
  2429. {
  2430. int i;
  2431. CL_UpdateEntityShading_Entity(r_refdef.scene.worldentity);
  2432. for (i = 0; i < r_refdef.scene.numentities; i++)
  2433. CL_UpdateEntityShading_Entity(r_refdef.scene.entities[i]);
  2434. }
  2435. /*
  2436. ===========
  2437. CL_Shutdown
  2438. ===========
  2439. */
  2440. void CL_Shutdown (void)
  2441. {
  2442. CL_Screen_Shutdown();
  2443. CL_Particles_Shutdown();
  2444. CL_Parse_Shutdown();
  2445. CL_MeshEntities_Shutdown();
  2446. Mem_FreePool (&cls.permanentmempool);
  2447. Mem_FreePool (&cls.levelmempool);
  2448. }
  2449. /*
  2450. =================
  2451. CL_Init
  2452. =================
  2453. */
  2454. void CL_Init (void)
  2455. {
  2456. cls.levelmempool = Mem_AllocPool("client (per-level memory)", 0, NULL);
  2457. cls.permanentmempool = Mem_AllocPool("client (long term memory)", 0, NULL);
  2458. memset(&r_refdef, 0, sizeof(r_refdef));
  2459. // max entities sent to renderer per frame
  2460. r_refdef.scene.maxentities = MAX_EDICTS + 256 + 512;
  2461. r_refdef.scene.entities = (entity_render_t **)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t *) * r_refdef.scene.maxentities);
  2462. // max temp entities
  2463. r_refdef.scene.maxtempentities = MAX_TEMPENTITIES;
  2464. r_refdef.scene.tempentities = (entity_render_t *)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t) * r_refdef.scene.maxtempentities);
  2465. CL_InitInput ();
  2466. //
  2467. // register our commands
  2468. //
  2469. Cvar_RegisterVariable (&cl_upspeed);
  2470. Cvar_RegisterVariable (&cl_forwardspeed);
  2471. Cvar_RegisterVariable (&cl_backspeed);
  2472. Cvar_RegisterVariable (&cl_sidespeed);
  2473. Cvar_RegisterVariable (&cl_movespeedkey);
  2474. Cvar_RegisterVariable (&cl_yawspeed);
  2475. Cvar_RegisterVariable (&cl_pitchspeed);
  2476. Cvar_RegisterVariable (&cl_anglespeedkey);
  2477. Cvar_RegisterVariable (&cl_shownet);
  2478. Cvar_RegisterVariable (&cl_nolerp);
  2479. Cvar_RegisterVariable (&cl_lerpexcess);
  2480. Cvar_RegisterVariable (&cl_lerpanim_maxdelta_server);
  2481. Cvar_RegisterVariable (&cl_lerpanim_maxdelta_framegroups);
  2482. Cvar_RegisterVariable (&cl_deathfade);
  2483. Cvar_RegisterVariable (&lookspring);
  2484. Cvar_RegisterVariable (&lookstrafe);
  2485. Cvar_RegisterVariable (&sensitivity);
  2486. Cvar_RegisterVariable (&freelook);
  2487. Cvar_RegisterVariable (&m_pitch);
  2488. Cvar_RegisterVariable (&m_yaw);
  2489. Cvar_RegisterVariable (&m_forward);
  2490. Cvar_RegisterVariable (&m_side);
  2491. Cvar_RegisterVariable (&cl_itembobspeed);
  2492. Cvar_RegisterVariable (&cl_itembobheight);
  2493. Cmd_AddCommand ("entities", CL_PrintEntities_f, "print information on network entities known to client");
  2494. Cmd_AddCommand ("disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
  2495. Cmd_AddCommand ("record", CL_Record_f, "record a demo");
  2496. Cmd_AddCommand ("stop", CL_Stop_f, "stop recording or playing a demo");
  2497. Cmd_AddCommand ("playdemo", CL_PlayDemo_f, "watch a demo file");
  2498. Cmd_AddCommand ("timedemo", CL_TimeDemo_f, "play back a demo as fast as possible and save statistics to benchmark.log");
  2499. // Support Client-side Model Index List
  2500. Cmd_AddCommand ("cl_modelindexlist", CL_ModelIndexList_f, "list information on all models in the client modelindex");
  2501. // Support Client-side Sound Index List
  2502. Cmd_AddCommand ("cl_soundindexlist", CL_SoundIndexList_f, "list all sounds in the client soundindex");
  2503. Cvar_RegisterVariable (&cl_autodemo);
  2504. Cvar_RegisterVariable (&cl_autodemo_nameformat);
  2505. Cvar_RegisterVariable (&cl_autodemo_delete);
  2506. Cmd_AddCommand ("fog", CL_Fog_f, "set global fog parameters (density red green blue [alpha [mindist [maxdist [top [fadedepth]]]]])");
  2507. Cmd_AddCommand ("fog_heighttexture", CL_Fog_HeightTexture_f, "set global fog parameters (density red green blue alpha mindist maxdist top depth textures/mapname/fogheight.tga)");
  2508. // LordHavoc: added pausedemo
  2509. Cmd_AddCommand ("pausedemo", CL_PauseDemo_f, "pause demo playback (can also safely pause demo recording if using QUAKE, QUAKEDP or NEHAHRAMOVIE protocol, useful for making movies)");
  2510. Cmd_AddCommand ("cl_areastats", CL_AreaStats_f, "prints statistics on entity culling during collision traces");
  2511. Cvar_RegisterVariable(&r_draweffects);
  2512. Cvar_RegisterVariable(&cl_explosions_alpha_start);
  2513. Cvar_RegisterVariable(&cl_explosions_alpha_end);
  2514. Cvar_RegisterVariable(&cl_explosions_size_start);
  2515. Cvar_RegisterVariable(&cl_explosions_size_end);
  2516. Cvar_RegisterVariable(&cl_explosions_lifetime);
  2517. Cvar_RegisterVariable(&cl_stainmaps);
  2518. Cvar_RegisterVariable(&cl_stainmaps_clearonload);
  2519. Cvar_RegisterVariable(&cl_beams_polygons);
  2520. Cvar_RegisterVariable(&cl_beams_quakepositionhack);
  2521. Cvar_RegisterVariable(&cl_beams_instantaimhack);
  2522. Cvar_RegisterVariable(&cl_beams_lightatend);
  2523. Cvar_RegisterVariable(&cl_noplayershadow);
  2524. Cvar_RegisterVariable(&cl_dlights_decayradius);
  2525. Cvar_RegisterVariable(&cl_dlights_decaybrightness);
  2526. Cvar_RegisterVariable(&cl_prydoncursor);
  2527. Cvar_RegisterVariable(&cl_prydoncursor_notrace);
  2528. Cvar_RegisterVariable(&cl_deathnoviewmodel);
  2529. // for QW connections
  2530. Cvar_RegisterVariable(&qport);
  2531. Cvar_SetValueQuick(&qport, (rand() * RAND_MAX + rand()) & 0xffff);
  2532. Cmd_AddCommand("timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs");
  2533. Cvar_RegisterVariable(&cl_locs_enable);
  2534. Cvar_RegisterVariable(&cl_locs_show);
  2535. Cmd_AddCommand("locs_add", CL_Locs_Add_f, "add a point or box location (usage: x y z[ x y z] \"name\", if two sets of xyz are supplied it is a box, otherwise point)");
  2536. Cmd_AddCommand("locs_removenearest", CL_Locs_RemoveNearest_f, "remove the nearest point or box (note: you need to be very near a box to remove it)");
  2537. Cmd_AddCommand("locs_clear", CL_Locs_Clear_f, "remove all loc points/boxes");
  2538. Cmd_AddCommand("locs_reload", CL_Locs_Reload_f, "reload .loc file for this map");
  2539. Cmd_AddCommand("locs_save", CL_Locs_Save_f, "save .loc file for this map containing currently defined points and boxes");
  2540. CL_Parse_Init();
  2541. CL_Particles_Init();
  2542. CL_Screen_Init();
  2543. CL_MeshEntities_Init();
  2544. CL_Video_Init();
  2545. }