/cl_main.c
C | 2802 lines | 2280 code | 196 blank | 326 comment | 587 complexity | d0ceec73e51ca5d16a3e7377fac0d1dd MD5 | raw file
Possible License(s): GPL-2.0
- /*
- Copyright (C) 1996-1997 Id Software, Inc.
- This program is free software; you can redistribute it and/or
- modify it under the terms of the GNU General Public License
- as published by the Free Software Foundation; either version 2
- of the License, or (at your option) any later version.
- This program is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
- See the GNU General Public License for more details.
- You should have received a copy of the GNU General Public License
- along with this program; if not, write to the Free Software
- Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
- */
- // cl_main.c -- client main loop
- #include "quakedef.h"
- #include "cl_collision.h"
- #include "cl_video.h"
- #include "image.h"
- #include "csprogs.h"
- #include "r_shadow.h"
- #include "libcurl.h"
- #include "snd_main.h"
- // we need to declare some mouse variables here, because the menu system
- // references them even when on a unix system.
- cvar_t csqc_progname = {0, "csqc_progname","csprogs.dat","name of csprogs.dat file to load"};
- cvar_t csqc_progcrc = {CVAR_READONLY, "csqc_progcrc","-1","CRC of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1"};
- cvar_t csqc_progsize = {CVAR_READONLY, "csqc_progsize","-1","file size of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1"};
- cvar_t csqc_usedemoprogs = {0, "csqc_usedemoprogs","1","use csprogs stored in demos"};
- cvar_t cl_shownet = {0, "cl_shownet","0","1 = print packet size, 2 = print packet message list"};
- cvar_t cl_nolerp = {0, "cl_nolerp", "0","network update smoothing"};
- cvar_t cl_lerpexcess = {0, "cl_lerpexcess", "0","maximum allowed lerp excess (hides, not fixes, some packet loss)"};
- cvar_t cl_lerpanim_maxdelta_server = {0, "cl_lerpanim_maxdelta_server", "0.1","maximum frame delta for smoothing between server-controlled animation frames (when 0, one network frame)"};
- cvar_t cl_lerpanim_maxdelta_framegroups = {0, "cl_lerpanim_maxdelta_framegroups", "0.1","maximum frame delta for smoothing between framegroups (when 0, one network frame)"};
- cvar_t cl_itembobheight = {0, "cl_itembobheight", "0","how much items bob up and down (try 8)"};
- cvar_t cl_itembobspeed = {0, "cl_itembobspeed", "0.5","how frequently items bob up and down"};
- cvar_t lookspring = {CVAR_SAVE, "lookspring","0","returns pitch to level with the floor when no longer holding a pitch key"};
- cvar_t lookstrafe = {CVAR_SAVE, "lookstrafe","0","move instead of turning"};
- cvar_t sensitivity = {CVAR_SAVE, "sensitivity","3","mouse speed multiplier"};
- cvar_t m_pitch = {CVAR_SAVE, "m_pitch","0.022","mouse pitch speed multiplier"};
- cvar_t m_yaw = {CVAR_SAVE, "m_yaw","0.022","mouse yaw speed multiplier"};
- cvar_t m_forward = {CVAR_SAVE, "m_forward","1","mouse forward speed multiplier"};
- cvar_t m_side = {CVAR_SAVE, "m_side","0.8","mouse side speed multiplier"};
- cvar_t freelook = {CVAR_SAVE, "freelook", "1","mouse controls pitch instead of forward/back"};
- cvar_t cl_autodemo = {CVAR_SAVE, "cl_autodemo", "0", "records every game played, using the date/time and map name to name the demo file" };
- cvar_t cl_autodemo_nameformat = {CVAR_SAVE, "cl_autodemo_nameformat", "autodemos/%Y-%m-%d_%H-%M", "The format of the cl_autodemo filename, followed by the map name (the date is encoded using strftime escapes)" };
- cvar_t cl_autodemo_delete = {0, "cl_autodemo_delete", "0", "Delete demos after recording. This is a bitmask, bit 1 gives the default, bit 0 the value for the current demo. Thus, the values are: 0 = disabled; 1 = delete current demo only; 2 = delete all demos except the current demo; 3 = delete all demos from now on" };
- cvar_t r_draweffects = {0, "r_draweffects", "1","renders temporary sprite effects"};
- cvar_t cl_explosions_alpha_start = {CVAR_SAVE, "cl_explosions_alpha_start", "1.5","starting alpha of an explosion shell"};
- cvar_t cl_explosions_alpha_end = {CVAR_SAVE, "cl_explosions_alpha_end", "0","end alpha of an explosion shell (just before it disappears)"};
- cvar_t cl_explosions_size_start = {CVAR_SAVE, "cl_explosions_size_start", "16","starting size of an explosion shell"};
- cvar_t cl_explosions_size_end = {CVAR_SAVE, "cl_explosions_size_end", "128","ending alpha of an explosion shell (just before it disappears)"};
- cvar_t cl_explosions_lifetime = {CVAR_SAVE, "cl_explosions_lifetime", "0.5","how long an explosion shell lasts"};
- cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "0","stains lightmaps, much faster than decals but blurred"};
- cvar_t cl_stainmaps_clearonload = {CVAR_SAVE, "cl_stainmaps_clearonload", "1","clear stainmaps on map restart"};
- cvar_t cl_beams_polygons = {CVAR_SAVE, "cl_beams_polygons", "1","use beam polygons instead of models"};
- cvar_t cl_beams_quakepositionhack = {CVAR_SAVE, "cl_beams_quakepositionhack", "1", "makes your lightning gun appear to fire from your waist (as in Quake and QuakeWorld)"};
- cvar_t cl_beams_instantaimhack = {CVAR_SAVE, "cl_beams_instantaimhack", "0", "makes your lightning gun aiming update instantly"};
- cvar_t cl_beams_lightatend = {CVAR_SAVE, "cl_beams_lightatend", "0", "make a light at the end of the beam"};
- cvar_t cl_deathfade = {CVAR_SAVE, "cl_deathfade", "0", "fade screen to dark red when dead, value represents how fast the fade is (higher is faster)"};
- cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0","hide player shadow"};
- cvar_t cl_dlights_decayradius = {CVAR_SAVE, "cl_dlights_decayradius", "1", "reduces size of light flashes over time"};
- cvar_t cl_dlights_decaybrightness = {CVAR_SAVE, "cl_dlights_decaybrightness", "1", "reduces brightness of light flashes over time"};
- cvar_t qport = {0, "qport", "0", "identification key for playing on qw servers (allows you to maintain a connection to a quakeworld server even if your port changes)"};
- cvar_t cl_prydoncursor = {0, "cl_prydoncursor", "0", "enables a mouse pointer which is able to click on entities in the world, useful for point and click mods, see PRYDON_CLIENTCURSOR extension in dpextensions.qc"};
- cvar_t cl_prydoncursor_notrace = {0, "cl_prydoncursor_notrace", "0", "disables traceline used in prydon cursor reporting to the game, saving some cpu time"};
- cvar_t cl_deathnoviewmodel = {0, "cl_deathnoviewmodel", "1", "hides gun model when dead"};
- cvar_t cl_locs_enable = {CVAR_SAVE, "locs_enable", "1", "enables replacement of certain % codes in chat messages: %l (location), %d (last death location), %h (health), %a (armor), %x (rockets), %c (cells), %r (rocket launcher status), %p (powerup status), %w (weapon status), %t (current time in level)"};
- cvar_t cl_locs_show = {0, "locs_show", "0", "shows defined locations for editing purposes"};
- extern cvar_t r_equalize_entities_fullbright;
- client_static_t cls;
- client_state_t cl;
- /*
- =====================
- CL_ClearState
- =====================
- */
- void CL_ClearState(void)
- {
- int i;
- entity_t *ent;
- CL_VM_ShutDown();
- // wipe the entire cl structure
- Mem_EmptyPool(cls.levelmempool);
- memset (&cl, 0, sizeof(cl));
- S_StopAllSounds();
- // reset the view zoom interpolation
- cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
- cl.sensitivityscale = 1.0f;
- // enable rendering of the world and such
- cl.csqc_vidvars.drawworld = r_drawworld.integer != 0;
- cl.csqc_vidvars.drawenginesbar = true;
- cl.csqc_vidvars.drawcrosshair = true;
- // set up the float version of the stats array for easier access to float stats
- cl.statsf = (float *)cl.stats;
- cl.num_entities = 0;
- cl.num_static_entities = 0;
- cl.num_brushmodel_entities = 0;
- // tweak these if the game runs out
- cl.max_csqcrenderentities = 0;
- cl.max_entities = MAX_ENITIES_INITIAL;
- cl.max_static_entities = MAX_STATICENTITIES;
- cl.max_effects = MAX_EFFECTS;
- cl.max_beams = MAX_BEAMS;
- cl.max_dlights = MAX_DLIGHTS;
- cl.max_lightstyle = MAX_LIGHTSTYLES;
- cl.max_brushmodel_entities = MAX_EDICTS;
- cl.max_particles = MAX_PARTICLES_INITIAL; // grows dynamically
- cl.max_decals = MAX_DECALS_INITIAL; // grows dynamically
- cl.max_showlmps = 0;
- cl.num_dlights = 0;
- cl.num_effects = 0;
- cl.num_beams = 0;
- cl.csqcrenderentities = NULL;
- cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
- cl.entities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char));
- cl.static_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_static_entities * sizeof(entity_t));
- cl.effects = (cl_effect_t *)Mem_Alloc(cls.levelmempool, cl.max_effects * sizeof(cl_effect_t));
- cl.beams = (beam_t *)Mem_Alloc(cls.levelmempool, cl.max_beams * sizeof(beam_t));
- cl.dlights = (dlight_t *)Mem_Alloc(cls.levelmempool, cl.max_dlights * sizeof(dlight_t));
- cl.lightstyle = (lightstyle_t *)Mem_Alloc(cls.levelmempool, cl.max_lightstyle * sizeof(lightstyle_t));
- cl.brushmodel_entities = (int *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(int));
- cl.particles = (particle_t *) Mem_Alloc(cls.levelmempool, cl.max_particles * sizeof(particle_t));
- cl.decals = (decal_t *) Mem_Alloc(cls.levelmempool, cl.max_decals * sizeof(decal_t));
- cl.showlmps = NULL;
- // LordHavoc: have to set up the baseline info for alpha and other stuff
- for (i = 0;i < cl.max_entities;i++)
- {
- cl.entities[i].state_baseline = defaultstate;
- cl.entities[i].state_previous = defaultstate;
- cl.entities[i].state_current = defaultstate;
- }
- if (IS_NEXUIZ_DERIVED(gamemode))
- {
- VectorSet(cl.playerstandmins, -16, -16, -24);
- VectorSet(cl.playerstandmaxs, 16, 16, 45);
- VectorSet(cl.playercrouchmins, -16, -16, -24);
- VectorSet(cl.playercrouchmaxs, 16, 16, 25);
- }
- else
- {
- VectorSet(cl.playerstandmins, -16, -16, -24);
- VectorSet(cl.playerstandmaxs, 16, 16, 24);
- VectorSet(cl.playercrouchmins, -16, -16, -24);
- VectorSet(cl.playercrouchmaxs, 16, 16, 24);
- }
- // disable until we get textures for it
- R_ResetSkyBox();
- ent = &cl.entities[0];
- // entire entity array was cleared, so just fill in a few fields
- ent->state_current.active = true;
- ent->render.model = cl.worldmodel = NULL; // no world model yet
- ent->render.alpha = 1;
- ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
- Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, 0, 0, 0, 0, 0, 0, 1);
- ent->render.allowdecals = true;
- CL_UpdateRenderEntity(&ent->render);
- // noclip is turned off at start
- noclip_anglehack = false;
- // mark all frames invalid for delta
- memset(cl.qw_deltasequence, -1, sizeof(cl.qw_deltasequence));
- // set bestweapon data back to Quake data
- IN_BestWeapon_ResetData();
- CL_Screen_NewMap();
- }
- void CL_SetInfo(const char *key, const char *value, qboolean send, qboolean allowstarkey, qboolean allowmodel, qboolean quiet)
- {
- int i;
- qboolean fail = false;
- char vabuf[1024];
- if (!allowstarkey && key[0] == '*')
- fail = true;
- if (!allowmodel && (!strcasecmp(key, "pmodel") || !strcasecmp(key, "emodel")))
- fail = true;
- for (i = 0;key[i];i++)
- if (ISWHITESPACE(key[i]) || key[i] == '\"')
- fail = true;
- for (i = 0;value[i];i++)
- if (value[i] == '\r' || value[i] == '\n' || value[i] == '\"')
- fail = true;
- if (fail)
- {
- if (!quiet)
- Con_Printf("Can't setinfo \"%s\" \"%s\"\n", key, value);
- return;
- }
- InfoString_SetValue(cls.userinfo, sizeof(cls.userinfo), key, value);
- if (cls.state == ca_connected && cls.netcon)
- {
- if (cls.protocol == PROTOCOL_QUAKEWORLD)
- {
- MSG_WriteByte(&cls.netcon->message, qw_clc_stringcmd);
- MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "setinfo \"%s\" \"%s\"", key, value));
- }
- else if (!strcasecmp(key, "name"))
- {
- MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
- MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "name \"%s\"", value));
- }
- else if (!strcasecmp(key, "playermodel"))
- {
- MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
- MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "playermodel \"%s\"", value));
- }
- else if (!strcasecmp(key, "playerskin"))
- {
- MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
- MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "playerskin \"%s\"", value));
- }
- else if (!strcasecmp(key, "topcolor"))
- {
- // don't send anything, the combined color code will be updated manually
- }
- else if (!strcasecmp(key, "bottomcolor"))
- {
- // don't send anything, the combined color code will be updated manually
- }
- else if (!strcasecmp(key, "rate"))
- {
- MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
- MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "rate \"%s\"", value));
- }
- else if (!strcasecmp(key, "rate_burstsize"))
- {
- MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
- MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "rate_burstsize \"%s\"", value));
- }
- }
- }
- void CL_ExpandEntities(int num)
- {
- int i, oldmaxentities;
- entity_t *oldentities;
- if (num >= cl.max_entities)
- {
- if (!cl.entities)
- Sys_Error("CL_ExpandEntities: cl.entities not initialized");
- if (num >= MAX_EDICTS)
- Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
- oldmaxentities = cl.max_entities;
- oldentities = cl.entities;
- cl.max_entities = (num & ~255) + 256;
- cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
- memcpy(cl.entities, oldentities, oldmaxentities * sizeof(entity_t));
- Mem_Free(oldentities);
- for (i = oldmaxentities;i < cl.max_entities;i++)
- {
- cl.entities[i].state_baseline = defaultstate;
- cl.entities[i].state_previous = defaultstate;
- cl.entities[i].state_current = defaultstate;
- }
- }
- }
- void CL_ExpandCSQCRenderEntities(int num)
- {
- int i;
- int oldmaxcsqcrenderentities;
- entity_render_t *oldcsqcrenderentities;
- if (num >= cl.max_csqcrenderentities)
- {
- if (num >= MAX_EDICTS)
- Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
- oldmaxcsqcrenderentities = cl.max_csqcrenderentities;
- oldcsqcrenderentities = cl.csqcrenderentities;
- cl.max_csqcrenderentities = (num & ~255) + 256;
- cl.csqcrenderentities = (entity_render_t *)Mem_Alloc(cls.levelmempool, cl.max_csqcrenderentities * sizeof(entity_render_t));
- if (oldcsqcrenderentities)
- {
- memcpy(cl.csqcrenderentities, oldcsqcrenderentities, oldmaxcsqcrenderentities * sizeof(entity_render_t));
- for (i = 0;i < r_refdef.scene.numentities;i++)
- if(r_refdef.scene.entities[i] >= oldcsqcrenderentities && r_refdef.scene.entities[i] < (oldcsqcrenderentities + oldmaxcsqcrenderentities))
- r_refdef.scene.entities[i] = cl.csqcrenderentities + (r_refdef.scene.entities[i] - oldcsqcrenderentities);
- Mem_Free(oldcsqcrenderentities);
- }
- }
- }
- /*
- =====================
- CL_Disconnect
- Sends a disconnect message to the server
- This is also called on Host_Error, so it shouldn't cause any errors
- =====================
- */
- void CL_Disconnect(void)
- {
- if (cls.state == ca_dedicated)
- return;
- if (COM_CheckParm("-profilegameonly"))
- Sys_AllowProfiling(false);
- Curl_Clear_forthismap();
- Con_DPrintf("CL_Disconnect\n");
- Cvar_SetValueQuick(&csqc_progcrc, -1);
- Cvar_SetValueQuick(&csqc_progsize, -1);
- CL_VM_ShutDown();
- // stop sounds (especially looping!)
- S_StopAllSounds ();
- cl.parsingtextexpectingpingforscores = 0; // just in case no reply has come yet
- // clear contents blends
- cl.cshifts[0].percent = 0;
- cl.cshifts[1].percent = 0;
- cl.cshifts[2].percent = 0;
- cl.cshifts[3].percent = 0;
- cl.worldmodel = NULL;
- CL_Parse_ErrorCleanUp();
- if (cls.demoplayback)
- CL_StopPlayback();
- else if (cls.netcon)
- {
- sizebuf_t buf;
- unsigned char bufdata[8];
- if (cls.demorecording)
- CL_Stop_f();
- // send disconnect message 3 times to improve chances of server
- // receiving it (but it still fails sometimes)
- memset(&buf, 0, sizeof(buf));
- buf.data = bufdata;
- buf.maxsize = sizeof(bufdata);
- if (cls.protocol == PROTOCOL_QUAKEWORLD)
- {
- Con_DPrint("Sending drop command\n");
- MSG_WriteByte(&buf, qw_clc_stringcmd);
- MSG_WriteString(&buf, "drop");
- }
- else
- {
- Con_DPrint("Sending clc_disconnect\n");
- MSG_WriteByte(&buf, clc_disconnect);
- }
- NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, 0, false);
- NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, 0, false);
- NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, 0, false);
- NetConn_Close(cls.netcon);
- cls.netcon = NULL;
- }
- cls.state = ca_disconnected;
- cl.islocalgame = false;
- cls.demoplayback = cls.timedemo = false;
- cls.signon = 0;
- }
- void CL_Disconnect_f(void)
- {
- CL_Disconnect ();
- if (sv.active)
- Host_ShutdownServer ();
- }
- /*
- =====================
- CL_EstablishConnection
- Host should be either "local" or a net address
- =====================
- */
- void CL_EstablishConnection(const char *host, int firstarg)
- {
- if (cls.state == ca_dedicated)
- return;
- // don't connect to a server if we're benchmarking a demo
- if (COM_CheckParm("-benchmark"))
- return;
- // clear menu's connect error message
- #ifdef CONFIG_MENU
- M_Update_Return_Reason("");
- #endif
- cls.demonum = -1;
- // stop demo loop in case this fails
- if (cls.demoplayback)
- CL_StopPlayback();
- // if downloads are running, cancel their finishing action
- Curl_Clear_forthismap();
- // make sure the client ports are open before attempting to connect
- NetConn_UpdateSockets();
- if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
- {
- cls.connect_trying = true;
- cls.connect_remainingtries = 3;
- cls.connect_nextsendtime = 0;
- // only NOW, set connect_userinfo
- if(firstarg >= 0)
- {
- int i;
- *cls.connect_userinfo = 0;
- for(i = firstarg; i+2 <= Cmd_Argc(); i += 2)
- InfoString_SetValue(cls.connect_userinfo, sizeof(cls.connect_userinfo), Cmd_Argv(i), Cmd_Argv(i+1));
- }
- else if(firstarg < -1)
- {
- // -1: keep as is (reconnect)
- // -2: clear
- *cls.connect_userinfo = 0;
- }
- #ifdef CONFIG_MENU
- M_Update_Return_Reason("Trying to connect...");
- #endif
- }
- else
- {
- Con_Print("Unable to find a suitable network socket to connect to server.\n");
- #ifdef CONFIG_MENU
- M_Update_Return_Reason("No network");
- #endif
- }
- }
- /*
- ==============
- CL_PrintEntities_f
- ==============
- */
- static void CL_PrintEntities_f(void)
- {
- entity_t *ent;
- int i;
- for (i = 0, ent = cl.entities;i < cl.num_entities;i++, ent++)
- {
- const char* modelname;
- if (!ent->state_current.active)
- continue;
- if (ent->render.model)
- modelname = ent->render.model->name;
- else
- modelname = "--no model--";
- Con_Printf("%3i: %-25s:%4i (%5i %5i %5i) [%3i %3i %3i] %4.2f %5.3f\n", i, modelname, ent->render.framegroupblend[0].frame, (int) ent->state_current.origin[0], (int) ent->state_current.origin[1], (int) ent->state_current.origin[2], (int) ent->state_current.angles[0] % 360, (int) ent->state_current.angles[1] % 360, (int) ent->state_current.angles[2] % 360, ent->render.scale, ent->render.alpha);
- }
- }
- /*
- ===============
- CL_ModelIndexList_f
- List information on all models in the client modelindex
- ===============
- */
- static void CL_ModelIndexList_f(void)
- {
- int i;
- dp_model_t *model;
- // Print Header
- Con_Printf("%3s: %-30s %-8s %-8s\n", "ID", "Name", "Type", "Triangles");
- for (i = -MAX_MODELS;i < MAX_MODELS;i++)
- {
- model = CL_GetModelByIndex(i);
- if (!model)
- continue;
- if(model->loaded || i == 1)
- Con_Printf("%3i: %-30s %-8s %-10i\n", i, model->name, model->modeldatatypestring, model->surfmesh.num_triangles);
- else
- Con_Printf("%3i: %-30s %-30s\n", i, model->name, "--no local model found--");
- i++;
- }
- }
- /*
- ===============
- CL_SoundIndexList_f
- List all sounds in the client soundindex
- ===============
- */
- static void CL_SoundIndexList_f(void)
- {
- int i = 1;
- while(cl.sound_precache[i] && i != MAX_SOUNDS)
- { // Valid Sound
- Con_Printf("%i : %s\n", i, cl.sound_precache[i]->name);
- i++;
- }
- }
- /*
- ===============
- CL_UpdateRenderEntity
- Updates inversematrix, animation interpolation factors, scale, and mins/maxs
- ===============
- */
- void CL_UpdateRenderEntity(entity_render_t *ent)
- {
- vec3_t org;
- vec_t scale;
- dp_model_t *model = ent->model;
- // update the inverse matrix for the renderer
- Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
- // update the animation blend state
- VM_FrameBlendFromFrameGroupBlend(ent->frameblend, ent->framegroupblend, ent->model, cl.time);
- // we need the matrix origin to center the box
- Matrix4x4_OriginFromMatrix(&ent->matrix, org);
- // update entity->render.scale because the renderer needs it
- ent->scale = scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
- if (model)
- {
- // NOTE: this directly extracts vector components from the matrix, which relies on the matrix orientation!
- #ifdef MATRIX4x4_OPENGLORIENTATION
- if (ent->matrix.m[0][2] != 0 || ent->matrix.m[1][2] != 0)
- #else
- if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
- #endif
- {
- // pitch or roll
- VectorMA(org, scale, model->rotatedmins, ent->mins);
- VectorMA(org, scale, model->rotatedmaxs, ent->maxs);
- }
- #ifdef MATRIX4x4_OPENGLORIENTATION
- else if (ent->matrix.m[1][0] != 0 || ent->matrix.m[0][1] != 0)
- #else
- else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
- #endif
- {
- // yaw
- VectorMA(org, scale, model->yawmins, ent->mins);
- VectorMA(org, scale, model->yawmaxs, ent->maxs);
- }
- else
- {
- VectorMA(org, scale, model->normalmins, ent->mins);
- VectorMA(org, scale, model->normalmaxs, ent->maxs);
- }
- }
- else
- {
- ent->mins[0] = org[0] - 16;
- ent->mins[1] = org[1] - 16;
- ent->mins[2] = org[2] - 16;
- ent->maxs[0] = org[0] + 16;
- ent->maxs[1] = org[1] + 16;
- ent->maxs[2] = org[2] + 16;
- }
- }
- /*
- ===============
- CL_LerpPoint
- Determines the fraction between the last two messages that the objects
- should be put at.
- ===============
- */
- static float CL_LerpPoint(void)
- {
- float f;
- if (cl_nettimesyncboundmode.integer == 1)
- cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
- // LordHavoc: lerp in listen games as the server is being capped below the client (usually)
- if (cl.mtime[0] <= cl.mtime[1])
- {
- cl.time = cl.mtime[0];
- return 1;
- }
- f = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]);
- return bound(0, f, 1 + cl_lerpexcess.value);
- }
- void CL_ClearTempEntities (void)
- {
- r_refdef.scene.numtempentities = 0;
- // grow tempentities buffer on request
- if (r_refdef.scene.expandtempentities)
- {
- Con_Printf("CL_NewTempEntity: grow maxtempentities from %i to %i\n", r_refdef.scene.maxtempentities, r_refdef.scene.maxtempentities * 2);
- r_refdef.scene.maxtempentities *= 2;
- r_refdef.scene.tempentities = (entity_render_t *)Mem_Realloc(cls.permanentmempool, r_refdef.scene.tempentities, sizeof(entity_render_t) * r_refdef.scene.maxtempentities);
- r_refdef.scene.expandtempentities = false;
- }
- }
- entity_render_t *CL_NewTempEntity(double shadertime)
- {
- entity_render_t *render;
- if (r_refdef.scene.numentities >= r_refdef.scene.maxentities)
- return NULL;
- if (r_refdef.scene.numtempentities >= r_refdef.scene.maxtempentities)
- {
- r_refdef.scene.expandtempentities = true; // will be reallocated next frame since current frame may have pointers set already
- return NULL;
- }
- render = &r_refdef.scene.tempentities[r_refdef.scene.numtempentities++];
- memset (render, 0, sizeof(*render));
- r_refdef.scene.entities[r_refdef.scene.numentities++] = render;
- render->shadertime = shadertime;
- render->alpha = 1;
- VectorSet(render->colormod, 1, 1, 1);
- VectorSet(render->glowmod, 1, 1, 1);
- return render;
- }
- void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
- {
- int i;
- cl_effect_t *e;
- if (!modelindex) // sanity check
- return;
- if (framerate < 1)
- {
- Con_Printf("CL_Effect: framerate %f is < 1\n", framerate);
- return;
- }
- if (framecount < 1)
- {
- Con_Printf("CL_Effect: framecount %i is < 1\n", framecount);
- return;
- }
- for (i = 0, e = cl.effects;i < cl.max_effects;i++, e++)
- {
- if (e->active)
- continue;
- e->active = true;
- VectorCopy(org, e->origin);
- e->modelindex = modelindex;
- e->starttime = cl.time;
- e->startframe = startframe;
- e->endframe = startframe + framecount;
- e->framerate = framerate;
- e->frame = 0;
- e->frame1time = cl.time;
- e->frame2time = cl.time;
- cl.num_effects = max(cl.num_effects, i + 1);
- break;
- }
- }
- void CL_AllocLightFlash(entity_render_t *ent, matrix4x4_t *matrix, float radius, float red, float green, float blue, float decay, float lifetime, int cubemapnum, int style, int shadowenable, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
- {
- int i;
- dlight_t *dl;
- // then look for anything else
- dl = cl.dlights;
- for (i = 0;i < cl.max_dlights;i++, dl++)
- if (!dl->radius)
- break;
- // unable to find one
- if (i == cl.max_dlights)
- return;
- //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
- memset (dl, 0, sizeof(*dl));
- cl.num_dlights = max(cl.num_dlights, i + 1);
- Matrix4x4_Normalize(&dl->matrix, matrix);
- dl->ent = ent;
- Matrix4x4_OriginFromMatrix(&dl->matrix, dl->origin);
- CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
- Matrix4x4_SetOrigin(&dl->matrix, dl->origin[0], dl->origin[1], dl->origin[2]);
- dl->radius = radius;
- dl->color[0] = red;
- dl->color[1] = green;
- dl->color[2] = blue;
- dl->initialradius = radius;
- dl->initialcolor[0] = red;
- dl->initialcolor[1] = green;
- dl->initialcolor[2] = blue;
- dl->decay = decay / radius; // changed decay to be a percentage decrease
- dl->intensity = 1; // this is what gets decayed
- if (lifetime)
- dl->die = cl.time + lifetime;
- else
- dl->die = 0;
- if (cubemapnum > 0)
- dpsnprintf(dl->cubemapname, sizeof(dl->cubemapname), "cubemaps/%i", cubemapnum);
- else
- dl->cubemapname[0] = 0;
- dl->style = style;
- dl->shadow = shadowenable;
- dl->corona = corona;
- dl->flags = flags;
- dl->coronasizescale = coronasizescale;
- dl->ambientscale = ambientscale;
- dl->diffusescale = diffusescale;
- dl->specularscale = specularscale;
- }
- static void CL_DecayLightFlashes(void)
- {
- int i, oldmax;
- dlight_t *dl;
- float time;
- time = bound(0, cl.time - cl.oldtime, 0.1);
- oldmax = cl.num_dlights;
- cl.num_dlights = 0;
- for (i = 0, dl = cl.dlights;i < oldmax;i++, dl++)
- {
- if (dl->radius)
- {
- dl->intensity -= time * dl->decay;
- if (cl.time < dl->die && dl->intensity > 0)
- {
- if (cl_dlights_decayradius.integer)
- dl->radius = dl->initialradius * dl->intensity;
- else
- dl->radius = dl->initialradius;
- if (cl_dlights_decaybrightness.integer)
- VectorScale(dl->initialcolor, dl->intensity, dl->color);
- else
- VectorCopy(dl->initialcolor, dl->color);
- cl.num_dlights = i + 1;
- }
- else
- dl->radius = 0;
- }
- }
- }
- // called before entity relinking
- void CL_RelinkLightFlashes(void)
- {
- int i, j, k, l;
- dlight_t *dl;
- float frac, f;
- matrix4x4_t tempmatrix;
- if (r_dynamic.integer)
- {
- for (i = 0, dl = cl.dlights;i < cl.num_dlights && r_refdef.scene.numlights < MAX_DLIGHTS;i++, dl++)
- {
- if (dl->radius)
- {
- tempmatrix = dl->matrix;
- Matrix4x4_Scale(&tempmatrix, dl->radius, 1);
- // we need the corona fading to be persistent
- R_RTLight_Update(&dl->rtlight, false, &tempmatrix, dl->color, dl->style, dl->cubemapname, dl->shadow, dl->corona, dl->coronasizescale, dl->ambientscale, dl->diffusescale, dl->specularscale, dl->flags);
- r_refdef.scene.lights[r_refdef.scene.numlights++] = &dl->rtlight;
- }
- }
- }
- if (!cl.lightstyle)
- {
- for (j = 0;j < cl.max_lightstyle;j++)
- {
- r_refdef.scene.rtlightstylevalue[j] = 1;
- r_refdef.scene.lightstylevalue[j] = 256;
- }
- return;
- }
- // light animations
- // 'm' is normal light, 'a' is no light, 'z' is double bright
- f = cl.time * 10;
- i = (int)floor(f);
- frac = f - i;
- for (j = 0;j < cl.max_lightstyle;j++)
- {
- if (!cl.lightstyle[j].length)
- {
- r_refdef.scene.rtlightstylevalue[j] = 1;
- r_refdef.scene.lightstylevalue[j] = 256;
- continue;
- }
- // static lightstyle "=value"
- if (cl.lightstyle[j].map[0] == '=')
- {
- r_refdef.scene.rtlightstylevalue[j] = atof(cl.lightstyle[j].map + 1);
- if ( r_lerplightstyles.integer || ((int)f - f) < 0.01)
- r_refdef.scene.lightstylevalue[j] = r_refdef.scene.rtlightstylevalue[j];
- continue;
- }
- k = i % cl.lightstyle[j].length;
- l = (i-1) % cl.lightstyle[j].length;
- k = cl.lightstyle[j].map[k] - 'a';
- l = cl.lightstyle[j].map[l] - 'a';
- // rtlightstylevalue is always interpolated because it has no bad
- // consequences for performance
- // lightstylevalue is subject to a cvar for performance reasons;
- // skipping lightmap updates on most rendered frames substantially
- // improves framerates (but makes light fades look bad)
- r_refdef.scene.rtlightstylevalue[j] = ((k*frac)+(l*(1-frac)))*(22/256.0f);
- r_refdef.scene.lightstylevalue[j] = r_lerplightstyles.integer ? (unsigned short)(((k*frac)+(l*(1-frac)))*22) : k*22;
- }
- }
- static void CL_AddQWCTFFlagModel(entity_t *player, int skin)
- {
- int frame = player->render.framegroupblend[0].frame;
- float f;
- entity_render_t *flagrender;
- matrix4x4_t flagmatrix;
- // this code taken from QuakeWorld
- f = 14;
- if (frame >= 29 && frame <= 40)
- {
- if (frame >= 29 && frame <= 34)
- { //axpain
- if (frame == 29) f = f + 2;
- else if (frame == 30) f = f + 8;
- else if (frame == 31) f = f + 12;
- else if (frame == 32) f = f + 11;
- else if (frame == 33) f = f + 10;
- else if (frame == 34) f = f + 4;
- }
- else if (frame >= 35 && frame <= 40)
- { // pain
- if (frame == 35) f = f + 2;
- else if (frame == 36) f = f + 10;
- else if (frame == 37) f = f + 10;
- else if (frame == 38) f = f + 8;
- else if (frame == 39) f = f + 4;
- else if (frame == 40) f = f + 2;
- }
- }
- else if (frame >= 103 && frame <= 118)
- {
- if (frame >= 103 && frame <= 104) f = f + 6; //nailattack
- else if (frame >= 105 && frame <= 106) f = f + 6; //light
- else if (frame >= 107 && frame <= 112) f = f + 7; //rocketattack
- else if (frame >= 112 && frame <= 118) f = f + 7; //shotattack
- }
- // end of code taken from QuakeWorld
- flagrender = CL_NewTempEntity(player->render.shadertime);
- if (!flagrender)
- return;
- flagrender->model = CL_GetModelByIndex(cl.qw_modelindex_flag);
- flagrender->skinnum = skin;
- flagrender->alpha = 1;
- VectorSet(flagrender->colormod, 1, 1, 1);
- VectorSet(flagrender->glowmod, 1, 1, 1);
- // attach the flag to the player matrix
- Matrix4x4_CreateFromQuakeEntity(&flagmatrix, -f, -22, 0, 0, 0, -45, 1);
- Matrix4x4_Concat(&flagrender->matrix, &player->render.matrix, &flagmatrix);
- CL_UpdateRenderEntity(flagrender);
- }
- matrix4x4_t viewmodelmatrix_withbob;
- matrix4x4_t viewmodelmatrix_nobob;
- static const vec3_t muzzleflashorigin = {18, 0, 0};
- void CL_SetEntityColormapColors(entity_render_t *ent, int colormap)
- {
- const unsigned char *cbcolor;
- if (colormap >= 0)
- {
- cbcolor = palette_rgb_pantscolormap[colormap & 0xF];
- VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_pantscolor);
- cbcolor = palette_rgb_shirtcolormap[(colormap & 0xF0) >> 4];
- VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_shirtcolor);
- }
- else
- {
- VectorClear(ent->colormap_pantscolor);
- VectorClear(ent->colormap_shirtcolor);
- }
- }
- // note this is a recursive function, recursionlimit should be 32 or so on the initial call
- static void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolate)
- {
- const matrix4x4_t *matrix;
- matrix4x4_t blendmatrix, tempmatrix, matrix2;
- int frame;
- vec_t origin[3], angles[3], lerp;
- entity_t *t;
- entity_render_t *r;
- //entity_persistent_t *p = &e->persistent;
- //entity_render_t *r = &e->render;
- // skip inactive entities and world
- if (!e->state_current.active || e == cl.entities)
- return;
- if (recursionlimit < 1)
- return;
- e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
- e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
- e->render.flags = e->state_current.flags;
- e->render.effects = e->state_current.effects;
- VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
- VectorScale(e->state_current.glowmod, (1.0f / 32.0f), e->render.glowmod);
- if(e >= cl.entities && e < cl.entities + cl.num_entities)
- e->render.entitynumber = e - cl.entities;
- else
- e->render.entitynumber = 0;
- if (e->state_current.flags & RENDER_COLORMAPPED)
- CL_SetEntityColormapColors(&e->render, e->state_current.colormap);
- else if (e->state_current.colormap > 0 && e->state_current.colormap <= cl.maxclients && cl.scores != NULL)
- CL_SetEntityColormapColors(&e->render, cl.scores[e->state_current.colormap-1].colors);
- else
- CL_SetEntityColormapColors(&e->render, -1);
- e->render.skinnum = e->state_current.skin;
- if (e->state_current.tagentity)
- {
- // attached entity (gun held in player model's hand, etc)
- // if the tag entity is currently impossible, skip it
- if (e->state_current.tagentity >= cl.num_entities)
- return;
- t = cl.entities + e->state_current.tagentity;
- // if the tag entity is inactive, skip it
- if (t->state_current.active)
- {
- // update the parent first
- CL_UpdateNetworkEntity(t, recursionlimit - 1, interpolate);
- r = &t->render;
- }
- else
- {
- // it may still be a CSQC entity... trying to use its
- // info from last render frame (better than nothing)
- if(!cl.csqc_server2csqcentitynumber[e->state_current.tagentity])
- return;
- r = cl.csqcrenderentities + cl.csqc_server2csqcentitynumber[e->state_current.tagentity];
- if(!r->entitynumber)
- return; // neither CSQC nor legacy entity... can't attach
- }
- // make relative to the entity
- matrix = &r->matrix;
- // some properties of the tag entity carry over
- e->render.flags |= r->flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
- // if a valid tagindex is used, make it relative to that tag instead
- if (e->state_current.tagentity && e->state_current.tagindex >= 1 && r->model)
- {
- if(!Mod_Alias_GetTagMatrix(r->model, r->frameblend, r->skeleton, e->state_current.tagindex - 1, &blendmatrix)) // i.e. no error
- {
- // concat the tag matrices onto the entity matrix
- Matrix4x4_Concat(&tempmatrix, &r->matrix, &blendmatrix);
- // use the constructed tag matrix
- matrix = &tempmatrix;
- }
- }
- }
- else if (e->render.flags & RENDER_VIEWMODEL)
- {
- // view-relative entity (guns and such)
- if (e->render.effects & EF_NOGUNBOB)
- matrix = &viewmodelmatrix_nobob; // really attached to view
- else
- matrix = &viewmodelmatrix_withbob; // attached to gun bob matrix
- }
- else
- {
- // world-relative entity (the normal kind)
- matrix = &identitymatrix;
- }
- // movement lerp
- // if it's the predicted player entity, update according to client movement
- // but don't lerp if going through a teleporter as it causes a bad lerp
- // also don't use the predicted location if fixangle was set on both of
- // the most recent server messages, as that cause means you are spectating
- // someone or watching a cutscene of some sort
- if (cl_nolerp.integer || cls.timedemo)
- interpolate = false;
- if (e == cl.entities + cl.playerentity && cl.movement_predicted && (!cl.fixangle[1] || !cl.fixangle[0]))
- {
- VectorCopy(cl.movement_origin, origin);
- VectorSet(angles, 0, cl.viewangles[1], 0);
- }
- else if (interpolate && e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1 + cl_lerpexcess.value)
- {
- // interpolate the origin and angles
- lerp = max(0, lerp);
- VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
- #if 0
- // this fails at the singularity of euler angles
- VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
- if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
- if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
- if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
- VectorMA(e->persistent.oldangles, lerp, delta, angles);
- #else
- {
- vec3_t f0, u0, f1, u1;
- AngleVectors(e->persistent.oldangles, f0, NULL, u0);
- AngleVectors(e->persistent.newangles, f1, NULL, u1);
- VectorMAM(1-lerp, f0, lerp, f1, f0);
- VectorMAM(1-lerp, u0, lerp, u1, u0);
- AnglesFromVectors(angles, f0, u0, false);
- }
- #endif
- }
- else
- {
- // no interpolation
- VectorCopy(e->persistent.neworigin, origin);
- VectorCopy(e->persistent.newangles, angles);
- }
- // model setup and some modelflags
- frame = e->state_current.frame;
- e->render.model = CL_GetModelByIndex(e->state_current.modelindex);
- if (e->render.model)
- {
- if (e->render.skinnum >= e->render.model->numskins)
- e->render.skinnum = 0;
- if (frame >= e->render.model->numframes)
- frame = 0;
- // models can set flags such as EF_ROCKET
- // this 0xFF800000 mask is EF_NOMODELFLAGS plus all the higher EF_ flags such as EF_ROCKET
- if (!(e->render.effects & 0xFF800000))
- e->render.effects |= e->render.model->effects;
- // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
- if (e->render.model->type == mod_alias)
- angles[0] = -angles[0];
- if ((e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
- {
- VectorScale(e->render.colormod, 2, e->render.colormod);
- VectorScale(e->render.glowmod, 2, e->render.glowmod);
- }
- }
- // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
- else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
- angles[0] = -angles[0];
- // NOTE: this must be synced to SV_GetPitchSign!
- if ((e->render.effects & EF_ROTATE) && !(e->render.flags & RENDER_VIEWMODEL))
- {
- angles[1] = ANGLEMOD(100*cl.time);
- if (cl_itembobheight.value)
- origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
- }
- // animation lerp
- e->render.skeleton = NULL;
- if (e->render.flags & RENDER_COMPLEXANIMATION)
- {
- e->render.framegroupblend[0] = e->state_current.framegroupblend[0];
- e->render.framegroupblend[1] = e->state_current.framegroupblend[1];
- e->render.framegroupblend[2] = e->state_current.framegroupblend[2];
- e->render.framegroupblend[3] = e->state_current.framegroupblend[3];
- if (e->state_current.skeletonobject.model && e->state_current.skeletonobject.relativetransforms)
- e->render.skeleton = &e->state_current.skeletonobject;
- }
- else if (e->render.framegroupblend[0].frame == frame)
- {
- // update frame lerp fraction
- e->render.framegroupblend[0].lerp = 1;
- e->render.framegroupblend[1].lerp = 0;
- if (e->render.framegroupblend[0].start > e->render.framegroupblend[1].start)
- {
- // make sure frame lerp won't last longer than 100ms
- // (this mainly helps with models that use framegroups and
- // switch between them infrequently)
- float maxdelta = cl_lerpanim_maxdelta_server.value;
- if(e->render.model)
- if(e->render.model->animscenes)
- if(e->render.model->animscenes[e->render.framegroupblend[0].frame].framecount > 1 || e->render.model->animscenes[e->render.framegroupblend[1].frame].framecount > 1)
- maxdelta = cl_lerpanim_maxdelta_framegroups.value;
- maxdelta = max(maxdelta, cl.mtime[0] - cl.mtime[1]);
- e->render.framegroupblend[0].lerp = (cl.time - e->render.framegroupblend[0].start) / min(e->render.framegroupblend[0].start - e->render.framegroupblend[1].start, maxdelta);
- e->render.framegroupblend[0].lerp = bound(0, e->render.framegroupblend[0].lerp, 1);
- e->render.framegroupblend[1].lerp = 1 - e->render.framegroupblend[0].lerp;
- }
- }
- else
- {
- // begin a new frame lerp
- e->render.framegroupblend[1] = e->render.framegroupblend[0];
- e->render.framegroupblend[1].lerp = 1;
- e->render.framegroupblend[0].frame = frame;
- e->render.framegroupblend[0].start = cl.time;
- e->render.framegroupblend[0].lerp = 0;
- }
- // set up the render matrix
- if (matrix)
- {
- // attached entity, this requires a matrix multiply (concat)
- // FIXME: e->render.scale should go away
- Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
- // concat the matrices to make the entity relative to its tag
- Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
- // get the origin from the new matrix
- Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
- }
- else
- {
- // unattached entities are faster to process
- Matrix4x4_CreateFromQuakeEntity(&e->render.matrix, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
- }
- // tenebrae's sprites are all additive mode (weird)
- if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
- e->render.flags |= RENDER_ADDITIVE;
- // player model is only shown with chase_active on
- if (e->state_current.number == cl.viewentity)
- e->render.flags |= RENDER_EXTERIORMODEL;
- // either fullbright or lit
- if(!r_fullbright.integer)
- {
- if (!(e->render.effects & EF_FULLBRIGHT))
- e->render.flags |= RENDER_LIGHT;
- else if(r_equalize_entities_fullbright.integer)
- e->render.flags |= RENDER_LIGHT | RENDER_EQUALIZE;
- }
- // hide player shadow during intermission or nehahra movie
- if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST))
- && (e->render.alpha >= 1)
- && !(e->render.flags & RENDER_VIEWMODEL)
- && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
- e->render.flags |= RENDER_SHADOW;
- if (e->render.flags & RENDER_VIEWMODEL)
- e->render.flags |= RENDER_NOSELFSHADOW;
- if (e->render.effects & EF_NOSELFSHADOW)
- e->render.flags |= RENDER_NOSELFSHADOW;
- if (e->render.effects & EF_NODEPTHTEST)
- e->render.flags |= RENDER_NODEPTHTEST;
- if (e->render.effects & EF_ADDITIVE)
- e->render.flags |= RENDER_ADDITIVE;
- if (e->render.effects & EF_DOUBLESIDED)
- e->render.flags |= RENDER_DOUBLESIDED;
- if (e->render.effects & EF_DYNAMICMODELLIGHT)
- e->render.flags |= RENDER_DYNAMICMODELLIGHT;
- // make the other useful stuff
- e->render.allowdecals = true;
- CL_UpdateRenderEntity(&e->render);
- }
- // creates light and trails from an entity
- static void CL_UpdateNetworkEntityTrail(entity_t *e)
- {
- effectnameindex_t trailtype;
- vec3_t origin;
- // bmodels are treated specially since their origin is usually '0 0 0' and
- // their actual geometry is far from '0 0 0'
- if (e->render.model && e->render.model->soundfromcenter)
- {
- vec3_t o;
- VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
- Matrix4x4_Transform(&e->render.matrix, o, origin);
- }
- else
- Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
- // handle particle trails and such effects now that we know where this
- // entity is in the world...
- trailtype = EFFECT_NONE;
- // LordHavoc: if the entity has no effects, don't check each
- if (e->render.effects & (EF_BRIGHTFIELD | EF_FLAME | EF_STARDUST))
- {
- if (e->render.effects & EF_BRIGHTFIELD)
- {
- if (IS_NEXUIZ_DERIVED(gamemode))
- trailtype = EFFECT_TR_NEXUIZPLASMA;
- else
- CL_EntityParticles(e);
- }
- if (e->render.effects & EF_FLAME)
- CL_ParticleTrail(EFFECT_EF_FLAME, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true, NULL, NULL, 1);
- if (e->render.effects & EF_STARDUST)
- CL_ParticleTrail(EFFECT_EF_STARDUST, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true, NULL, NULL, 1);
- }
- if (e->render.internaleffects & (INTEF_FLAG1QW | INTEF_FLAG2QW))
- {
- // these are only set on player entities
- CL_AddQWCTFFlagModel(e, (e->render.internaleffects & INTEF_FLAG2QW) != 0);
- }
- // muzzleflash fades over time
- if (e->persistent.muzzleflash > 0)
- e->persistent.muzzleflash -= bound(0, cl.time - cl.oldtime, 0.1) * 20;
- // LordHavoc: if the entity has no effects, don't check each
- if (e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
- {
- if (e->render.effects & EF_GIB)
- trailtype = EFFECT_TR_BLOOD;
- else if (e->render.effects & EF_ZOMGIB)
- trailtype = EFFECT_TR_SLIGHTBLOOD;
- else if (e->render.effects & EF_TRACER)
- trailtype = EFFECT_TR_WIZSPIKE;
- else if (e->render.effects & EF_TRACER2)
- trailtype = EFFECT_TR_KNIGHTSPIKE;
- else if (e->render.effects & EF_ROCKET)
- trailtype = EFFECT_TR_ROCKET;
- else if (e->render.effects & EF_GRENADE)
- {
- // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
- trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
- }
- else if (e->render.effects & EF_TRACER3)
- trailtype = EFFECT_TR_VORESPIKE;
- }
- // do trails
- if (e->render.flags & RENDER_GLOWTRAIL)
- trailtype = EFFECT_TR_GLOWTRAIL;
- if (e->state_current.traileffectnum)
- trailtype = (effectnameindex_t)e->state_current.traileffectnum;
- // check if a trail is allowed (it is not after a teleport for example)
- if (trailtype && e->persistent.trail_allowed)
- {
- float len;
- vec3_t vel;
- VectorSubtract(e->state_current.origin, e->state_previous.origin, vel);
- len = e->state_current.time - e->state_previous.time;
- if (len > 0)
- len = 1.0f / len;
- VectorScale(vel, len, vel);
- // pass time as count so that trails that are time based (such as an emitter) will emit properly as long as they don't use trailspacing
- CL_ParticleTrail(trailtype, bound(0, cl.time - cl.oldtime, 0.1), e->persistent.trail_origin, origin, vel, vel, e, e->state_current.glowcolor, false, true, NULL, NULL, 1);
- }
- // now that the entity has survived one trail update it is allowed to
- // leave a real trail on later frames
- e->persistent.trail_allowed = true;
- VectorCopy(origin, e->persistent.trail_origin);
- }
- /*
- ===============
- CL_UpdateViewEntities
- ===============
- */
- void CL_UpdateViewEntities(void)
- {
- int i;
- // update any RENDER_VIEWMODEL entities to use the new view matrix
- for (i = 1;i < cl.num_entities;i++)
- {
- if (cl.entities_active[i])
- {
- entity_t *ent = cl.entities + i;
- if ((ent->render.flags & RENDER_VIEWMODEL) || ent->state_current.tagentity)
- CL_UpdateNetworkEntity(ent, 32, true);
- }
- }
- // and of course the engine viewmodel needs updating as well
- CL_UpdateNetworkEntity(&cl.viewent, 32, true);
- }
- /*
- ===============
- CL_UpdateNetworkCollisionEntities
- ===============
- */
- static void CL_UpdateNetworkCollisionEntities(void)
- {
- entity_t *ent;
- int i;
- // start on the entity after the world
- cl.num_brushmodel_entities = 0;
- for (i = cl.maxclients + 1;i < cl.num_entities;i++)
- {
- if (cl.entities_active[i])
- {
- ent = cl.entities + i;
- if (ent->state_current.active && ent->render.model && ent->render.model->name[0] == '*' && ent->render.model->TraceBox)
- {
- // do not interpolate the bmodels for this
- CL_UpdateNetworkEntity(ent, 32, false);
- cl.brushmodel_entities[cl.num_brushmodel_entities++] = i;
- }
- }
- }
- }
- /*
- ===============
- CL_UpdateNetworkEntities
- ===============
- */
- static void CL_UpdateNetworkEntities(void)
- {
- entity_t *ent;
- int i;
- // start on the entity after the world
- for (i = 1;i < cl.num_entities;i++)
- {
- if (cl.entities_active[i])
- {
- ent = cl.entities + i;
- if (ent->state_current.active)
- {
- CL_UpdateNetworkEntity(ent, 32, true);
- // view models should never create light/trails
- if (!(ent->render.flags & RENDER_VIEWMODEL))
- CL_UpdateNetworkEntityTrail(ent);
- }
- else
- {
- R_DecalSystem_Reset(&ent->render.decalsystem);
- cl.entities_active[i] = false;
- }
- }
- }
- }
- static void CL_UpdateViewModel(void)
- {
- entity_t *ent;
- ent = &cl.viewent;
- ent->state_previous = ent->state_current;
- ent->state_current = defaultstate;
- ent->state_current.time = cl.time;
- ent->state_current.number = (unsigned short)-1;
- ent->state_current.active = true;
- ent->state_current.modelindex = cl.stats[STAT_WEAPON];
- ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
- ent->state_current.flags = RENDER_VIEWMODEL;
- if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
- ent->state_current.modelindex = 0;
- else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
- {
- if (gamemode == GAME_TRANSFUSION)
- ent->state_current.alpha = 128;
- else
- ent->state_current.modelindex = 0;
- }
- ent->state_current.alpha = cl.entities[cl.viewentity].state_current.alpha;
- ent->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB));
- // reset animation interpolation on weaponmodel if model changed
- if (ent->state_previous.modelindex != ent->state_current.modelindex)
- {
- ent->render.framegroupblend[0].frame = ent->render.framegroupblend[1].frame = ent->state_current.frame;
- ent->render.framegroupblend[0].start = ent->render.framegroupblend[1].start = cl.time;
- ent->render.framegroupblend[0].lerp = 1;ent->render.framegroupblend[1].lerp = 0;
- }
- CL_UpdateNetworkEntity(ent, 32, true);
- }
- // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
- static void CL_LinkNetworkEntity(entity_t *e)
- {
- effectnameindex_t trailtype;
- vec3_t origin;
- vec3_t dlightcolor;
- vec_t dlightradius;
- char vabuf[1024];
- // skip inactive entities and world
- if (!e->state_current.active || e == cl.entities)
- return;
- if (e->state_current.tagentity)
- {
- // if the tag entity is currently impossible, skip it
- if (e->state_current.tagentity >= cl.num_entities)
- return;
- // if the tag entity is inactive, skip it
- if (!cl.entities[e->state_current.tagentity].state_current.active)
- {
- if(!cl.csqc_server2csqcentitynumber[e->state_current.tagentity])
- return;
- if(!cl.csqcrenderentities[cl.csqc_server2csqcentitynumber[e->state_current.tagentity]].entitynumber)
- return;
- // if we get here, it's properly csqc networked and attached
- }
- }
- // create entity dlights associated with this entity
- if (e->render.model && e->render.model->soundfromcenter)
- {
- // bmodels are treated specially since their origin is usually '0 0 0'
- vec3_t o;
- VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
- Matrix4x4_Transform(&e->render.matrix, o, origin);
- }
- else
- Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
- trailtype = EFFECT_NONE;
- dlightradius = 0;
- dlightcolor[0] = 0;
- dlightcolor[1] = 0;
- dlightcolor[2] = 0;
- // LordHavoc: if the entity has no effects, don't check each
- if (e->render.effects & (EF_BRIGHTFIELD | EF_DIMLIGHT | EF_BRIGHTLIGHT | EF_RED | EF_BLUE | EF_FLAME | EF_STARDUST))
- {
- if (e->render.effects & EF_BRIGHTFIELD)
- {
- if (IS_NEXUIZ_DERIVED(gamemode))
- trailtype = EFFECT_TR_NEXUIZPLASMA;
- }
- if (e->render.effects & EF_DIMLIGHT)
- {
- dlightradius = max(dlightradius, 200);
- dlightcolor[0] += 1.50f;
- dlightcolor[1] += 1.50f;
- dlightcolor[2] += 1.50f;
- }
- if (e->render.effects & EF_BRIGHTLIGHT)
- {
- dlightradius = max(dlightradius, 400);
- dlightcolor[0] += 3.00f;
- dlightcolor[1] += 3.00f;
- dlightcolor[2] += 3.00f;
- }
- // LordHavoc: more effects
- if (e->render.effects & EF_RED) // red
- {
- dlightradius = max(dlightradius, 200);
- dlightcolor[0] += 1.50f;
- dlightcolor[1] += 0.15f;
- dlightcolor[2] += 0.15f;
- }
- if (e->render.effects & EF_BLUE) // blue
- {
- dlightradius = max(dlightradius, 200);
- dlightcolor[0] += 0.15f;
- dlightcolor[1] += 0.15f;
- dlightcolor[2] += 1.50f;
- }
- if (e->render.effects & EF_FLAME)
- CL_ParticleTrail(EFFECT_EF_FLAME, 1, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false, NULL, NULL, 1);
- if (e->render.effects & EF_STARDUST)
- CL_ParticleTrail(EFFECT_EF_STARDUST, 1, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false, NULL, NULL, 1);
- }
- // muzzleflash fades over time, and is offset a bit
- if (e->persistent.muzzleflash > 0 && r_refdef.scene.numlights < MAX_DLIGHTS)
- {
- vec3_t v2;
- vec3_t color;
- trace_t trace;
- matrix4x4_t tempmatrix;
- Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
- trace = CL_TraceLine(origin, v2, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, 0, collision_extendmovelength.value, true, false, NULL, false, false);
- Matrix4x4_Normalize(&tempmatrix, &e->render.matrix);
- Matrix4x4_SetOrigin(&tempmatrix, trace.endpos[0], trace.endpos[1], trace.endpos[2]);
- Matrix4x4_Scale(&tempmatrix, 150, 1);
- VectorSet(color, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f);
- R_RTLight_Update(&r_refdef.scene.templights[r_refdef.scene.numlights], false, &tempmatrix, color, -1, NULL, true, 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
- r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
- }
- // LordHavoc: if the model has no flags, don't check each
- if (e->render.model && e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
- {
- if (e->render.effects & EF_GIB)
- trailtype = EFFECT_TR_BLOOD;
- else if (e->render.effects & EF_ZOMGIB)
- trailtype = EFFECT_TR_SLIGHTBLOOD;
- else if (e->render.effects & EF_TRACER)
- trailtype = EFFECT_TR_WIZSPIKE;
- else if (e->render.effects & EF_TRACER2)
- trailtype = EFFECT_TR_KNIGHTSPIKE;
- else if (e->render.effects & EF_ROCKET)
- trailtype = EFFECT_TR_ROCKET;
- else if (e->render.effects & EF_GRENADE)
- {
- // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
- trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
- }
- else if (e->render.effects & EF_TRACER3)
- trailtype = EFFECT_TR_VORESPIKE;
- }
- // LordHavoc: customizable glow
- if (e->state_current.glowsize)
- {
- // * 4 for the expansion from 0-255 to 0-1023 range,
- // / 255 to scale down byte colors
- dlightradius = max(dlightradius, e->state_current.glowsize * 4);
- VectorMA(dlightcolor, (1.0f / 255.0f), palette_rgb[e->state_current.glowcolor], dlightcolor);
- }
- // custom rtlight
- if ((e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) && r_refdef.scene.numlights < MAX_DLIGHTS)
- {
- matrix4x4_t dlightmatrix;
- vec4_t light;
- VectorScale(e->state_current.light, (1.0f / 256.0f), light);
- light[3] = e->state_current.light[3];
- if (light[0] == 0 && light[1] == 0 && light[2] == 0)
- VectorSet(light, 1, 1, 1);
- if (light[3] == 0)
- light[3] = 350;
- // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
- Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
- Matrix4x4_Scale(&dlightmatrix, light[3], 1);
- R_RTLight_Update(&r_refdef.scene.templights[r_refdef.scene.numlights], false, &dlightmatrix, light, e->state_current.lightstyle, e->state_current.skin > 0 ? va(vabuf, sizeof(vabuf), "cubemaps/%i", e->state_current.skin) : NULL, !(e->state_current.lightpflags & PFLAGS_NOSHADOW), (e->state_current.lightpflags & PFLAGS_CORONA) != 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
- r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
- }
- // make the glow dlight
- else if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL) && r_refdef.scene.numlights < MAX_DLIGHTS)
- {
- matrix4x4_t dlightmatrix;
- Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
- // hack to make glowing player light shine on their gun
- //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
- // Matrix4x4_AdjustOrigin(&dlightmatrix, 0, 0, 30);
- Matrix4x4_Scale(&dlightmatrix, dlightradius, 1);
- R_RTLight_Update(&r_refdef.scene.templights[r_refdef.scene.numlights], false, &dlightmatrix, dlightcolor, -1, NULL, true, 1, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
- r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
- }
- // do trail light
- if (e->render.flags & RENDER_GLOWTRAIL)
- trailtype = EFFECT_TR_GLOWTRAIL;
- if (e->state_current.traileffectnum)
- trailtype = (effectnameindex_t)e->state_current.traileffectnum;
- if (trailtype)
- CL_ParticleTrail(trailtype, 1, origin, origin, vec3_origin, vec3_origin, NULL, e->state_current.glowcolor, true, false, NULL, NULL, 1);
- // don't show entities with no modelindex (note: this still shows
- // entities which have a modelindex that resolved to a NULL model)
- if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.scene.numentities < r_refdef.scene.maxentities)
- r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
- //if (cl.viewentity && e->state_current.number == cl.viewentity)
- // Matrix4x4_Print(&e->render.matrix);
- }
- static void CL_RelinkWorld(void)
- {
- entity_t *ent = &cl.entities[0];
- // FIXME: this should be done at load
- ent->render.matrix = identitymatrix;
- ent->render.flags = RENDER_SHADOW;
- if (!r_fullbright.integer)
- ent->render.flags |= RENDER_LIGHT;
- VectorSet(ent->render.colormod, 1, 1, 1);
- VectorSet(ent->render.glowmod, 1, 1, 1);
- ent->render.allowdecals = true;
- CL_UpdateRenderEntity(&ent->render);
- r_refdef.scene.worldentity = &ent->render;
- r_refdef.scene.worldmodel = cl.worldmodel;
- // if the world is q2bsp, animate the textures
- if (ent->render.model && ent->render.model->brush.isq2bsp)
- ent->render.framegroupblend[0].frame = (int)(cl.time * 2.0f);
- }
- static void CL_RelinkStaticEntities(void)
- {
- int i;
- entity_t *e;
- for (i = 0, e = cl.static_entities;i < cl.num_static_entities && r_refdef.scene.numentities < r_refdef.scene.maxentities;i++, e++)
- {
- e->render.flags = 0;
- // if the model was not loaded when the static entity was created we
- // need to re-fetch the model pointer
- e->render.model = CL_GetModelByIndex(e->state_baseline.modelindex);
- // either fullbright or lit
- if(!r_fullbright.integer)
- {
- if (!(e->render.effects & EF_FULLBRIGHT))
- e->render.flags |= RENDER_LIGHT;
- else if(r_equalize_entities_fullbright.integer)
- e->render.flags |= RENDER_LIGHT | RENDER_EQUALIZE;
- }
- // hide player shadow during intermission or nehahra movie
- if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST)) && (e->render.alpha >= 1))
- e->render.flags |= RENDER_SHADOW;
- VectorSet(e->render.colormod, 1, 1, 1);
- VectorSet(e->render.glowmod, 1, 1, 1);
- VM_FrameBlendFromFrameGroupBlend(e->render.frameblend, e->render.framegroupblend, e->render.model, cl.time);
- e->render.allowdecals = true;
- CL_UpdateRenderEntity(&e->render);
- r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
- }
- }
- /*
- ===============
- CL_RelinkEntities
- ===============
- */
- static void CL_RelinkNetworkEntities(void)
- {
- entity_t *ent;
- int i;
- // start on the entity after the world
- for (i = 1;i < cl.num_entities;i++)
- {
- if (cl.entities_active[i])
- {
- ent = cl.entities + i;
- if (ent->state_current.active)
- CL_LinkNetworkEntity(ent);
- else
- cl.entities_active[i] = false;
- }
- }
- }
- static void CL_RelinkEffects(void)
- {
- int i, intframe;
- cl_effect_t *e;
- entity_render_t *entrender;
- float frame;
- for (i = 0, e = cl.effects;i < cl.num_effects;i++, e++)
- {
- if (e->active)
- {
- frame = (cl.time - e->starttime) * e->framerate + e->startframe;
- intframe = (int)frame;
- if (intframe < 0 || intframe >= e->endframe)
- {
- memset(e, 0, sizeof(*e));
- while (cl.num_effects > 0 && !cl.effects[cl.num_effects - 1].active)
- cl.num_effects--;
- continue;
- }
- if (intframe != e->frame)
- {
- e->frame = intframe;
- e->frame1time = e->frame2time;
- e->frame2time = cl.time;
- }
- // if we're drawing effects, get a new temp entity
- // (NewTempEntity adds it to the render entities list for us)
- if (r_draweffects.integer && (entrender = CL_NewTempEntity(e->starttime)))
- {
- // interpolation stuff
- entrender->framegroupblend[0].frame = intframe;
- entrender->framegroupblend[0].lerp = 1 - frame - intframe;
- entrender->framegroupblend[0].start = e->frame1time;
- if (intframe + 1 >= e->endframe)
- {
- entrender->framegroupblend[1].frame = 0; // disappear
- entrender->framegroupblend[1].lerp = 0;
- entrender->framegroupblend[1].start = 0;
- }
- else
- {
- entrender->framegroupblend[1].frame = intframe + 1;
- entrender->framegroupblend[1].lerp = frame - intframe;
- entrender->framegroupblend[1].start = e->frame2time;
- }
- // normal stuff
- entrender->model = CL_GetModelByIndex(e->modelindex);
- entrender->alpha = 1;
- VectorSet(entrender->colormod, 1, 1, 1);
- VectorSet(entrender->glowmod, 1, 1, 1);
- Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
- CL_UpdateRenderEntity(entrender);
- }
- }
- }
- }
- void CL_Beam_CalculatePositions(const beam_t *b, vec3_t start, vec3_t end)
- {
- VectorCopy(b->start, start);
- VectorCopy(b->end, end);
- // if coming from the player, update the start position
- if (b->entity == cl.viewentity)
- {
- if (cl_beams_quakepositionhack.integer && !chase_active.integer)
- {
- // LordHavoc: this is a stupid hack from Quake that makes your
- // lightning appear to come from your waist and cover less of your
- // view
- // in Quake this hack was applied to all players (causing the
- // infamous crotch-lightning), but in darkplaces and QuakeWorld it
- // only applies to your own lightning, and only in first person
- Matrix4x4_OriginFromMatrix(&cl.entities[cl.viewentity].render.matrix, start);
- }
- if (cl_beams_instantaimhack.integer)
- {
- vec3_t dir, localend;
- vec_t len;
- // LordHavoc: this updates the beam direction to match your
- // viewangles
- VectorSubtract(end, start, dir);
- len = VectorLength(dir);
- VectorNormalize(dir);
- VectorSet(localend, len, 0, 0);
- Matrix4x4_Transform(&r_refdef.view.matrix, localend, end);
- }
- }
- }
- void CL_RelinkBeams(void)
- {
- int i;
- beam_t *b;
- vec3_t dist, org, start, end;
- float d;
- entity_render_t *entrender;
- double yaw, pitch;
- float forward;
- matrix4x4_t tempmatrix;
- for (i = 0, b = cl.beams;i < cl.num_beams;i++, b++)
- {
- if (!b->model)
- continue;
- if (b->endtime < cl.time)
- {
- b->model = NULL;
- continue;
- }
- CL_Beam_CalculatePositions(b, start, end);
- if (b->lightning)
- {
- if (cl_beams_lightatend.integer && r_refdef.scene.numlights < MAX_DLIGHTS)
- {
- // FIXME: create a matrix from the beam start/end orientation
- vec3_t dlightcolor;
- VectorSet(dlightcolor, 0.3, 0.7, 1);
- Matrix4x4_CreateFromQuakeEntity(&tempmatrix, end[0], end[1], end[2], 0, 0, 0, 200);
- R_RTLight_Update(&r_refdef.scene.templights[r_refdef.scene.numlights], false, &tempmatrix, dlightcolor, -1, NULL, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
- r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
- }
- if (cl_beams_polygons.integer)
- {
- CL_Beam_AddPolygons(b);
- continue;
- }
- }
- // calculate pitch and yaw
- // (this is similar to the QuakeC builtin function vectoangles)
- VectorSubtract(end, start, dist);
- if (dist[1] == 0 && dist[0] == 0)
- {
- yaw = 0;
- if (dist[2] > 0)
- pitch = 90;
- else
- pitch = 270;
- }
- else
- {
- yaw = atan2(dist[1], dist[0]) * 180 / M_PI;
- if (yaw < 0)
- yaw += 360;
- forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
- pitch = atan2(dist[2], forward) * 180 / M_PI;
- if (pitch < 0)
- pitch += 360;
- }
- // add new entities for the lightning
- VectorCopy (start, org);
- d = VectorNormalizeLength(dist);
- while (d > 0)
- {
- entrender = CL_NewTempEntity (0);
- if (!entrender)
- return;
- entrender->model = b->model;
- Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
- CL_UpdateRenderEntity(entrender);
- VectorMA(org, 30, dist, org);
- d -= 30;
- }
- }
- while (cl.num_beams > 0 && !cl.beams[cl.num_beams - 1].model)
- cl.num_beams--;
- }
- static void CL_RelinkQWNails(void)
- {
- int i;
- vec_t *v;
- entity_render_t *entrender;
- for (i = 0;i < cl.qw_num_nails;i++)
- {
- v = cl.qw_nails[i];
- // if we're drawing effects, get a new temp entity
- // (NewTempEntity adds it to the render entities list for us)
- if (!(entrender = CL_NewTempEntity(0)))
- continue;
- // normal stuff
- entrender->model = CL_GetModelByIndex(cl.qw_modelindex_spike);
- entrender->alpha = 1;
- VectorSet(entrender->colormod, 1, 1, 1);
- VectorSet(entrender->glowmod, 1, 1, 1);
- Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1);
- CL_UpdateRenderEntity(entrender);
- }
- }
- static void CL_LerpPlayer(float frac)
- {
- int i;
- cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
- for (i = 0;i < 3;i++)
- {
- cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
- cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
- cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
- }
- // interpolate the angles if playing a demo or spectating someone
- if (cls.demoplayback || cl.fixangle[0])
- {
- for (i = 0;i < 3;i++)
- {
- float d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
- if (d > 180)
- d -= 360;
- else if (d < -180)
- d += 360;
- cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
- }
- }
- }
- void CSQC_RelinkAllEntities (int drawmask)
- {
- // link stuff
- CL_RelinkWorld();
- CL_RelinkStaticEntities();
- CL_RelinkBeams();
- CL_RelinkEffects();
- CL_RelinkLightFlashes();
- // link stuff
- if (drawmask & ENTMASK_ENGINE)
- {
- CL_RelinkNetworkEntities();
- if (drawmask & ENTMASK_ENGINEVIEWMODELS)
- CL_LinkNetworkEntity(&cl.viewent); // link gun model
- CL_RelinkQWNails();
- }
- // update view blend
- V_CalcViewBlend();
- CL_MeshEntities_AddToScene();
- }
- /*
- ===============
- CL_UpdateWorld
- Update client game world for a new frame
- ===============
- */
- void CL_UpdateWorld(void)
- {
- r_refdef.scene.extraupdate = !r_speeds.integer;
- r_refdef.scene.numentities = 0;
- r_refdef.scene.numlights = 0;
- r_refdef.view.matrix = identitymatrix;
- r_refdef.view.quality = 1;
-
- cl.num_brushmodel_entities = 0;
- if (cls.state == ca_connected && cls.signon == SIGNONS)
- {
- // prepare for a new frame
- CL_LerpPlayer(CL_LerpPoint());
- CL_DecayLightFlashes();
- CL_ClearTempEntities();
- V_DriftPitch();
- V_FadeViewFlashs();
- // if prediction is enabled we have to update all the collidable
- // network entities before the prediction code can be run
- CL_UpdateNetworkCollisionEntities();
- // now update the player prediction
- CL_ClientMovement_Replay();
- // update the player entity (which may be predicted)
- CL_UpdateNetworkEntity(cl.entities + cl.viewentity, 32, true);
- // now update the view (which depends on that player entity)
- V_CalcRefdef();
- // now update all the network entities and create particle trails
- // (some entities may depend on the view)
- CL_UpdateNetworkEntities();
- // update the engine-based viewmodel
- CL_UpdateViewModel();
- // when csqc is loaded, it will call this in CSQC_UpdateView
- if (!cl.csqc_loaded)
- CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS);
- // decals, particles, and explosions will be updated during rneder
- }
- r_refdef.scene.time = cl.time;
- }
- // LordHavoc: pausedemo command
- static void CL_PauseDemo_f (void)
- {
- cls.demopaused = !cls.demopaused;
- if (cls.demopaused)
- Con_Print("Demo paused\n");
- else
- Con_Print("Demo unpaused\n");
- }
- /*
- ======================
- CL_Fog_f
- ======================
- */
- static void CL_Fog_f (void)
- {
- if (Cmd_Argc () == 1)
- {
- Con_Printf("\"fog\" is \"%f %f %f %f %f %f %f %f %f\"\n", r_refdef.fog_density, r_refdef.fog_red, r_refdef.fog_green, r_refdef.fog_blue, r_refdef.fog_alpha, r_refdef.fog_start, r_refdef.fog_end, r_refdef.fog_height, r_refdef.fog_fadedepth);
- return;
- }
- FOG_clear(); // so missing values get good defaults
- if(Cmd_Argc() > 1)
- r_refdef.fog_density = atof(Cmd_Argv(1));
- if(Cmd_Argc() > 2)
- r_refdef.fog_red = atof(Cmd_Argv(2));
- if(Cmd_Argc() > 3)
- r_refdef.fog_green = atof(Cmd_Argv(3));
- if(Cmd_Argc() > 4)
- r_refdef.fog_blue = atof(Cmd_Argv(4));
- if(Cmd_Argc() > 5)
- r_refdef.fog_alpha = atof(Cmd_Argv(5));
- if(Cmd_Argc() > 6)
- r_refdef.fog_start = atof(Cmd_Argv(6));
- if(Cmd_Argc() > 7)
- r_refdef.fog_end = atof(Cmd_Argv(7));
- if(Cmd_Argc() > 8)
- r_refdef.fog_height = atof(Cmd_Argv(8));
- if(Cmd_Argc() > 9)
- r_refdef.fog_fadedepth = atof(Cmd_Argv(9));
- }
- /*
- ======================
- CL_FogHeightTexture_f
- ======================
- */
- static void CL_Fog_HeightTexture_f (void)
- {
- if (Cmd_Argc () < 11)
- {
- Con_Printf("\"fog_heighttexture\" is \"%f %f %f %f %f %f %f %f %f %s\"\n", r_refdef.fog_density, r_refdef.fog_red, r_refdef.fog_green, r_refdef.fog_blue, r_refdef.fog_alpha, r_refdef.fog_start, r_refdef.fog_end, r_refdef.fog_height, r_refdef.fog_fadedepth, r_refdef.fog_height_texturename);
- return;
- }
- FOG_clear(); // so missing values get good defaults
- r_refdef.fog_density = atof(Cmd_Argv(1));
- r_refdef.fog_red = atof(Cmd_Argv(2));
- r_refdef.fog_green = atof(Cmd_Argv(3));
- r_refdef.fog_blue = atof(Cmd_Argv(4));
- r_refdef.fog_alpha = atof(Cmd_Argv(5));
- r_refdef.fog_start = atof(Cmd_Argv(6));
- r_refdef.fog_end = atof(Cmd_Argv(7));
- r_refdef.fog_height = atof(Cmd_Argv(8));
- r_refdef.fog_fadedepth = atof(Cmd_Argv(9));
- strlcpy(r_refdef.fog_height_texturename, Cmd_Argv(10), sizeof(r_refdef.fog_height_texturename));
- }
- /*
- ====================
- CL_TimeRefresh_f
- For program optimization
- ====================
- */
- static void CL_TimeRefresh_f (void)
- {
- int i;
- double timestart, timedelta;
- r_refdef.scene.extraupdate = false;
- timestart = Sys_DirtyTime();
- for (i = 0;i < 128;i++)
- {
- Matrix4x4_CreateFromQuakeEntity(&r_refdef.view.matrix, r_refdef.view.origin[0], r_refdef.view.origin[1], r_refdef.view.origin[2], 0, i / 128.0 * 360.0, 0, 1);
- r_refdef.view.quality = 1;
- CL_UpdateScreen();
- }
- timedelta = Sys_DirtyTime() - timestart;
- Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
- }
- static void CL_AreaStats_f(void)
- {
- World_PrintAreaStats(&cl.world, "client");
- }
- cl_locnode_t *CL_Locs_FindNearest(const vec3_t point)
- {
- int i;
- cl_locnode_t *loc;
- cl_locnode_t *best;
- vec3_t nearestpoint;
- vec_t dist, bestdist;
- best = NULL;
- bestdist = 0;
- for (loc = cl.locnodes;loc;loc = loc->next)
- {
- for (i = 0;i < 3;i++)
- nearestpoint[i] = bound(loc->mins[i], point[i], loc->maxs[i]);
- dist = VectorDistance2(nearestpoint, point);
- if (bestdist > dist || !best)
- {
- bestdist = dist;
- best = loc;
- if (bestdist < 1)
- break;
- }
- }
- return best;
- }
- void CL_Locs_FindLocationName(char *buffer, size_t buffersize, vec3_t point)
- {
- cl_locnode_t *loc;
- loc = CL_Locs_FindNearest(point);
- if (loc)
- strlcpy(buffer, loc->name, buffersize);
- else
- dpsnprintf(buffer, buffersize, "LOC=%.0f:%.0f:%.0f", point[0], point[1], point[2]);
- }
- static void CL_Locs_FreeNode(cl_locnode_t *node)
- {
- cl_locnode_t **pointer, **next;
- for (pointer = &cl.locnodes;*pointer;pointer = next)
- {
- next = &(*pointer)->next;
- if (*pointer == node)
- {
- *pointer = node->next;
- Mem_Free(node);
- return;
- }
- }
- Con_Printf("CL_Locs_FreeNode: no such node! (%p)\n", (void *)node);
- }
- static void CL_Locs_AddNode(vec3_t mins, vec3_t maxs, const char *name)
- {
- cl_locnode_t *node, **pointer;
- int namelen;
- if (!name)
- name = "";
- namelen = (int)strlen(name);
- node = (cl_locnode_t *) Mem_Alloc(cls.levelmempool, sizeof(cl_locnode_t) + namelen + 1);
- VectorSet(node->mins, min(mins[0], maxs[0]), min(mins[1], maxs[1]), min(mins[2], maxs[2]));
- VectorSet(node->maxs, max(mins[0], maxs[0]), max(mins[1], maxs[1]), max(mins[2], maxs[2]));
- node->name = (char *)(node + 1);
- memcpy(node->name, name, namelen);
- node->name[namelen] = 0;
- // link it into the tail of the list to preserve the order
- for (pointer = &cl.locnodes;*pointer;pointer = &(*pointer)->next)
- ;
- *pointer = node;
- }
- static void CL_Locs_Add_f(void)
- {
- vec3_t mins, maxs;
- if (Cmd_Argc() != 5 && Cmd_Argc() != 8)
- {
- Con_Printf("usage: %s x y z[ x y z] name\n", Cmd_Argv(0));
- return;
- }
- mins[0] = atof(Cmd_Argv(1));
- mins[1] = atof(Cmd_Argv(2));
- mins[2] = atof(Cmd_Argv(3));
- if (Cmd_Argc() == 8)
- {
- maxs[0] = atof(Cmd_Argv(4));
- maxs[1] = atof(Cmd_Argv(5));
- maxs[2] = atof(Cmd_Argv(6));
- CL_Locs_AddNode(mins, maxs, Cmd_Argv(7));
- }
- else
- CL_Locs_AddNode(mins, mins, Cmd_Argv(4));
- }
- static void CL_Locs_RemoveNearest_f(void)
- {
- cl_locnode_t *loc;
- loc = CL_Locs_FindNearest(r_refdef.view.origin);
- if (loc)
- CL_Locs_FreeNode(loc);
- else
- Con_Printf("no loc point or box found for your location\n");
- }
- static void CL_Locs_Clear_f(void)
- {
- while (cl.locnodes)
- CL_Locs_FreeNode(cl.locnodes);
- }
- static void CL_Locs_Save_f(void)
- {
- cl_locnode_t *loc;
- qfile_t *outfile;
- char locfilename[MAX_QPATH];
- if (!cl.locnodes)
- {
- Con_Printf("No loc points/boxes exist!\n");
- return;
- }
- if (cls.state != ca_connected || !cl.worldmodel)
- {
- Con_Printf("No level loaded!\n");
- return;
- }
- dpsnprintf(locfilename, sizeof(locfilename), "%s.loc", cl.worldnamenoextension);
- outfile = FS_OpenRealFile(locfilename, "w", false);
- if (!outfile)
- return;
- // if any boxes are used then this is a proquake-format loc file, which
- // allows comments, so add some relevant information at the start
- for (loc = cl.locnodes;loc;loc = loc->next)
- if (!VectorCompare(loc->mins, loc->maxs))
- break;
- if (loc)
- {
- FS_Printf(outfile, "// %s %s saved by %s\n// x,y,z,x,y,z,\"name\"\n\n", locfilename, Sys_TimeString("%Y-%m-%d"), engineversion);
- for (loc = cl.locnodes;loc;loc = loc->next)
- if (VectorCompare(loc->mins, loc->maxs))
- break;
- if (loc)
- Con_Printf("Warning: writing loc file containing a mixture of qizmo-style points and proquake-style boxes may not work in qizmo or proquake!\n");
- }
- for (loc = cl.locnodes;loc;loc = loc->next)
- {
- if (VectorCompare(loc->mins, loc->maxs))
- {
- int len;
- const char *s;
- const char *in = loc->name;
- char name[MAX_INPUTLINE];
- for (len = 0;len < (int)sizeof(name) - 1 && *in;)
- {
- if (*in == ' ') {s = "$loc_name_separator";in++;}
- else if (!strncmp(in, "SSG", 3)) {s = "$loc_name_ssg";in += 3;}
- else if (!strncmp(in, "NG", 2)) {s = "$loc_name_ng";in += 2;}
- else if (!strncmp(in, "SNG", 3)) {s = "$loc_name_sng";in += 3;}
- else if (!strncmp(in, "GL", 2)) {s = "$loc_name_gl";in += 2;}
- else if (!strncmp(in, "RL", 2)) {s = "$loc_name_rl";in += 2;}
- else if (!strncmp(in, "LG", 2)) {s = "$loc_name_lg";in += 2;}
- else if (!strncmp(in, "GA", 2)) {s = "$loc_name_ga";in += 2;}
- else if (!strncmp(in, "YA", 2)) {s = "$loc_name_ya";in += 2;}
- else if (!strncmp(in, "RA", 2)) {s = "$loc_name_ra";in += 2;}
- else if (!strncmp(in, "MEGA", 4)) {s = "$loc_name_mh";in += 4;}
- else s = NULL;
- if (s)
- {
- while (len < (int)sizeof(name) - 1 && *s)
- name[len++] = *s++;
- continue;
- }
- name[len++] = *in++;
- }
- name[len] = 0;
- FS_Printf(outfile, "%.0f %.0f %.0f %s\n", loc->mins[0]*8, loc->mins[1]*8, loc->mins[2]*8, name);
- }
- else
- FS_Printf(outfile, "%.1f,%.1f,%.1f,%.1f,%.1f,%.1f,\"%s\"\n", loc->mins[0], loc->mins[1], loc->mins[2], loc->maxs[0], loc->maxs[1], loc->maxs[2], loc->name);
- }
- FS_Close(outfile);
- }
- void CL_Locs_Reload_f(void)
- {
- int i, linenumber, limit, len;
- const char *s;
- char *filedata, *text, *textend, *linestart, *linetext, *lineend;
- fs_offset_t filesize;
- vec3_t mins, maxs;
- char locfilename[MAX_QPATH];
- char name[MAX_INPUTLINE];
- if (cls.state != ca_connected || !cl.worldmodel)
- {
- Con_Printf("No level loaded!\n");
- return;
- }
- CL_Locs_Clear_f();
- // try maps/something.loc first (LordHavoc: where I think they should be)
- dpsnprintf(locfilename, sizeof(locfilename), "%s.loc", cl.worldnamenoextension);
- filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
- if (!filedata)
- {
- // try proquake name as well (LordHavoc: I hate path mangling)
- dpsnprintf(locfilename, sizeof(locfilename), "locs/%s.loc", cl.worldbasename);
- filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
- if (!filedata)
- return;
- }
- text = filedata;
- textend = filedata + filesize;
- for (linenumber = 1;text < textend;linenumber++)
- {
- linestart = text;
- for (;text < textend && *text != '\r' && *text != '\n';text++)
- ;
- lineend = text;
- if (text + 1 < textend && *text == '\r' && text[1] == '\n')
- text++;
- if (text < textend)
- text++;
- // trim trailing whitespace
- while (lineend > linestart && ISWHITESPACE(lineend[-1]))
- lineend--;
- // trim leading whitespace
- while (linestart < lineend && ISWHITESPACE(*linestart))
- linestart++;
- // check if this is a comment
- if (linestart + 2 <= lineend && !strncmp(linestart, "//", 2))
- continue;
- linetext = linestart;
- limit = 3;
- for (i = 0;i < limit;i++)
- {
- if (linetext >= lineend)
- break;
- // note: a missing number is interpreted as 0
- if (i < 3)
- mins[i] = atof(linetext);
- else
- maxs[i - 3] = atof(linetext);
- // now advance past the number
- while (linetext < lineend && !ISWHITESPACE(*linetext) && *linetext != ',')
- linetext++;
- // advance through whitespace
- if (linetext < lineend)
- {
- if (*linetext == ',')
- {
- linetext++;
- limit = 6;
- // note: comma can be followed by whitespace
- }
- if (ISWHITESPACE(*linetext))
- {
- // skip whitespace
- while (linetext < lineend && ISWHITESPACE(*linetext))
- linetext++;
- }
- }
- }
- // if this is a quoted name, remove the quotes
- if (i == 6)
- {
- if (linetext >= lineend || *linetext != '"')
- continue; // proquake location names are always quoted
- lineend--;
- linetext++;
- len = min(lineend - linetext, (int)sizeof(name) - 1);
- memcpy(name, linetext, len);
- name[len] = 0;
- // add the box to the list
- CL_Locs_AddNode(mins, maxs, name);
- }
- // if a point was parsed, it needs to be scaled down by 8 (since
- // point-based loc files were invented by a proxy which dealt
- // directly with quake protocol coordinates, which are *8), turn
- // it into a box
- else if (i == 3)
- {
- // interpret silly fuhquake macros
- for (len = 0;len < (int)sizeof(name) - 1 && linetext < lineend;)
- {
- if (*linetext == '$')
- {
- if (linetext + 18 <= lineend && !strncmp(linetext, "$loc_name_separator", 19)) {s = " ";linetext += 19;}
- else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_ssg", 13)) {s = "SSG";linetext += 13;}
- else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ng", 12)) {s = "NG";linetext += 12;}
- else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_sng", 13)) {s = "SNG";linetext += 13;}
- else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_gl", 12)) {s = "GL";linetext += 12;}
- else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_rl", 12)) {s = "RL";linetext += 12;}
- else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_lg", 12)) {s = "LG";linetext += 12;}
- else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ga", 12)) {s = "GA";linetext += 12;}
- else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ya", 12)) {s = "YA";linetext += 12;}
- else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ra", 12)) {s = "RA";linetext += 12;}
- else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_mh", 12)) {s = "MEGA";linetext += 12;}
- else s = NULL;
- if (s)
- {
- while (len < (int)sizeof(name) - 1 && *s)
- name[len++] = *s++;
- continue;
- }
- }
- name[len++] = *linetext++;
- }
- name[len] = 0;
- // add the point to the list
- VectorScale(mins, (1.0 / 8.0), mins);
- CL_Locs_AddNode(mins, mins, name);
- }
- else
- continue;
- }
- }
- entity_t cl_meshentities[NUM_MESHENTITIES];
- dp_model_t cl_meshentitymodels[NUM_MESHENTITIES];
- const char *cl_meshentitynames[NUM_MESHENTITIES] =
- {
- "MESH_DEBUG",
- "MESH_CSQC_POLYGONS",
- "MESH_PARTICLES",
- "MESH_UI",
- };
- void CL_MeshEntities_Restart(void)
- {
- int i;
- entity_t *ent;
- for (i = 0; i < NUM_MESHENTITIES; i++)
- {
- ent = cl_meshentities + i;
- Mod_Mesh_Create(ent->render.model, cl_meshentitynames[i]);
- }
- }
- void CL_MeshEntities_Init(void)
- {
- int i;
- entity_t *ent;
- for (i = 0; i < NUM_MESHENTITIES; i++)
- {
- ent = cl_meshentities + i;
- ent->state_current.active = true;
- ent->render.model = cl_meshentitymodels + i;
- ent->render.alpha = 1;
- ent->render.flags = RENDER_SHADOW | RENDER_LIGHT | RENDER_CUSTOMIZEDMODELLIGHT;
- ent->render.framegroupblend[0].lerp = 1;
- ent->render.frameblend[0].lerp = 1;
- VectorSet(ent->render.colormod, 1, 1, 1);
- VectorSet(ent->render.glowmod, 1, 1, 1);
- VectorSet(ent->render.custommodellight_ambient, 1, 1, 1);
- VectorSet(ent->render.custommodellight_diffuse, 0, 0, 0);
- VectorSet(ent->render.custommodellight_lightdir, 0, 0, 1);
- Matrix4x4_CreateIdentity(&ent->render.matrix);
- CL_UpdateRenderEntity(&ent->render);
- }
- R_RegisterModule("cl_meshentities", CL_MeshEntities_Restart, CL_MeshEntities_Restart, CL_MeshEntities_Restart, CL_MeshEntities_Restart, CL_MeshEntities_Restart);
- }
- void CL_MeshEntities_AddToScene(void)
- {
- int i;
- entity_t *ent;
- for (i = 0; i < NUM_MESHENTITIES && r_refdef.scene.numentities < r_refdef.scene.maxentities; i++)
- {
- ent = cl_meshentities + i;
- if (ent->render.model->num_surfaces == 0)
- continue;
- Mod_Mesh_Finalize(ent->render.model);
- VectorCopy(ent->render.model->normalmins, ent->render.mins);
- VectorCopy(ent->render.model->normalmaxs, ent->render.maxs);
- r_refdef.scene.entities[r_refdef.scene.numentities++] = &ent->render;
- }
- }
- void CL_MeshEntities_Reset(void)
- {
- int i;
- entity_t *ent;
- for (i = 0; i < NUM_MESHENTITIES && r_refdef.scene.numentities < r_refdef.scene.maxentities; i++)
- {
- ent = cl_meshentities + i;
- Mod_Mesh_Reset(ent->render.model);
- }
- }
- void CL_MeshEntities_Shutdown(void)
- {
- }
- extern cvar_t r_overheadsprites_pushback;
- extern cvar_t r_fullbright_directed_pitch_relative;
- extern cvar_t r_fullbright_directed_pitch;
- extern cvar_t r_fullbright_directed_ambient;
- extern cvar_t r_fullbright_directed_diffuse;
- extern cvar_t r_fullbright_directed;
- extern cvar_t r_equalize_entities_minambient;
- extern cvar_t r_equalize_entities_to;
- extern cvar_t r_equalize_entities_by;
- extern cvar_t r_hdr_glowintensity;
- static void CL_UpdateEntityShading_GetDirectedFullbright(vec3_t ambient, vec3_t diffuse, vec3_t worldspacenormal)
- {
- vec3_t angles;
- VectorSet(ambient, r_fullbright_directed_ambient.value, r_fullbright_directed_ambient.value, r_fullbright_directed_ambient.value);
- VectorSet(diffuse, r_fullbright_directed_diffuse.value, r_fullbright_directed_diffuse.value, r_fullbright_directed_diffuse.value);
- // Use cl.viewangles and not r_refdef.view.forward here so it is the
- // same for all stereo views, and to better handle pitches outside
- // [-90, 90] (in_pitch_* cvars allow that).
- VectorCopy(cl.viewangles, angles);
- if (r_fullbright_directed_pitch_relative.integer) {
- angles[PITCH] += r_fullbright_directed_pitch.value;
- }
- else {
- angles[PITCH] = r_fullbright_directed_pitch.value;
- }
- AngleVectors(angles, worldspacenormal, NULL, NULL);
- VectorNegate(worldspacenormal, worldspacenormal);
- }
- static void CL_UpdateEntityShading_Entity(entity_render_t *ent)
- {
- float shadingorigin[3], f, fa, fd, fdd, a[3], c[3], dir[3];
- int q;
- for (q = 0; q < 3; q++)
- a[q] = c[q] = dir[q] = 0;
- ent->render_modellight_forced = false;
- ent->render_rtlight_disabled = false;
- // pick an appropriate value for render_modellight_origin - if this is an
- // attachment we want to use the parent's render_modellight_origin so that
- // shading is the same (also important for r_shadows to cast shadows in the
- // same direction)
- if (VectorLength2(ent->custommodellight_origin))
- {
- // CSQC entities always provide this (via CL_GetTagMatrix)
- for (q = 0; q < 3; q++)
- shadingorigin[q] = ent->custommodellight_origin[q];
- }
- else if (ent->entitynumber > 0 && ent->entitynumber < cl.num_entities)
- {
- // network entity - follow attachment chain back to a root entity,
- int entnum = ent->entitynumber, recursion;
- for (recursion = 32; recursion > 0; --recursion)
- {
- int parentnum = cl.entities[entnum].state_current.tagentity;
- if (parentnum < 1 || parentnum >= cl.num_entities || !cl.entities_active[parentnum])
- break;
- entnum = parentnum;
- }
- // grab the root entity's origin
- Matrix4x4_OriginFromMatrix(&cl.entities[entnum].render.matrix, shadingorigin);
- }
- else
- {
- // not a CSQC entity (which sets custommodellight_origin), not a network
- // entity - so it's probably not attached to anything
- Matrix4x4_OriginFromMatrix(&ent->matrix, shadingorigin);
- }
- if (!(ent->flags & RENDER_LIGHT) || r_fullbright.integer)
- {
- // intentionally EF_FULLBRIGHT entity
- // the only type that is not scaled by r_refdef.scene.lightmapintensity
- // CSQC can still provide its own customized modellight values
- ent->render_rtlight_disabled = true;
- ent->render_modellight_forced = true;
- if (ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
- {
- // custom colors provided by CSQC
- for (q = 0; q < 3; q++)
- {
- a[q] = ent->custommodellight_ambient[q];
- c[q] = ent->custommodellight_diffuse[q];
- dir[q] = ent->custommodellight_lightdir[q];
- }
- }
- else if (r_fullbright_directed.integer)
- CL_UpdateEntityShading_GetDirectedFullbright(a, c, dir);
- else
- for (q = 0; q < 3; q++)
- a[q] = 1;
- }
- else
- {
- // fetch the lighting from the worldmodel data
- // CSQC can provide its own customized modellight values
- if (ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
- {
- ent->render_modellight_forced = true;
- for (q = 0; q < 3; q++)
- {
- a[q] = ent->custommodellight_ambient[q];
- c[q] = ent->custommodellight_diffuse[q];
- dir[q] = ent->custommodellight_lightdir[q];
- }
- }
- else if (ent->model->type == mod_sprite && !(ent->model->data_textures[0].basematerialflags & MATERIALFLAG_FULLBRIGHT))
- {
- if (ent->model->sprite.sprnum_type == SPR_OVERHEAD) // apply offset for overhead sprites
- shadingorigin[2] = shadingorigin[2] + r_overheadsprites_pushback.value;
- R_CompleteLightPoint(a, c, dir, shadingorigin, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
- ent->render_modellight_forced = true;
- ent->render_rtlight_disabled = true;
- }
- else if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint)
- R_CompleteLightPoint(a, c, dir, shadingorigin, LP_LIGHTMAP, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
- else if (r_fullbright_directed.integer)
- CL_UpdateEntityShading_GetDirectedFullbright(a, c, dir);
- else
- R_CompleteLightPoint(a, c, dir, shadingorigin, LP_LIGHTMAP, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
- if (ent->flags & RENDER_EQUALIZE)
- {
- // first fix up ambient lighting...
- if (r_equalize_entities_minambient.value > 0)
- {
- fd = 0.299f * ent->render_modellight_diffuse[0] + 0.587f * ent->render_modellight_diffuse[1] + 0.114f * ent->render_modellight_diffuse[2];
- if (fd > 0)
- {
- fa = (0.299f * ent->render_modellight_ambient[0] + 0.587f * ent->render_modellight_ambient[1] + 0.114f * ent->render_modellight_ambient[2]);
- if (fa < r_equalize_entities_minambient.value * fd)
- {
- // solve:
- // fa'/fd' = minambient
- // fa'+0.25*fd' = fa+0.25*fd
- // ...
- // fa' = fd' * minambient
- // fd'*(0.25+minambient) = fa+0.25*fd
- // ...
- // fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
- // fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
- // ...
- fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
- f = fdd / fd; // f>0 because all this is additive; f<1 because fdd<fd because this follows from fa < r_equalize_entities_minambient.value * fd
- for (q = 0; q < 3; q++)
- {
- a[q] = (1 - f)*0.25f * c[q];
- c[q] *= f;
- }
- }
- }
- }
- if (r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
- {
- fa = 0.299f * a[0] + 0.587f * a[1] + 0.114f * a[2];
- fd = 0.299f * c[0] + 0.587f * c[1] + 0.114f * c[2];
- f = fa + 0.25 * fd;
- if (f > 0)
- {
- // adjust brightness and saturation to target
- float l2 = r_equalize_entities_by.value, l1 = 1 - l2;
- for (q = 0; q < 3; q++)
- {
- a[q] = l1 * a[q] + l2 * (fa / f);
- c[q] = l1 * c[q] + l2 * (fd / f);
- }
- }
- }
- }
- }
- for (q = 0; q < 3; q++)
- {
- ent->render_fullbright[q] = ent->colormod[q];
- ent->render_glowmod[q] = ent->glowmod[q] * r_hdr_glowintensity.value;
- ent->render_modellight_ambient[q] = a[q] * ent->colormod[q];
- ent->render_modellight_diffuse[q] = c[q] * ent->colormod[q];
- ent->render_modellight_specular[q] = c[q];
- ent->render_modellight_lightdir[q] = dir[q];
- ent->render_lightmap_ambient[q] = ent->colormod[q] * r_refdef.scene.ambientintensity;
- ent->render_lightmap_diffuse[q] = ent->colormod[q] * r_refdef.scene.lightmapintensity;
- ent->render_lightmap_specular[q] = r_refdef.scene.lightmapintensity;
- ent->render_rtlight_diffuse[q] = ent->colormod[q];
- ent->render_rtlight_specular[q] = 1;
- }
- // these flags disable code paths, make sure it's obvious if they're ignored by storing 0 1 2
- if (ent->render_modellight_forced)
- for (q = 0; q < 3; q++)
- ent->render_lightmap_ambient[q] = ent->render_lightmap_diffuse[q] = ent->render_lightmap_specular[q] = q;
- if (ent->render_rtlight_disabled)
- for (q = 0; q < 3; q++)
- ent->render_rtlight_diffuse[q] = ent->render_rtlight_specular[q] = q;
- if (VectorLength2(ent->render_modellight_lightdir) == 0)
- VectorSet(ent->render_modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
- VectorNormalize(ent->render_modellight_lightdir);
- }
- void CL_UpdateEntityShading(void)
- {
- int i;
- CL_UpdateEntityShading_Entity(r_refdef.scene.worldentity);
- for (i = 0; i < r_refdef.scene.numentities; i++)
- CL_UpdateEntityShading_Entity(r_refdef.scene.entities[i]);
- }
- /*
- ===========
- CL_Shutdown
- ===========
- */
- void CL_Shutdown (void)
- {
- CL_Screen_Shutdown();
- CL_Particles_Shutdown();
- CL_Parse_Shutdown();
- CL_MeshEntities_Shutdown();
- Mem_FreePool (&cls.permanentmempool);
- Mem_FreePool (&cls.levelmempool);
- }
- /*
- =================
- CL_Init
- =================
- */
- void CL_Init (void)
- {
- cls.levelmempool = Mem_AllocPool("client (per-level memory)", 0, NULL);
- cls.permanentmempool = Mem_AllocPool("client (long term memory)", 0, NULL);
- memset(&r_refdef, 0, sizeof(r_refdef));
- // max entities sent to renderer per frame
- r_refdef.scene.maxentities = MAX_EDICTS + 256 + 512;
- r_refdef.scene.entities = (entity_render_t **)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t *) * r_refdef.scene.maxentities);
- // max temp entities
- r_refdef.scene.maxtempentities = MAX_TEMPENTITIES;
- r_refdef.scene.tempentities = (entity_render_t *)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t) * r_refdef.scene.maxtempentities);
- CL_InitInput ();
- //
- // register our commands
- //
- Cvar_RegisterVariable (&cl_upspeed);
- Cvar_RegisterVariable (&cl_forwardspeed);
- Cvar_RegisterVariable (&cl_backspeed);
- Cvar_RegisterVariable (&cl_sidespeed);
- Cvar_RegisterVariable (&cl_movespeedkey);
- Cvar_RegisterVariable (&cl_yawspeed);
- Cvar_RegisterVariable (&cl_pitchspeed);
- Cvar_RegisterVariable (&cl_anglespeedkey);
- Cvar_RegisterVariable (&cl_shownet);
- Cvar_RegisterVariable (&cl_nolerp);
- Cvar_RegisterVariable (&cl_lerpexcess);
- Cvar_RegisterVariable (&cl_lerpanim_maxdelta_server);
- Cvar_RegisterVariable (&cl_lerpanim_maxdelta_framegroups);
- Cvar_RegisterVariable (&cl_deathfade);
- Cvar_RegisterVariable (&lookspring);
- Cvar_RegisterVariable (&lookstrafe);
- Cvar_RegisterVariable (&sensitivity);
- Cvar_RegisterVariable (&freelook);
- Cvar_RegisterVariable (&m_pitch);
- Cvar_RegisterVariable (&m_yaw);
- Cvar_RegisterVariable (&m_forward);
- Cvar_RegisterVariable (&m_side);
- Cvar_RegisterVariable (&cl_itembobspeed);
- Cvar_RegisterVariable (&cl_itembobheight);
- Cmd_AddCommand ("entities", CL_PrintEntities_f, "print information on network entities known to client");
- Cmd_AddCommand ("disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
- Cmd_AddCommand ("record", CL_Record_f, "record a demo");
- Cmd_AddCommand ("stop", CL_Stop_f, "stop recording or playing a demo");
- Cmd_AddCommand ("playdemo", CL_PlayDemo_f, "watch a demo file");
- Cmd_AddCommand ("timedemo", CL_TimeDemo_f, "play back a demo as fast as possible and save statistics to benchmark.log");
- // Support Client-side Model Index List
- Cmd_AddCommand ("cl_modelindexlist", CL_ModelIndexList_f, "list information on all models in the client modelindex");
- // Support Client-side Sound Index List
- Cmd_AddCommand ("cl_soundindexlist", CL_SoundIndexList_f, "list all sounds in the client soundindex");
- Cvar_RegisterVariable (&cl_autodemo);
- Cvar_RegisterVariable (&cl_autodemo_nameformat);
- Cvar_RegisterVariable (&cl_autodemo_delete);
- Cmd_AddCommand ("fog", CL_Fog_f, "set global fog parameters (density red green blue [alpha [mindist [maxdist [top [fadedepth]]]]])");
- Cmd_AddCommand ("fog_heighttexture", CL_Fog_HeightTexture_f, "set global fog parameters (density red green blue alpha mindist maxdist top depth textures/mapname/fogheight.tga)");
- // LordHavoc: added pausedemo
- Cmd_AddCommand ("pausedemo", CL_PauseDemo_f, "pause demo playback (can also safely pause demo recording if using QUAKE, QUAKEDP or NEHAHRAMOVIE protocol, useful for making movies)");
- Cmd_AddCommand ("cl_areastats", CL_AreaStats_f, "prints statistics on entity culling during collision traces");
- Cvar_RegisterVariable(&r_draweffects);
- Cvar_RegisterVariable(&cl_explosions_alpha_start);
- Cvar_RegisterVariable(&cl_explosions_alpha_end);
- Cvar_RegisterVariable(&cl_explosions_size_start);
- Cvar_RegisterVariable(&cl_explosions_size_end);
- Cvar_RegisterVariable(&cl_explosions_lifetime);
- Cvar_RegisterVariable(&cl_stainmaps);
- Cvar_RegisterVariable(&cl_stainmaps_clearonload);
- Cvar_RegisterVariable(&cl_beams_polygons);
- Cvar_RegisterVariable(&cl_beams_quakepositionhack);
- Cvar_RegisterVariable(&cl_beams_instantaimhack);
- Cvar_RegisterVariable(&cl_beams_lightatend);
- Cvar_RegisterVariable(&cl_noplayershadow);
- Cvar_RegisterVariable(&cl_dlights_decayradius);
- Cvar_RegisterVariable(&cl_dlights_decaybrightness);
- Cvar_RegisterVariable(&cl_prydoncursor);
- Cvar_RegisterVariable(&cl_prydoncursor_notrace);
- Cvar_RegisterVariable(&cl_deathnoviewmodel);
- // for QW connections
- Cvar_RegisterVariable(&qport);
- Cvar_SetValueQuick(&qport, (rand() * RAND_MAX + rand()) & 0xffff);
- Cmd_AddCommand("timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs");
- Cvar_RegisterVariable(&cl_locs_enable);
- Cvar_RegisterVariable(&cl_locs_show);
- Cmd_AddCommand("locs_add", CL_Locs_Add_f, "add a point or box location (usage: x y z[ x y z] \"name\", if two sets of xyz are supplied it is a box, otherwise point)");
- Cmd_AddCommand("locs_removenearest", CL_Locs_RemoveNearest_f, "remove the nearest point or box (note: you need to be very near a box to remove it)");
- Cmd_AddCommand("locs_clear", CL_Locs_Clear_f, "remove all loc points/boxes");
- Cmd_AddCommand("locs_reload", CL_Locs_Reload_f, "reload .loc file for this map");
- Cmd_AddCommand("locs_save", CL_Locs_Save_f, "save .loc file for this map containing currently defined points and boxes");
- CL_Parse_Init();
- CL_Particles_Init();
- CL_Screen_Init();
- CL_MeshEntities_Init();
- CL_Video_Init();
- }