1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3 
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8 
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12 
13 See the GNU General Public License for more details.
14 
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18 
19 */
20 // cl_main.c  -- client main loop
21 
22 #include "quakedef.h"
23 #include "cl_collision.h"
24 #include "cl_video.h"
25 #include "image.h"
26 #include "csprogs.h"
27 #include "r_shadow.h"
28 #include "libcurl.h"
29 #include "snd_main.h"
30 
31 // we need to declare some mouse variables here, because the menu system
32 // references them even when on a unix system.
33 
34 cvar_t csqc_progname = {0, "csqc_progname","csprogs.dat","name of csprogs.dat file to load"};
35 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"};
36 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"};
37 cvar_t csqc_usedemoprogs = {0, "csqc_usedemoprogs","1","use csprogs stored in demos"};
38 
39 cvar_t cl_shownet = {0, "cl_shownet","0","1 = print packet size, 2 = print packet message list"};
40 cvar_t cl_nolerp = {0, "cl_nolerp", "0","network update smoothing"};
41 cvar_t cl_lerpexcess = {0, "cl_lerpexcess", "0","maximum allowed lerp excess (hides, not fixes, some packet loss)"};
42 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)"};
43 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)"};
44 
45 cvar_t cl_itembobheight = {0, "cl_itembobheight", "0","how much items bob up and down (try 8)"};
46 cvar_t cl_itembobspeed = {0, "cl_itembobspeed", "0.5","how frequently items bob up and down"};
47 
48 cvar_t lookspring = {CVAR_SAVE, "lookspring","0","returns pitch to level with the floor when no longer holding a pitch key"};
49 cvar_t lookstrafe = {CVAR_SAVE, "lookstrafe","0","move instead of turning"};
50 cvar_t sensitivity = {CVAR_SAVE, "sensitivity","3","mouse speed multiplier"};
51 
52 cvar_t m_pitch = {CVAR_SAVE, "m_pitch","0.022","mouse pitch speed multiplier"};
53 cvar_t m_yaw = {CVAR_SAVE, "m_yaw","0.022","mouse yaw speed multiplier"};
54 cvar_t m_forward = {CVAR_SAVE, "m_forward","1","mouse forward speed multiplier"};
55 cvar_t m_side = {CVAR_SAVE, "m_side","0.8","mouse side speed multiplier"};
56 
57 cvar_t freelook = {CVAR_SAVE, "freelook", "1","mouse controls pitch instead of forward/back"};
58 
59 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" };
60 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)" };
61 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" };
62 
63 cvar_t r_draweffects = {0, "r_draweffects", "1","renders temporary sprite effects"};
64 
65 cvar_t cl_explosions_alpha_start = {CVAR_SAVE, "cl_explosions_alpha_start", "1.5","starting alpha of an explosion shell"};
66 cvar_t cl_explosions_alpha_end = {CVAR_SAVE, "cl_explosions_alpha_end", "0","end alpha of an explosion shell (just before it disappears)"};
67 cvar_t cl_explosions_size_start = {CVAR_SAVE, "cl_explosions_size_start", "16","starting size of an explosion shell"};
68 cvar_t cl_explosions_size_end = {CVAR_SAVE, "cl_explosions_size_end", "128","ending alpha of an explosion shell (just before it disappears)"};
69 cvar_t cl_explosions_lifetime = {CVAR_SAVE, "cl_explosions_lifetime", "0.5","how long an explosion shell lasts"};
70 
71 cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "0","stains lightmaps, much faster than decals but blurred"};
72 cvar_t cl_stainmaps_clearonload = {CVAR_SAVE, "cl_stainmaps_clearonload", "1","clear stainmaps on map restart"};
73 
74 cvar_t cl_beams_polygons = {CVAR_SAVE, "cl_beams_polygons", "1","use beam polygons instead of models"};
75 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)"};
76 cvar_t cl_beams_instantaimhack = {CVAR_SAVE, "cl_beams_instantaimhack", "0", "makes your lightning gun aiming update instantly"};
77 cvar_t cl_beams_lightatend = {CVAR_SAVE, "cl_beams_lightatend", "0", "make a light at the end of the beam"};
78 
79 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)"};
80 
81 cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0","hide player shadow"};
82 
83 cvar_t cl_dlights_decayradius = {CVAR_SAVE, "cl_dlights_decayradius", "1", "reduces size of light flashes over time"};
84 cvar_t cl_dlights_decaybrightness = {CVAR_SAVE, "cl_dlights_decaybrightness", "1", "reduces brightness of light flashes over time"};
85 
86 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)"};
87 
88 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"};
89 cvar_t cl_prydoncursor_notrace = {0, "cl_prydoncursor_notrace", "0", "disables traceline used in prydon cursor reporting to the game, saving some cpu time"};
90 
91 cvar_t cl_deathnoviewmodel = {0, "cl_deathnoviewmodel", "1", "hides gun model when dead"};
92 
93 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)"};
94 cvar_t cl_locs_show = {0, "locs_show", "0", "shows defined locations for editing purposes"};
95 
96 extern cvar_t r_equalize_entities_fullbright;
97 
98 client_static_t	cls;
99 client_state_t	cl;
100 
101 /*
102 =====================
103 CL_ClearState
104 
105 =====================
106 */
CL_ClearState(void)107 void CL_ClearState(void)
108 {
109 	int i;
110 	entity_t *ent;
111 
112 	CL_VM_ShutDown();
113 
114 // wipe the entire cl structure
115 	Mem_EmptyPool(cls.levelmempool);
116 	memset (&cl, 0, sizeof(cl));
117 
118 	S_StopAllSounds();
119 
120 	// reset the view zoom interpolation
121 	cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
122 	cl.sensitivityscale = 1.0f;
123 
124 	// enable rendering of the world and such
125 	cl.csqc_vidvars.drawworld = r_drawworld.integer != 0;
126 	cl.csqc_vidvars.drawenginesbar = true;
127 	cl.csqc_vidvars.drawcrosshair = true;
128 
129 	// set up the float version of the stats array for easier access to float stats
130 	cl.statsf = (float *)cl.stats;
131 
132 	cl.num_entities = 0;
133 	cl.num_static_entities = 0;
134 	cl.num_brushmodel_entities = 0;
135 
136 	// tweak these if the game runs out
137 	cl.max_csqcrenderentities = 0;
138 	cl.max_entities = MAX_ENITIES_INITIAL;
139 	cl.max_static_entities = MAX_STATICENTITIES;
140 	cl.max_effects = MAX_EFFECTS;
141 	cl.max_beams = MAX_BEAMS;
142 	cl.max_dlights = MAX_DLIGHTS;
143 	cl.max_lightstyle = MAX_LIGHTSTYLES;
144 	cl.max_brushmodel_entities = MAX_EDICTS;
145 	cl.max_particles = MAX_PARTICLES_INITIAL; // grows dynamically
146 	cl.max_decals = MAX_DECALS_INITIAL; // grows dynamically
147 	cl.max_showlmps = 0;
148 
149 	cl.num_dlights = 0;
150 	cl.num_effects = 0;
151 	cl.num_beams = 0;
152 
153 	cl.csqcrenderentities = NULL;
154 	cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
155 	cl.entities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char));
156 	cl.static_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_static_entities * sizeof(entity_t));
157 	cl.effects = (cl_effect_t *)Mem_Alloc(cls.levelmempool, cl.max_effects * sizeof(cl_effect_t));
158 	cl.beams = (beam_t *)Mem_Alloc(cls.levelmempool, cl.max_beams * sizeof(beam_t));
159 	cl.dlights = (dlight_t *)Mem_Alloc(cls.levelmempool, cl.max_dlights * sizeof(dlight_t));
160 	cl.lightstyle = (lightstyle_t *)Mem_Alloc(cls.levelmempool, cl.max_lightstyle * sizeof(lightstyle_t));
161 	cl.brushmodel_entities = (int *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(int));
162 	cl.particles = (particle_t *) Mem_Alloc(cls.levelmempool, cl.max_particles * sizeof(particle_t));
163 	cl.decals = (decal_t *) Mem_Alloc(cls.levelmempool, cl.max_decals * sizeof(decal_t));
164 	cl.showlmps = NULL;
165 
166 	// LordHavoc: have to set up the baseline info for alpha and other stuff
167 	for (i = 0;i < cl.max_entities;i++)
168 	{
169 		cl.entities[i].state_baseline = defaultstate;
170 		cl.entities[i].state_previous = defaultstate;
171 		cl.entities[i].state_current = defaultstate;
172 	}
173 
174 	if (IS_NEXUIZ_DERIVED(gamemode))
175 	{
176 		VectorSet(cl.playerstandmins, -16, -16, -24);
177 		VectorSet(cl.playerstandmaxs, 16, 16, 45);
178 		VectorSet(cl.playercrouchmins, -16, -16, -24);
179 		VectorSet(cl.playercrouchmaxs, 16, 16, 25);
180 	}
181 	else
182 	{
183 		VectorSet(cl.playerstandmins, -16, -16, -24);
184 		VectorSet(cl.playerstandmaxs, 16, 16, 24);
185 		VectorSet(cl.playercrouchmins, -16, -16, -24);
186 		VectorSet(cl.playercrouchmaxs, 16, 16, 24);
187 	}
188 
189 	// disable until we get textures for it
190 	R_ResetSkyBox();
191 
192 	ent = &cl.entities[0];
193 	// entire entity array was cleared, so just fill in a few fields
194 	ent->state_current.active = true;
195 	ent->render.model = cl.worldmodel = NULL; // no world model yet
196 	ent->render.alpha = 1;
197 	ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
198 	Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, 0, 0, 0, 0, 0, 0, 1);
199 	ent->render.allowdecals = true;
200 	CL_UpdateRenderEntity(&ent->render);
201 
202 	// noclip is turned off at start
203 	noclip_anglehack = false;
204 
205 	// mark all frames invalid for delta
206 	memset(cl.qw_deltasequence, -1, sizeof(cl.qw_deltasequence));
207 
208 	// set bestweapon data back to Quake data
209 	IN_BestWeapon_ResetData();
210 
211 	CL_Screen_NewMap();
212 }
213 
CL_SetInfo(const char * key,const char * value,qboolean send,qboolean allowstarkey,qboolean allowmodel,qboolean quiet)214 void CL_SetInfo(const char *key, const char *value, qboolean send, qboolean allowstarkey, qboolean allowmodel, qboolean quiet)
215 {
216 	int i;
217 	qboolean fail = false;
218 	char vabuf[1024];
219 	if (!allowstarkey && key[0] == '*')
220 		fail = true;
221 	if (!allowmodel && (!strcasecmp(key, "pmodel") || !strcasecmp(key, "emodel")))
222 		fail = true;
223 	for (i = 0;key[i];i++)
224 		if (ISWHITESPACE(key[i]) || key[i] == '\"')
225 			fail = true;
226 	for (i = 0;value[i];i++)
227 		if (value[i] == '\r' || value[i] == '\n' || value[i] == '\"')
228 			fail = true;
229 	if (fail)
230 	{
231 		if (!quiet)
232 			Con_Printf("Can't setinfo \"%s\" \"%s\"\n", key, value);
233 		return;
234 	}
235 	InfoString_SetValue(cls.userinfo, sizeof(cls.userinfo), key, value);
236 	if (cls.state == ca_connected && cls.netcon)
237 	{
238 		if (cls.protocol == PROTOCOL_QUAKEWORLD)
239 		{
240 			MSG_WriteByte(&cls.netcon->message, qw_clc_stringcmd);
241 			MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "setinfo \"%s\" \"%s\"", key, value));
242 		}
243 		else if (!strcasecmp(key, "name"))
244 		{
245 			MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
246 			MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "name \"%s\"", value));
247 		}
248 		else if (!strcasecmp(key, "playermodel"))
249 		{
250 			MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
251 			MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "playermodel \"%s\"", value));
252 		}
253 		else if (!strcasecmp(key, "playerskin"))
254 		{
255 			MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
256 			MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "playerskin \"%s\"", value));
257 		}
258 		else if (!strcasecmp(key, "topcolor"))
259 		{
260 			// don't send anything, the combined color code will be updated manually
261 		}
262 		else if (!strcasecmp(key, "bottomcolor"))
263 		{
264 			// don't send anything, the combined color code will be updated manually
265 		}
266 		else if (!strcasecmp(key, "rate"))
267 		{
268 			MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
269 			MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "rate \"%s\"", value));
270 		}
271 		else if (!strcasecmp(key, "rate_burstsize"))
272 		{
273 			MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
274 			MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "rate_burstsize \"%s\"", value));
275 		}
276 	}
277 }
278 
CL_ExpandEntities(int num)279 void CL_ExpandEntities(int num)
280 {
281 	int i, oldmaxentities;
282 	entity_t *oldentities;
283 	if (num >= cl.max_entities)
284 	{
285 		if (!cl.entities)
286 			Sys_Error("CL_ExpandEntities: cl.entities not initialized");
287 		if (num >= MAX_EDICTS)
288 			Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
289 		oldmaxentities = cl.max_entities;
290 		oldentities = cl.entities;
291 		cl.max_entities = (num & ~255) + 256;
292 		cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
293 		memcpy(cl.entities, oldentities, oldmaxentities * sizeof(entity_t));
294 		Mem_Free(oldentities);
295 		for (i = oldmaxentities;i < cl.max_entities;i++)
296 		{
297 			cl.entities[i].state_baseline = defaultstate;
298 			cl.entities[i].state_previous = defaultstate;
299 			cl.entities[i].state_current = defaultstate;
300 		}
301 	}
302 }
303 
CL_ExpandCSQCRenderEntities(int num)304 void CL_ExpandCSQCRenderEntities(int num)
305 {
306 	int i;
307 	int oldmaxcsqcrenderentities;
308 	entity_render_t *oldcsqcrenderentities;
309 	if (num >= cl.max_csqcrenderentities)
310 	{
311 		if (num >= MAX_EDICTS)
312 			Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
313 		oldmaxcsqcrenderentities = cl.max_csqcrenderentities;
314 		oldcsqcrenderentities = cl.csqcrenderentities;
315 		cl.max_csqcrenderentities = (num & ~255) + 256;
316 		cl.csqcrenderentities = (entity_render_t *)Mem_Alloc(cls.levelmempool, cl.max_csqcrenderentities * sizeof(entity_render_t));
317 		if (oldcsqcrenderentities)
318 		{
319 			memcpy(cl.csqcrenderentities, oldcsqcrenderentities, oldmaxcsqcrenderentities * sizeof(entity_render_t));
320 			for (i = 0;i < r_refdef.scene.numentities;i++)
321 				if(r_refdef.scene.entities[i] >= oldcsqcrenderentities && r_refdef.scene.entities[i] < (oldcsqcrenderentities + oldmaxcsqcrenderentities))
322 					r_refdef.scene.entities[i] = cl.csqcrenderentities + (r_refdef.scene.entities[i] - oldcsqcrenderentities);
323 			Mem_Free(oldcsqcrenderentities);
324 		}
325 	}
326 }
327 
328 /*
329 =====================
330 CL_Disconnect
331 
332 Sends a disconnect message to the server
333 This is also called on Host_Error, so it shouldn't cause any errors
334 =====================
335 */
CL_Disconnect(void)336 void CL_Disconnect(void)
337 {
338 	if (cls.state == ca_dedicated)
339 		return;
340 
341 	if (COM_CheckParm("-profilegameonly"))
342 		Sys_AllowProfiling(false);
343 
344 	Curl_Clear_forthismap();
345 
346 	Con_DPrintf("CL_Disconnect\n");
347 
348     Cvar_SetValueQuick(&csqc_progcrc, -1);
349 	Cvar_SetValueQuick(&csqc_progsize, -1);
350 	CL_VM_ShutDown();
351 // stop sounds (especially looping!)
352 	S_StopAllSounds ();
353 
354 	cl.parsingtextexpectingpingforscores = 0; // just in case no reply has come yet
355 
356 	// clear contents blends
357 	cl.cshifts[0].percent = 0;
358 	cl.cshifts[1].percent = 0;
359 	cl.cshifts[2].percent = 0;
360 	cl.cshifts[3].percent = 0;
361 
362 	cl.worldmodel = NULL;
363 
364 	CL_Parse_ErrorCleanUp();
365 
366 	if (cls.demoplayback)
367 		CL_StopPlayback();
368 	else if (cls.netcon)
369 	{
370 		sizebuf_t buf;
371 		unsigned char bufdata[8];
372 		if (cls.demorecording)
373 			CL_Stop_f();
374 
375 		// send disconnect message 3 times to improve chances of server
376 		// receiving it (but it still fails sometimes)
377 		memset(&buf, 0, sizeof(buf));
378 		buf.data = bufdata;
379 		buf.maxsize = sizeof(bufdata);
380 		if (cls.protocol == PROTOCOL_QUAKEWORLD)
381 		{
382 			Con_DPrint("Sending drop command\n");
383 			MSG_WriteByte(&buf, qw_clc_stringcmd);
384 			MSG_WriteString(&buf, "drop");
385 		}
386 		else
387 		{
388 			Con_DPrint("Sending clc_disconnect\n");
389 			MSG_WriteByte(&buf, clc_disconnect);
390 		}
391 		NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, 0, false);
392 		NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, 0, false);
393 		NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, 0, false);
394 		NetConn_Close(cls.netcon);
395 		cls.netcon = NULL;
396 	}
397 	cls.state = ca_disconnected;
398 	cl.islocalgame = false;
399 
400 	cls.demoplayback = cls.timedemo = false;
401 	cls.signon = 0;
402 }
403 
CL_Disconnect_f(void)404 void CL_Disconnect_f(void)
405 {
406 	CL_Disconnect ();
407 	if (sv.active)
408 		Host_ShutdownServer ();
409 }
410 
411 
412 
413 
414 /*
415 =====================
416 CL_EstablishConnection
417 
418 Host should be either "local" or a net address
419 =====================
420 */
CL_EstablishConnection(const char * host,int firstarg)421 void CL_EstablishConnection(const char *host, int firstarg)
422 {
423 	if (cls.state == ca_dedicated)
424 		return;
425 
426 	// don't connect to a server if we're benchmarking a demo
427 	if (COM_CheckParm("-benchmark"))
428 		return;
429 
430 	// clear menu's connect error message
431 #ifdef CONFIG_MENU
432 	M_Update_Return_Reason("");
433 #endif
434 	cls.demonum = -1;
435 
436 	// stop demo loop in case this fails
437 	if (cls.demoplayback)
438 		CL_StopPlayback();
439 
440 	// if downloads are running, cancel their finishing action
441 	Curl_Clear_forthismap();
442 
443 	// make sure the client ports are open before attempting to connect
444 	NetConn_UpdateSockets();
445 
446 	if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
447 	{
448 		cls.connect_trying = true;
449 		cls.connect_remainingtries = 3;
450 		cls.connect_nextsendtime = 0;
451 
452 		// only NOW, set connect_userinfo
453 		if(firstarg >= 0)
454 		{
455 			int i;
456 			*cls.connect_userinfo = 0;
457 			for(i = firstarg; i+2 <= Cmd_Argc(); i += 2)
458 				InfoString_SetValue(cls.connect_userinfo, sizeof(cls.connect_userinfo), Cmd_Argv(i), Cmd_Argv(i+1));
459 		}
460 		else if(firstarg < -1)
461 		{
462 			// -1: keep as is (reconnect)
463 			// -2: clear
464 			*cls.connect_userinfo = 0;
465 		}
466 
467 #ifdef CONFIG_MENU
468 		M_Update_Return_Reason("Trying to connect...");
469 #endif
470 	}
471 	else
472 	{
473 		Con_Print("Unable to find a suitable network socket to connect to server.\n");
474 #ifdef CONFIG_MENU
475 		M_Update_Return_Reason("No network");
476 #endif
477 	}
478 }
479 
480 /*
481 ==============
482 CL_PrintEntities_f
483 ==============
484 */
CL_PrintEntities_f(void)485 static void CL_PrintEntities_f(void)
486 {
487 	entity_t *ent;
488 	int i;
489 
490 	for (i = 0, ent = cl.entities;i < cl.num_entities;i++, ent++)
491 	{
492 		const char* modelname;
493 
494 		if (!ent->state_current.active)
495 			continue;
496 
497 		if (ent->render.model)
498 			modelname = ent->render.model->name;
499 		else
500 			modelname = "--no model--";
501 		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);
502 	}
503 }
504 
505 /*
506 ===============
507 CL_ModelIndexList_f
508 
509 List information on all models in the client modelindex
510 ===============
511 */
CL_ModelIndexList_f(void)512 static void CL_ModelIndexList_f(void)
513 {
514 	int i;
515 	dp_model_t *model;
516 
517 	// Print Header
518 	Con_Printf("%3s: %-30s %-8s %-8s\n", "ID", "Name", "Type", "Triangles");
519 
520 	for (i = -MAX_MODELS;i < MAX_MODELS;i++)
521 	{
522 		model = CL_GetModelByIndex(i);
523 		if (!model)
524 			continue;
525 		if(model->loaded || i == 1)
526 			Con_Printf("%3i: %-30s %-8s %-10i\n", i, model->name, model->modeldatatypestring, model->surfmesh.num_triangles);
527 		else
528 			Con_Printf("%3i: %-30s %-30s\n", i, model->name, "--no local model found--");
529 		i++;
530 	}
531 }
532 
533 /*
534 ===============
535 CL_SoundIndexList_f
536 
537 List all sounds in the client soundindex
538 ===============
539 */
CL_SoundIndexList_f(void)540 static void CL_SoundIndexList_f(void)
541 {
542 	int i = 1;
543 
544 	while(cl.sound_precache[i] && i != MAX_SOUNDS)
545 	{ // Valid Sound
546 		Con_Printf("%i : %s\n", i, cl.sound_precache[i]->name);
547 		i++;
548 	}
549 }
550 
551 /*
552 ===============
553 CL_UpdateRenderEntity
554 
555 Updates inversematrix, animation interpolation factors, scale, and mins/maxs
556 ===============
557 */
CL_UpdateRenderEntity(entity_render_t * ent)558 void CL_UpdateRenderEntity(entity_render_t *ent)
559 {
560 	vec3_t org;
561 	vec_t scale;
562 	dp_model_t *model = ent->model;
563 	// update the inverse matrix for the renderer
564 	Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
565 	// update the animation blend state
566 	VM_FrameBlendFromFrameGroupBlend(ent->frameblend, ent->framegroupblend, ent->model, cl.time);
567 	// we need the matrix origin to center the box
568 	Matrix4x4_OriginFromMatrix(&ent->matrix, org);
569 	// update entity->render.scale because the renderer needs it
570 	ent->scale = scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
571 	if (model)
572 	{
573 		// NOTE: this directly extracts vector components from the matrix, which relies on the matrix orientation!
574 #ifdef MATRIX4x4_OPENGLORIENTATION
575 		if (ent->matrix.m[0][2] != 0 || ent->matrix.m[1][2] != 0)
576 #else
577 		if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
578 #endif
579 		{
580 			// pitch or roll
581 			VectorMA(org, scale, model->rotatedmins, ent->mins);
582 			VectorMA(org, scale, model->rotatedmaxs, ent->maxs);
583 		}
584 #ifdef MATRIX4x4_OPENGLORIENTATION
585 		else if (ent->matrix.m[1][0] != 0 || ent->matrix.m[0][1] != 0)
586 #else
587 		else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
588 #endif
589 		{
590 			// yaw
591 			VectorMA(org, scale, model->yawmins, ent->mins);
592 			VectorMA(org, scale, model->yawmaxs, ent->maxs);
593 		}
594 		else
595 		{
596 			VectorMA(org, scale, model->normalmins, ent->mins);
597 			VectorMA(org, scale, model->normalmaxs, ent->maxs);
598 		}
599 	}
600 	else
601 	{
602 		ent->mins[0] = org[0] - 16;
603 		ent->mins[1] = org[1] - 16;
604 		ent->mins[2] = org[2] - 16;
605 		ent->maxs[0] = org[0] + 16;
606 		ent->maxs[1] = org[1] + 16;
607 		ent->maxs[2] = org[2] + 16;
608 	}
609 }
610 
611 /*
612 ===============
613 CL_LerpPoint
614 
615 Determines the fraction between the last two messages that the objects
616 should be put at.
617 ===============
618 */
CL_LerpPoint(void)619 static float CL_LerpPoint(void)
620 {
621 	float f;
622 
623 	if (cl_nettimesyncboundmode.integer == 1)
624 		cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
625 
626 	// LordHavoc: lerp in listen games as the server is being capped below the client (usually)
627 	if (cl.mtime[0] <= cl.mtime[1])
628 	{
629 		cl.time = cl.mtime[0];
630 		return 1;
631 	}
632 
633 	f = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]);
634 	return bound(0, f, 1 + cl_lerpexcess.value);
635 }
636 
CL_ClearTempEntities(void)637 void CL_ClearTempEntities (void)
638 {
639 	r_refdef.scene.numtempentities = 0;
640 	// grow tempentities buffer on request
641 	if (r_refdef.scene.expandtempentities)
642 	{
643 		Con_Printf("CL_NewTempEntity: grow maxtempentities from %i to %i\n", r_refdef.scene.maxtempentities, r_refdef.scene.maxtempentities * 2);
644 		r_refdef.scene.maxtempentities *= 2;
645 		r_refdef.scene.tempentities = (entity_render_t *)Mem_Realloc(cls.permanentmempool, r_refdef.scene.tempentities, sizeof(entity_render_t) * r_refdef.scene.maxtempentities);
646 		r_refdef.scene.expandtempentities = false;
647 	}
648 }
649 
CL_NewTempEntity(double shadertime)650 entity_render_t *CL_NewTempEntity(double shadertime)
651 {
652 	entity_render_t *render;
653 
654 	if (r_refdef.scene.numentities >= r_refdef.scene.maxentities)
655 		return NULL;
656 	if (r_refdef.scene.numtempentities >= r_refdef.scene.maxtempentities)
657 	{
658 		r_refdef.scene.expandtempentities = true; // will be reallocated next frame since current frame may have pointers set already
659 		return NULL;
660 	}
661 	render = &r_refdef.scene.tempentities[r_refdef.scene.numtempentities++];
662 	memset (render, 0, sizeof(*render));
663 	r_refdef.scene.entities[r_refdef.scene.numentities++] = render;
664 
665 	render->shadertime = shadertime;
666 	render->alpha = 1;
667 	VectorSet(render->colormod, 1, 1, 1);
668 	VectorSet(render->glowmod, 1, 1, 1);
669 	return render;
670 }
671 
CL_Effect(vec3_t org,int modelindex,int startframe,int framecount,float framerate)672 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
673 {
674 	int i;
675 	cl_effect_t *e;
676 	if (!modelindex) // sanity check
677 		return;
678 	if (framerate < 1)
679 	{
680 		Con_Printf("CL_Effect: framerate %f is < 1\n", framerate);
681 		return;
682 	}
683 	if (framecount < 1)
684 	{
685 		Con_Printf("CL_Effect: framecount %i is < 1\n", framecount);
686 		return;
687 	}
688 	for (i = 0, e = cl.effects;i < cl.max_effects;i++, e++)
689 	{
690 		if (e->active)
691 			continue;
692 		e->active = true;
693 		VectorCopy(org, e->origin);
694 		e->modelindex = modelindex;
695 		e->starttime = cl.time;
696 		e->startframe = startframe;
697 		e->endframe = startframe + framecount;
698 		e->framerate = framerate;
699 
700 		e->frame = 0;
701 		e->frame1time = cl.time;
702 		e->frame2time = cl.time;
703 		cl.num_effects = max(cl.num_effects, i + 1);
704 		break;
705 	}
706 }
707 
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)708 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)
709 {
710 	int i;
711 	dlight_t *dl;
712 
713 // then look for anything else
714 	dl = cl.dlights;
715 	for (i = 0;i < cl.max_dlights;i++, dl++)
716 		if (!dl->radius)
717 			break;
718 
719 	// unable to find one
720 	if (i == cl.max_dlights)
721 		return;
722 
723 	//Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
724 	memset (dl, 0, sizeof(*dl));
725 	cl.num_dlights = max(cl.num_dlights, i + 1);
726 	Matrix4x4_Normalize(&dl->matrix, matrix);
727 	dl->ent = ent;
728 	Matrix4x4_OriginFromMatrix(&dl->matrix, dl->origin);
729 	CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
730 	Matrix4x4_SetOrigin(&dl->matrix, dl->origin[0], dl->origin[1], dl->origin[2]);
731 	dl->radius = radius;
732 	dl->color[0] = red;
733 	dl->color[1] = green;
734 	dl->color[2] = blue;
735 	dl->initialradius = radius;
736 	dl->initialcolor[0] = red;
737 	dl->initialcolor[1] = green;
738 	dl->initialcolor[2] = blue;
739 	dl->decay = decay / radius; // changed decay to be a percentage decrease
740 	dl->intensity = 1; // this is what gets decayed
741 	if (lifetime)
742 		dl->die = cl.time + lifetime;
743 	else
744 		dl->die = 0;
745 	if (cubemapnum > 0)
746 		dpsnprintf(dl->cubemapname, sizeof(dl->cubemapname), "cubemaps/%i", cubemapnum);
747 	else
748 		dl->cubemapname[0] = 0;
749 	dl->style = style;
750 	dl->shadow = shadowenable;
751 	dl->corona = corona;
752 	dl->flags = flags;
753 	dl->coronasizescale = coronasizescale;
754 	dl->ambientscale = ambientscale;
755 	dl->diffusescale = diffusescale;
756 	dl->specularscale = specularscale;
757 }
758 
CL_DecayLightFlashes(void)759 static void CL_DecayLightFlashes(void)
760 {
761 	int i, oldmax;
762 	dlight_t *dl;
763 	float time;
764 
765 	time = bound(0, cl.time - cl.oldtime, 0.1);
766 	oldmax = cl.num_dlights;
767 	cl.num_dlights = 0;
768 	for (i = 0, dl = cl.dlights;i < oldmax;i++, dl++)
769 	{
770 		if (dl->radius)
771 		{
772 			dl->intensity -= time * dl->decay;
773 			if (cl.time < dl->die && dl->intensity > 0)
774 			{
775 				if (cl_dlights_decayradius.integer)
776 					dl->radius = dl->initialradius * dl->intensity;
777 				else
778 					dl->radius = dl->initialradius;
779 				if (cl_dlights_decaybrightness.integer)
780 					VectorScale(dl->initialcolor, dl->intensity, dl->color);
781 				else
782 					VectorCopy(dl->initialcolor, dl->color);
783 				cl.num_dlights = i + 1;
784 			}
785 			else
786 				dl->radius = 0;
787 		}
788 	}
789 }
790 
791 // called before entity relinking
CL_RelinkLightFlashes(void)792 void CL_RelinkLightFlashes(void)
793 {
794 	int i, j, k, l;
795 	dlight_t *dl;
796 	float frac, f;
797 	matrix4x4_t tempmatrix;
798 
799 	if (r_dynamic.integer)
800 	{
801 		for (i = 0, dl = cl.dlights;i < cl.num_dlights && r_refdef.scene.numlights < MAX_DLIGHTS;i++, dl++)
802 		{
803 			if (dl->radius)
804 			{
805 				tempmatrix = dl->matrix;
806 				Matrix4x4_Scale(&tempmatrix, dl->radius, 1);
807 				// we need the corona fading to be persistent
808 				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);
809 				r_refdef.scene.lights[r_refdef.scene.numlights++] = &dl->rtlight;
810 			}
811 		}
812 	}
813 
814 	if (!cl.lightstyle)
815 	{
816 		for (j = 0;j < cl.max_lightstyle;j++)
817 		{
818 			r_refdef.scene.rtlightstylevalue[j] = 1;
819 			r_refdef.scene.lightstylevalue[j] = 256;
820 		}
821 		return;
822 	}
823 
824 // light animations
825 // 'm' is normal light, 'a' is no light, 'z' is double bright
826 	f = cl.time * 10;
827 	i = (int)floor(f);
828 	frac = f - i;
829 	for (j = 0;j < cl.max_lightstyle;j++)
830 	{
831 		if (!cl.lightstyle[j].length)
832 		{
833 			r_refdef.scene.rtlightstylevalue[j] = 1;
834 			r_refdef.scene.lightstylevalue[j] = 256;
835 			continue;
836 		}
837 		// static lightstyle "=value"
838 		if (cl.lightstyle[j].map[0] == '=')
839 		{
840 			r_refdef.scene.rtlightstylevalue[j] = atof(cl.lightstyle[j].map + 1);
841 			if ( r_lerplightstyles.integer || ((int)f - f) < 0.01)
842 				r_refdef.scene.lightstylevalue[j] = r_refdef.scene.rtlightstylevalue[j];
843 			continue;
844 		}
845 		k = i % cl.lightstyle[j].length;
846 		l = (i-1) % cl.lightstyle[j].length;
847 		k = cl.lightstyle[j].map[k] - 'a';
848 		l = cl.lightstyle[j].map[l] - 'a';
849 		// rtlightstylevalue is always interpolated because it has no bad
850 		// consequences for performance
851 		// lightstylevalue is subject to a cvar for performance reasons;
852 		// skipping lightmap updates on most rendered frames substantially
853 		// improves framerates (but makes light fades look bad)
854 		r_refdef.scene.rtlightstylevalue[j] = ((k*frac)+(l*(1-frac)))*(22/256.0f);
855 		r_refdef.scene.lightstylevalue[j] = r_lerplightstyles.integer ? (unsigned short)(((k*frac)+(l*(1-frac)))*22) : k*22;
856 	}
857 }
858 
CL_AddQWCTFFlagModel(entity_t * player,int skin)859 static void CL_AddQWCTFFlagModel(entity_t *player, int skin)
860 {
861 	int frame = player->render.framegroupblend[0].frame;
862 	float f;
863 	entity_render_t *flagrender;
864 	matrix4x4_t flagmatrix;
865 
866 	// this code taken from QuakeWorld
867 	f = 14;
868 	if (frame >= 29 && frame <= 40)
869 	{
870 		if (frame >= 29 && frame <= 34)
871 		{ //axpain
872 			if      (frame == 29) f = f + 2;
873 			else if (frame == 30) f = f + 8;
874 			else if (frame == 31) f = f + 12;
875 			else if (frame == 32) f = f + 11;
876 			else if (frame == 33) f = f + 10;
877 			else if (frame == 34) f = f + 4;
878 		}
879 		else if (frame >= 35 && frame <= 40)
880 		{ // pain
881 			if      (frame == 35) f = f + 2;
882 			else if (frame == 36) f = f + 10;
883 			else if (frame == 37) f = f + 10;
884 			else if (frame == 38) f = f + 8;
885 			else if (frame == 39) f = f + 4;
886 			else if (frame == 40) f = f + 2;
887 		}
888 	}
889 	else if (frame >= 103 && frame <= 118)
890 	{
891 		if      (frame >= 103 && frame <= 104) f = f + 6;  //nailattack
892 		else if (frame >= 105 && frame <= 106) f = f + 6;  //light
893 		else if (frame >= 107 && frame <= 112) f = f + 7;  //rocketattack
894 		else if (frame >= 112 && frame <= 118) f = f + 7;  //shotattack
895 	}
896 	// end of code taken from QuakeWorld
897 
898 	flagrender = CL_NewTempEntity(player->render.shadertime);
899 	if (!flagrender)
900 		return;
901 
902 	flagrender->model = CL_GetModelByIndex(cl.qw_modelindex_flag);
903 	flagrender->skinnum = skin;
904 	flagrender->alpha = 1;
905 	VectorSet(flagrender->colormod, 1, 1, 1);
906 	VectorSet(flagrender->glowmod, 1, 1, 1);
907 	// attach the flag to the player matrix
908 	Matrix4x4_CreateFromQuakeEntity(&flagmatrix, -f, -22, 0, 0, 0, -45, 1);
909 	Matrix4x4_Concat(&flagrender->matrix, &player->render.matrix, &flagmatrix);
910 	CL_UpdateRenderEntity(flagrender);
911 }
912 
913 matrix4x4_t viewmodelmatrix_withbob;
914 matrix4x4_t viewmodelmatrix_nobob;
915 
916 static const vec3_t muzzleflashorigin = {18, 0, 0};
917 
CL_SetEntityColormapColors(entity_render_t * ent,int colormap)918 void CL_SetEntityColormapColors(entity_render_t *ent, int colormap)
919 {
920 	const unsigned char *cbcolor;
921 	if (colormap >= 0)
922 	{
923 		cbcolor = palette_rgb_pantscolormap[colormap & 0xF];
924 		VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_pantscolor);
925 		cbcolor = palette_rgb_shirtcolormap[(colormap & 0xF0) >> 4];
926 		VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_shirtcolor);
927 	}
928 	else
929 	{
930 		VectorClear(ent->colormap_pantscolor);
931 		VectorClear(ent->colormap_shirtcolor);
932 	}
933 }
934 
935 // note this is a recursive function, recursionlimit should be 32 or so on the initial call
CL_UpdateNetworkEntity(entity_t * e,int recursionlimit,qboolean interpolate)936 static void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolate)
937 {
938 	const matrix4x4_t *matrix;
939 	matrix4x4_t blendmatrix, tempmatrix, matrix2;
940 	int frame;
941 	vec_t origin[3], angles[3], lerp;
942 	entity_t *t;
943 	entity_render_t *r;
944 	//entity_persistent_t *p = &e->persistent;
945 	//entity_render_t *r = &e->render;
946 	// skip inactive entities and world
947 	if (!e->state_current.active || e == cl.entities)
948 		return;
949 	if (recursionlimit < 1)
950 		return;
951 	e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
952 	e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
953 	e->render.flags = e->state_current.flags;
954 	e->render.effects = e->state_current.effects;
955 	VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
956 	VectorScale(e->state_current.glowmod, (1.0f / 32.0f), e->render.glowmod);
957 	if(e >= cl.entities && e < cl.entities + cl.num_entities)
958 		e->render.entitynumber = e - cl.entities;
959 	else
960 		e->render.entitynumber = 0;
961 	if (e->state_current.flags & RENDER_COLORMAPPED)
962 		CL_SetEntityColormapColors(&e->render, e->state_current.colormap);
963 	else if (e->state_current.colormap > 0 && e->state_current.colormap <= cl.maxclients && cl.scores != NULL)
964 		CL_SetEntityColormapColors(&e->render, cl.scores[e->state_current.colormap-1].colors);
965 	else
966 		CL_SetEntityColormapColors(&e->render, -1);
967 	e->render.skinnum = e->state_current.skin;
968 	if (e->state_current.tagentity)
969 	{
970 		// attached entity (gun held in player model's hand, etc)
971 		// if the tag entity is currently impossible, skip it
972 		if (e->state_current.tagentity >= cl.num_entities)
973 			return;
974 		t = cl.entities + e->state_current.tagentity;
975 		// if the tag entity is inactive, skip it
976 		if (t->state_current.active)
977 		{
978 			// update the parent first
979 			CL_UpdateNetworkEntity(t, recursionlimit - 1, interpolate);
980 			r = &t->render;
981 		}
982 		else
983 		{
984 			// it may still be a CSQC entity... trying to use its
985 			// info from last render frame (better than nothing)
986 			if(!cl.csqc_server2csqcentitynumber[e->state_current.tagentity])
987 				return;
988 			r = cl.csqcrenderentities + cl.csqc_server2csqcentitynumber[e->state_current.tagentity];
989 			if(!r->entitynumber)
990 				return; // neither CSQC nor legacy entity... can't attach
991 		}
992 		// make relative to the entity
993 		matrix = &r->matrix;
994 		// some properties of the tag entity carry over
995 		e->render.flags |= r->flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
996 		// if a valid tagindex is used, make it relative to that tag instead
997 		if (e->state_current.tagentity && e->state_current.tagindex >= 1 && r->model)
998 		{
999 			if(!Mod_Alias_GetTagMatrix(r->model, r->frameblend, r->skeleton, e->state_current.tagindex - 1, &blendmatrix)) // i.e. no error
1000 			{
1001 				// concat the tag matrices onto the entity matrix
1002 				Matrix4x4_Concat(&tempmatrix, &r->matrix, &blendmatrix);
1003 				// use the constructed tag matrix
1004 				matrix = &tempmatrix;
1005 			}
1006 		}
1007 	}
1008 	else if (e->render.flags & RENDER_VIEWMODEL)
1009 	{
1010 		// view-relative entity (guns and such)
1011 		if (e->render.effects & EF_NOGUNBOB)
1012 			matrix = &viewmodelmatrix_nobob; // really attached to view
1013 		else
1014 			matrix = &viewmodelmatrix_withbob; // attached to gun bob matrix
1015 	}
1016 	else
1017 	{
1018 		// world-relative entity (the normal kind)
1019 		matrix = &identitymatrix;
1020 	}
1021 
1022 	// movement lerp
1023 	// if it's the predicted player entity, update according to client movement
1024 	// but don't lerp if going through a teleporter as it causes a bad lerp
1025 	// also don't use the predicted location if fixangle was set on both of
1026 	// the most recent server messages, as that cause means you are spectating
1027 	// someone or watching a cutscene of some sort
1028 	if (cl_nolerp.integer || cls.timedemo)
1029 		interpolate = false;
1030 	if (e == cl.entities + cl.playerentity && cl.movement_predicted && (!cl.fixangle[1] || !cl.fixangle[0]))
1031 	{
1032 		VectorCopy(cl.movement_origin, origin);
1033 		VectorSet(angles, 0, cl.viewangles[1], 0);
1034 	}
1035 	else if (interpolate && e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1 + cl_lerpexcess.value)
1036 	{
1037 		// interpolate the origin and angles
1038 		lerp = max(0, lerp);
1039 		VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
1040 #if 0
1041 		// this fails at the singularity of euler angles
1042 		VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
1043 		if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
1044 		if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
1045 		if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
1046 		VectorMA(e->persistent.oldangles, lerp, delta, angles);
1047 #else
1048 		{
1049 			vec3_t f0, u0, f1, u1;
1050 			AngleVectors(e->persistent.oldangles, f0, NULL, u0);
1051 			AngleVectors(e->persistent.newangles, f1, NULL, u1);
1052 			VectorMAM(1-lerp, f0, lerp, f1, f0);
1053 			VectorMAM(1-lerp, u0, lerp, u1, u0);
1054 			AnglesFromVectors(angles, f0, u0, false);
1055 		}
1056 #endif
1057 	}
1058 	else
1059 	{
1060 		// no interpolation
1061 		VectorCopy(e->persistent.neworigin, origin);
1062 		VectorCopy(e->persistent.newangles, angles);
1063 	}
1064 
1065 	// model setup and some modelflags
1066 	frame = e->state_current.frame;
1067 	e->render.model = CL_GetModelByIndex(e->state_current.modelindex);
1068 	if (e->render.model)
1069 	{
1070 		if (e->render.skinnum >= e->render.model->numskins)
1071 			e->render.skinnum = 0;
1072 		if (frame >= e->render.model->numframes)
1073 			frame = 0;
1074 		// models can set flags such as EF_ROCKET
1075 		// this 0xFF800000 mask is EF_NOMODELFLAGS plus all the higher EF_ flags such as EF_ROCKET
1076 		if (!(e->render.effects & 0xFF800000))
1077 			e->render.effects |= e->render.model->effects;
1078 		// if model is alias or this is a tenebrae-like dlight, reverse pitch direction
1079 		if (e->render.model->type == mod_alias)
1080 			angles[0] = -angles[0];
1081 		if ((e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
1082 		{
1083 			VectorScale(e->render.colormod, 2, e->render.colormod);
1084 			VectorScale(e->render.glowmod, 2, e->render.glowmod);
1085 		}
1086 	}
1087 	// if model is alias or this is a tenebrae-like dlight, reverse pitch direction
1088 	else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
1089 		angles[0] = -angles[0];
1090 		// NOTE: this must be synced to SV_GetPitchSign!
1091 
1092 	if ((e->render.effects & EF_ROTATE) && !(e->render.flags & RENDER_VIEWMODEL))
1093 	{
1094 		angles[1] = ANGLEMOD(100*cl.time);
1095 		if (cl_itembobheight.value)
1096 			origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
1097 	}
1098 
1099 	// animation lerp
1100 	e->render.skeleton = NULL;
1101 	if (e->render.flags & RENDER_COMPLEXANIMATION)
1102 	{
1103 		e->render.framegroupblend[0] = e->state_current.framegroupblend[0];
1104 		e->render.framegroupblend[1] = e->state_current.framegroupblend[1];
1105 		e->render.framegroupblend[2] = e->state_current.framegroupblend[2];
1106 		e->render.framegroupblend[3] = e->state_current.framegroupblend[3];
1107 		if (e->state_current.skeletonobject.model && e->state_current.skeletonobject.relativetransforms)
1108 			e->render.skeleton = &e->state_current.skeletonobject;
1109 	}
1110 	else if (e->render.framegroupblend[0].frame == frame)
1111 	{
1112 		// update frame lerp fraction
1113 		e->render.framegroupblend[0].lerp = 1;
1114 		e->render.framegroupblend[1].lerp = 0;
1115 		if (e->render.framegroupblend[0].start > e->render.framegroupblend[1].start)
1116 		{
1117 			// make sure frame lerp won't last longer than 100ms
1118 			// (this mainly helps with models that use framegroups and
1119 			// switch between them infrequently)
1120 			float maxdelta = cl_lerpanim_maxdelta_server.value;
1121 			if(e->render.model)
1122 			if(e->render.model->animscenes)
1123 			if(e->render.model->animscenes[e->render.framegroupblend[0].frame].framecount > 1 || e->render.model->animscenes[e->render.framegroupblend[1].frame].framecount > 1)
1124 				maxdelta = cl_lerpanim_maxdelta_framegroups.value;
1125 			maxdelta = max(maxdelta, cl.mtime[0] - cl.mtime[1]);
1126 			e->render.framegroupblend[0].lerp = (cl.time - e->render.framegroupblend[0].start) / min(e->render.framegroupblend[0].start - e->render.framegroupblend[1].start, maxdelta);
1127 			e->render.framegroupblend[0].lerp = bound(0, e->render.framegroupblend[0].lerp, 1);
1128 			e->render.framegroupblend[1].lerp = 1 - e->render.framegroupblend[0].lerp;
1129 		}
1130 	}
1131 	else
1132 	{
1133 		// begin a new frame lerp
1134 		e->render.framegroupblend[1] = e->render.framegroupblend[0];
1135 		e->render.framegroupblend[1].lerp = 1;
1136 		e->render.framegroupblend[0].frame = frame;
1137 		e->render.framegroupblend[0].start = cl.time;
1138 		e->render.framegroupblend[0].lerp = 0;
1139 	}
1140 
1141 	// set up the render matrix
1142 	if (matrix)
1143 	{
1144 		// attached entity, this requires a matrix multiply (concat)
1145 		// FIXME: e->render.scale should go away
1146 		Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1147 		// concat the matrices to make the entity relative to its tag
1148 		Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
1149 		// get the origin from the new matrix
1150 		Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1151 	}
1152 	else
1153 	{
1154 		// unattached entities are faster to process
1155 		Matrix4x4_CreateFromQuakeEntity(&e->render.matrix, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1156 	}
1157 
1158 	// tenebrae's sprites are all additive mode (weird)
1159 	if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
1160 		e->render.flags |= RENDER_ADDITIVE;
1161 	// player model is only shown with chase_active on
1162 	if (e->state_current.number == cl.viewentity)
1163 		e->render.flags |= RENDER_EXTERIORMODEL;
1164 	// either fullbright or lit
1165 	if(!r_fullbright.integer)
1166 	{
1167 		if (!(e->render.effects & EF_FULLBRIGHT))
1168 			e->render.flags |= RENDER_LIGHT;
1169 		else if(r_equalize_entities_fullbright.integer)
1170 			e->render.flags |= RENDER_LIGHT | RENDER_EQUALIZE;
1171 	}
1172 	// hide player shadow during intermission or nehahra movie
1173 	if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST))
1174 	 && (e->render.alpha >= 1)
1175 	 && !(e->render.flags & RENDER_VIEWMODEL)
1176 	 && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
1177 		e->render.flags |= RENDER_SHADOW;
1178 	if (e->render.flags & RENDER_VIEWMODEL)
1179 		e->render.flags |= RENDER_NOSELFSHADOW;
1180 	if (e->render.effects & EF_NOSELFSHADOW)
1181 		e->render.flags |= RENDER_NOSELFSHADOW;
1182 	if (e->render.effects & EF_NODEPTHTEST)
1183 		e->render.flags |= RENDER_NODEPTHTEST;
1184 	if (e->render.effects & EF_ADDITIVE)
1185 		e->render.flags |= RENDER_ADDITIVE;
1186 	if (e->render.effects & EF_DOUBLESIDED)
1187 		e->render.flags |= RENDER_DOUBLESIDED;
1188 	if (e->render.effects & EF_DYNAMICMODELLIGHT)
1189 		e->render.flags |= RENDER_DYNAMICMODELLIGHT;
1190 
1191 	// make the other useful stuff
1192 	e->render.allowdecals = true;
1193 	CL_UpdateRenderEntity(&e->render);
1194 }
1195 
1196 // creates light and trails from an entity
CL_UpdateNetworkEntityTrail(entity_t * e)1197 static void CL_UpdateNetworkEntityTrail(entity_t *e)
1198 {
1199 	effectnameindex_t trailtype;
1200 	vec3_t origin;
1201 
1202 	// bmodels are treated specially since their origin is usually '0 0 0' and
1203 	// their actual geometry is far from '0 0 0'
1204 	if (e->render.model && e->render.model->soundfromcenter)
1205 	{
1206 		vec3_t o;
1207 		VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1208 		Matrix4x4_Transform(&e->render.matrix, o, origin);
1209 	}
1210 	else
1211 		Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1212 
1213 	// handle particle trails and such effects now that we know where this
1214 	// entity is in the world...
1215 	trailtype = EFFECT_NONE;
1216 	// LordHavoc: if the entity has no effects, don't check each
1217 	if (e->render.effects & (EF_BRIGHTFIELD | EF_FLAME | EF_STARDUST))
1218 	{
1219 		if (e->render.effects & EF_BRIGHTFIELD)
1220 		{
1221 			if (IS_NEXUIZ_DERIVED(gamemode))
1222 				trailtype = EFFECT_TR_NEXUIZPLASMA;
1223 			else
1224 				CL_EntityParticles(e);
1225 		}
1226 		if (e->render.effects & EF_FLAME)
1227 			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);
1228 		if (e->render.effects & EF_STARDUST)
1229 			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);
1230 	}
1231 	if (e->render.internaleffects & (INTEF_FLAG1QW | INTEF_FLAG2QW))
1232 	{
1233 		// these are only set on player entities
1234 		CL_AddQWCTFFlagModel(e, (e->render.internaleffects & INTEF_FLAG2QW) != 0);
1235 	}
1236 	// muzzleflash fades over time
1237 	if (e->persistent.muzzleflash > 0)
1238 		e->persistent.muzzleflash -= bound(0, cl.time - cl.oldtime, 0.1) * 20;
1239 	// LordHavoc: if the entity has no effects, don't check each
1240 	if (e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1241 	{
1242 		if (e->render.effects & EF_GIB)
1243 			trailtype = EFFECT_TR_BLOOD;
1244 		else if (e->render.effects & EF_ZOMGIB)
1245 			trailtype = EFFECT_TR_SLIGHTBLOOD;
1246 		else if (e->render.effects & EF_TRACER)
1247 			trailtype = EFFECT_TR_WIZSPIKE;
1248 		else if (e->render.effects & EF_TRACER2)
1249 			trailtype = EFFECT_TR_KNIGHTSPIKE;
1250 		else if (e->render.effects & EF_ROCKET)
1251 			trailtype = EFFECT_TR_ROCKET;
1252 		else if (e->render.effects & EF_GRENADE)
1253 		{
1254 			// LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1255 			trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1256 		}
1257 		else if (e->render.effects & EF_TRACER3)
1258 			trailtype = EFFECT_TR_VORESPIKE;
1259 	}
1260 	// do trails
1261 	if (e->render.flags & RENDER_GLOWTRAIL)
1262 		trailtype = EFFECT_TR_GLOWTRAIL;
1263 	if (e->state_current.traileffectnum)
1264 		trailtype = (effectnameindex_t)e->state_current.traileffectnum;
1265 	// check if a trail is allowed (it is not after a teleport for example)
1266 	if (trailtype && e->persistent.trail_allowed)
1267 	{
1268 		float len;
1269 		vec3_t vel;
1270 		VectorSubtract(e->state_current.origin, e->state_previous.origin, vel);
1271 		len = e->state_current.time - e->state_previous.time;
1272 		if (len > 0)
1273 			len = 1.0f / len;
1274 		VectorScale(vel, len, vel);
1275 		// 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
1276 		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);
1277 	}
1278 	// now that the entity has survived one trail update it is allowed to
1279 	// leave a real trail on later frames
1280 	e->persistent.trail_allowed = true;
1281 	VectorCopy(origin, e->persistent.trail_origin);
1282 }
1283 
1284 
1285 /*
1286 ===============
1287 CL_UpdateViewEntities
1288 ===============
1289 */
CL_UpdateViewEntities(void)1290 void CL_UpdateViewEntities(void)
1291 {
1292 	int i;
1293 	// update any RENDER_VIEWMODEL entities to use the new view matrix
1294 	for (i = 1;i < cl.num_entities;i++)
1295 	{
1296 		if (cl.entities_active[i])
1297 		{
1298 			entity_t *ent = cl.entities + i;
1299 			if ((ent->render.flags & RENDER_VIEWMODEL) || ent->state_current.tagentity)
1300 				CL_UpdateNetworkEntity(ent, 32, true);
1301 		}
1302 	}
1303 	// and of course the engine viewmodel needs updating as well
1304 	CL_UpdateNetworkEntity(&cl.viewent, 32, true);
1305 }
1306 
1307 /*
1308 ===============
1309 CL_UpdateNetworkCollisionEntities
1310 ===============
1311 */
CL_UpdateNetworkCollisionEntities(void)1312 static void CL_UpdateNetworkCollisionEntities(void)
1313 {
1314 	entity_t *ent;
1315 	int i;
1316 
1317 	// start on the entity after the world
1318 	cl.num_brushmodel_entities = 0;
1319 	for (i = cl.maxclients + 1;i < cl.num_entities;i++)
1320 	{
1321 		if (cl.entities_active[i])
1322 		{
1323 			ent = cl.entities + i;
1324 			if (ent->state_current.active && ent->render.model && ent->render.model->name[0] == '*' && ent->render.model->TraceBox)
1325 			{
1326 				// do not interpolate the bmodels for this
1327 				CL_UpdateNetworkEntity(ent, 32, false);
1328 				cl.brushmodel_entities[cl.num_brushmodel_entities++] = i;
1329 			}
1330 		}
1331 	}
1332 }
1333 
1334 /*
1335 ===============
1336 CL_UpdateNetworkEntities
1337 ===============
1338 */
CL_UpdateNetworkEntities(void)1339 static void CL_UpdateNetworkEntities(void)
1340 {
1341 	entity_t *ent;
1342 	int i;
1343 
1344 	// start on the entity after the world
1345 	for (i = 1;i < cl.num_entities;i++)
1346 	{
1347 		if (cl.entities_active[i])
1348 		{
1349 			ent = cl.entities + i;
1350 			if (ent->state_current.active)
1351 			{
1352 				CL_UpdateNetworkEntity(ent, 32, true);
1353 				// view models should never create light/trails
1354 				if (!(ent->render.flags & RENDER_VIEWMODEL))
1355 					CL_UpdateNetworkEntityTrail(ent);
1356 			}
1357 			else
1358 			{
1359 				R_DecalSystem_Reset(&ent->render.decalsystem);
1360 				cl.entities_active[i] = false;
1361 			}
1362 		}
1363 	}
1364 }
1365 
CL_UpdateViewModel(void)1366 static void CL_UpdateViewModel(void)
1367 {
1368 	entity_t *ent;
1369 	ent = &cl.viewent;
1370 	ent->state_previous = ent->state_current;
1371 	ent->state_current = defaultstate;
1372 	ent->state_current.time = cl.time;
1373 	ent->state_current.number = (unsigned short)-1;
1374 	ent->state_current.active = true;
1375 	ent->state_current.modelindex = cl.stats[STAT_WEAPON];
1376 	ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
1377 	ent->state_current.flags = RENDER_VIEWMODEL;
1378 	if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
1379 		ent->state_current.modelindex = 0;
1380 	else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
1381 	{
1382 		if (gamemode == GAME_TRANSFUSION)
1383 			ent->state_current.alpha = 128;
1384 		else
1385 			ent->state_current.modelindex = 0;
1386 	}
1387 	ent->state_current.alpha = cl.entities[cl.viewentity].state_current.alpha;
1388 	ent->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB));
1389 
1390 	// reset animation interpolation on weaponmodel if model changed
1391 	if (ent->state_previous.modelindex != ent->state_current.modelindex)
1392 	{
1393 		ent->render.framegroupblend[0].frame = ent->render.framegroupblend[1].frame = ent->state_current.frame;
1394 		ent->render.framegroupblend[0].start = ent->render.framegroupblend[1].start = cl.time;
1395 		ent->render.framegroupblend[0].lerp = 1;ent->render.framegroupblend[1].lerp = 0;
1396 	}
1397 	CL_UpdateNetworkEntity(ent, 32, true);
1398 }
1399 
1400 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
CL_LinkNetworkEntity(entity_t * e)1401 static void CL_LinkNetworkEntity(entity_t *e)
1402 {
1403 	effectnameindex_t trailtype;
1404 	vec3_t origin;
1405 	vec3_t dlightcolor;
1406 	vec_t dlightradius;
1407 	char vabuf[1024];
1408 
1409 	// skip inactive entities and world
1410 	if (!e->state_current.active || e == cl.entities)
1411 		return;
1412 	if (e->state_current.tagentity)
1413 	{
1414 		// if the tag entity is currently impossible, skip it
1415 		if (e->state_current.tagentity >= cl.num_entities)
1416 			return;
1417 		// if the tag entity is inactive, skip it
1418 		if (!cl.entities[e->state_current.tagentity].state_current.active)
1419 		{
1420 			if(!cl.csqc_server2csqcentitynumber[e->state_current.tagentity])
1421 				return;
1422 			if(!cl.csqcrenderentities[cl.csqc_server2csqcentitynumber[e->state_current.tagentity]].entitynumber)
1423 				return;
1424 			// if we get here, it's properly csqc networked and attached
1425 		}
1426 	}
1427 
1428 	// create entity dlights associated with this entity
1429 	if (e->render.model && e->render.model->soundfromcenter)
1430 	{
1431 		// bmodels are treated specially since their origin is usually '0 0 0'
1432 		vec3_t o;
1433 		VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1434 		Matrix4x4_Transform(&e->render.matrix, o, origin);
1435 	}
1436 	else
1437 		Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1438 	trailtype = EFFECT_NONE;
1439 	dlightradius = 0;
1440 	dlightcolor[0] = 0;
1441 	dlightcolor[1] = 0;
1442 	dlightcolor[2] = 0;
1443 	// LordHavoc: if the entity has no effects, don't check each
1444 	if (e->render.effects & (EF_BRIGHTFIELD | EF_DIMLIGHT | EF_BRIGHTLIGHT | EF_RED | EF_BLUE | EF_FLAME | EF_STARDUST))
1445 	{
1446 		if (e->render.effects & EF_BRIGHTFIELD)
1447 		{
1448 			if (IS_NEXUIZ_DERIVED(gamemode))
1449 				trailtype = EFFECT_TR_NEXUIZPLASMA;
1450 		}
1451 		if (e->render.effects & EF_DIMLIGHT)
1452 		{
1453 			dlightradius = max(dlightradius, 200);
1454 			dlightcolor[0] += 1.50f;
1455 			dlightcolor[1] += 1.50f;
1456 			dlightcolor[2] += 1.50f;
1457 		}
1458 		if (e->render.effects & EF_BRIGHTLIGHT)
1459 		{
1460 			dlightradius = max(dlightradius, 400);
1461 			dlightcolor[0] += 3.00f;
1462 			dlightcolor[1] += 3.00f;
1463 			dlightcolor[2] += 3.00f;
1464 		}
1465 		// LordHavoc: more effects
1466 		if (e->render.effects & EF_RED) // red
1467 		{
1468 			dlightradius = max(dlightradius, 200);
1469 			dlightcolor[0] += 1.50f;
1470 			dlightcolor[1] += 0.15f;
1471 			dlightcolor[2] += 0.15f;
1472 		}
1473 		if (e->render.effects & EF_BLUE) // blue
1474 		{
1475 			dlightradius = max(dlightradius, 200);
1476 			dlightcolor[0] += 0.15f;
1477 			dlightcolor[1] += 0.15f;
1478 			dlightcolor[2] += 1.50f;
1479 		}
1480 		if (e->render.effects & EF_FLAME)
1481 			CL_ParticleTrail(EFFECT_EF_FLAME, 1, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false, NULL, NULL, 1);
1482 		if (e->render.effects & EF_STARDUST)
1483 			CL_ParticleTrail(EFFECT_EF_STARDUST, 1, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false, NULL, NULL, 1);
1484 	}
1485 	// muzzleflash fades over time, and is offset a bit
1486 	if (e->persistent.muzzleflash > 0 && r_refdef.scene.numlights < MAX_DLIGHTS)
1487 	{
1488 		vec3_t v2;
1489 		vec3_t color;
1490 		trace_t trace;
1491 		matrix4x4_t tempmatrix;
1492 		Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
1493 		trace = CL_TraceLine(origin, v2, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, 0, collision_extendmovelength.value, true, false, NULL, false, false);
1494 		Matrix4x4_Normalize(&tempmatrix, &e->render.matrix);
1495 		Matrix4x4_SetOrigin(&tempmatrix, trace.endpos[0], trace.endpos[1], trace.endpos[2]);
1496 		Matrix4x4_Scale(&tempmatrix, 150, 1);
1497 		VectorSet(color, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f);
1498 		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);
1499 		r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1500 	}
1501 	// LordHavoc: if the model has no flags, don't check each
1502 	if (e->render.model && e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1503 	{
1504 		if (e->render.effects & EF_GIB)
1505 			trailtype = EFFECT_TR_BLOOD;
1506 		else if (e->render.effects & EF_ZOMGIB)
1507 			trailtype = EFFECT_TR_SLIGHTBLOOD;
1508 		else if (e->render.effects & EF_TRACER)
1509 			trailtype = EFFECT_TR_WIZSPIKE;
1510 		else if (e->render.effects & EF_TRACER2)
1511 			trailtype = EFFECT_TR_KNIGHTSPIKE;
1512 		else if (e->render.effects & EF_ROCKET)
1513 			trailtype = EFFECT_TR_ROCKET;
1514 		else if (e->render.effects & EF_GRENADE)
1515 		{
1516 			// LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1517 			trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1518 		}
1519 		else if (e->render.effects & EF_TRACER3)
1520 			trailtype = EFFECT_TR_VORESPIKE;
1521 	}
1522 	// LordHavoc: customizable glow
1523 	if (e->state_current.glowsize)
1524 	{
1525 		// * 4 for the expansion from 0-255 to 0-1023 range,
1526 		// / 255 to scale down byte colors
1527 		dlightradius = max(dlightradius, e->state_current.glowsize * 4);
1528 		VectorMA(dlightcolor, (1.0f / 255.0f), palette_rgb[e->state_current.glowcolor], dlightcolor);
1529 	}
1530 	// custom rtlight
1531 	if ((e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) && r_refdef.scene.numlights < MAX_DLIGHTS)
1532 	{
1533 		matrix4x4_t dlightmatrix;
1534 		vec4_t light;
1535 		VectorScale(e->state_current.light, (1.0f / 256.0f), light);
1536 		light[3] = e->state_current.light[3];
1537 		if (light[0] == 0 && light[1] == 0 && light[2] == 0)
1538 			VectorSet(light, 1, 1, 1);
1539 		if (light[3] == 0)
1540 			light[3] = 350;
1541 		// FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
1542 		Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1543 		Matrix4x4_Scale(&dlightmatrix, light[3], 1);
1544 		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);
1545 		r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1546 	}
1547 	// make the glow dlight
1548 	else if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL) && r_refdef.scene.numlights < MAX_DLIGHTS)
1549 	{
1550 		matrix4x4_t dlightmatrix;
1551 		Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1552 		// hack to make glowing player light shine on their gun
1553 		//if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
1554 		//	Matrix4x4_AdjustOrigin(&dlightmatrix, 0, 0, 30);
1555 		Matrix4x4_Scale(&dlightmatrix, dlightradius, 1);
1556 		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);
1557 		r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1558 	}
1559 	// do trail light
1560 	if (e->render.flags & RENDER_GLOWTRAIL)
1561 		trailtype = EFFECT_TR_GLOWTRAIL;
1562 	if (e->state_current.traileffectnum)
1563 		trailtype = (effectnameindex_t)e->state_current.traileffectnum;
1564 	if (trailtype)
1565 		CL_ParticleTrail(trailtype, 1, origin, origin, vec3_origin, vec3_origin, NULL, e->state_current.glowcolor, true, false, NULL, NULL, 1);
1566 
1567 	// don't show entities with no modelindex (note: this still shows
1568 	// entities which have a modelindex that resolved to a NULL model)
1569 	if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.scene.numentities < r_refdef.scene.maxentities)
1570 		r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
1571 	//if (cl.viewentity && e->state_current.number == cl.viewentity)
1572 	//	Matrix4x4_Print(&e->render.matrix);
1573 }
1574 
CL_RelinkWorld(void)1575 static void CL_RelinkWorld(void)
1576 {
1577 	entity_t *ent = &cl.entities[0];
1578 	// FIXME: this should be done at load
1579 	ent->render.matrix = identitymatrix;
1580 	ent->render.flags = RENDER_SHADOW;
1581 	if (!r_fullbright.integer)
1582 		ent->render.flags |= RENDER_LIGHT;
1583 	VectorSet(ent->render.colormod, 1, 1, 1);
1584 	VectorSet(ent->render.glowmod, 1, 1, 1);
1585 	ent->render.allowdecals = true;
1586 	CL_UpdateRenderEntity(&ent->render);
1587 	r_refdef.scene.worldentity = &ent->render;
1588 	r_refdef.scene.worldmodel = cl.worldmodel;
1589 
1590 	// if the world is q2bsp, animate the textures
1591 	if (ent->render.model && ent->render.model->brush.isq2bsp)
1592 		ent->render.framegroupblend[0].frame = (int)(cl.time * 2.0f);
1593 }
1594 
CL_RelinkStaticEntities(void)1595 static void CL_RelinkStaticEntities(void)
1596 {
1597 	int i;
1598 	entity_t *e;
1599 	for (i = 0, e = cl.static_entities;i < cl.num_static_entities && r_refdef.scene.numentities < r_refdef.scene.maxentities;i++, e++)
1600 	{
1601 		e->render.flags = 0;
1602 		// if the model was not loaded when the static entity was created we
1603 		// need to re-fetch the model pointer
1604 		e->render.model = CL_GetModelByIndex(e->state_baseline.modelindex);
1605 		// either fullbright or lit
1606 		if(!r_fullbright.integer)
1607 		{
1608 			if (!(e->render.effects & EF_FULLBRIGHT))
1609 				e->render.flags |= RENDER_LIGHT;
1610 			else if(r_equalize_entities_fullbright.integer)
1611 				e->render.flags |= RENDER_LIGHT | RENDER_EQUALIZE;
1612 		}
1613 		// hide player shadow during intermission or nehahra movie
1614 		if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST)) && (e->render.alpha >= 1))
1615 			e->render.flags |= RENDER_SHADOW;
1616 		VectorSet(e->render.colormod, 1, 1, 1);
1617 		VectorSet(e->render.glowmod, 1, 1, 1);
1618 		VM_FrameBlendFromFrameGroupBlend(e->render.frameblend, e->render.framegroupblend, e->render.model, cl.time);
1619 		e->render.allowdecals = true;
1620 		CL_UpdateRenderEntity(&e->render);
1621 		r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
1622 	}
1623 }
1624 
1625 /*
1626 ===============
1627 CL_RelinkEntities
1628 ===============
1629 */
CL_RelinkNetworkEntities(void)1630 static void CL_RelinkNetworkEntities(void)
1631 {
1632 	entity_t *ent;
1633 	int i;
1634 
1635 	// start on the entity after the world
1636 	for (i = 1;i < cl.num_entities;i++)
1637 	{
1638 		if (cl.entities_active[i])
1639 		{
1640 			ent = cl.entities + i;
1641 			if (ent->state_current.active)
1642 				CL_LinkNetworkEntity(ent);
1643 			else
1644 				cl.entities_active[i] = false;
1645 		}
1646 	}
1647 }
1648 
CL_RelinkEffects(void)1649 static void CL_RelinkEffects(void)
1650 {
1651 	int i, intframe;
1652 	cl_effect_t *e;
1653 	entity_render_t *entrender;
1654 	float frame;
1655 
1656 	for (i = 0, e = cl.effects;i < cl.num_effects;i++, e++)
1657 	{
1658 		if (e->active)
1659 		{
1660 			frame = (cl.time - e->starttime) * e->framerate + e->startframe;
1661 			intframe = (int)frame;
1662 			if (intframe < 0 || intframe >= e->endframe)
1663 			{
1664 				memset(e, 0, sizeof(*e));
1665 				while (cl.num_effects > 0 && !cl.effects[cl.num_effects - 1].active)
1666 					cl.num_effects--;
1667 				continue;
1668 			}
1669 
1670 			if (intframe != e->frame)
1671 			{
1672 				e->frame = intframe;
1673 				e->frame1time = e->frame2time;
1674 				e->frame2time = cl.time;
1675 			}
1676 
1677 			// if we're drawing effects, get a new temp entity
1678 			// (NewTempEntity adds it to the render entities list for us)
1679 			if (r_draweffects.integer && (entrender = CL_NewTempEntity(e->starttime)))
1680 			{
1681 				// interpolation stuff
1682 				entrender->framegroupblend[0].frame = intframe;
1683 				entrender->framegroupblend[0].lerp = 1 - frame - intframe;
1684 				entrender->framegroupblend[0].start = e->frame1time;
1685 				if (intframe + 1 >= e->endframe)
1686 				{
1687 					entrender->framegroupblend[1].frame = 0; // disappear
1688 					entrender->framegroupblend[1].lerp = 0;
1689 					entrender->framegroupblend[1].start = 0;
1690 				}
1691 				else
1692 				{
1693 					entrender->framegroupblend[1].frame = intframe + 1;
1694 					entrender->framegroupblend[1].lerp = frame - intframe;
1695 					entrender->framegroupblend[1].start = e->frame2time;
1696 				}
1697 
1698 				// normal stuff
1699 				entrender->model = CL_GetModelByIndex(e->modelindex);
1700 				entrender->alpha = 1;
1701 				VectorSet(entrender->colormod, 1, 1, 1);
1702 				VectorSet(entrender->glowmod, 1, 1, 1);
1703 
1704 				Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
1705 				CL_UpdateRenderEntity(entrender);
1706 			}
1707 		}
1708 	}
1709 }
1710 
CL_Beam_CalculatePositions(const beam_t * b,vec3_t start,vec3_t end)1711 void CL_Beam_CalculatePositions(const beam_t *b, vec3_t start, vec3_t end)
1712 {
1713 	VectorCopy(b->start, start);
1714 	VectorCopy(b->end, end);
1715 
1716 	// if coming from the player, update the start position
1717 	if (b->entity == cl.viewentity)
1718 	{
1719 		if (cl_beams_quakepositionhack.integer && !chase_active.integer)
1720 		{
1721 			// LordHavoc: this is a stupid hack from Quake that makes your
1722 			// lightning appear to come from your waist and cover less of your
1723 			// view
1724 			// in Quake this hack was applied to all players (causing the
1725 			// infamous crotch-lightning), but in darkplaces and QuakeWorld it
1726 			// only applies to your own lightning, and only in first person
1727 			Matrix4x4_OriginFromMatrix(&cl.entities[cl.viewentity].render.matrix, start);
1728 		}
1729 		if (cl_beams_instantaimhack.integer)
1730 		{
1731 			vec3_t dir, localend;
1732 			vec_t len;
1733 			// LordHavoc: this updates the beam direction to match your
1734 			// viewangles
1735 			VectorSubtract(end, start, dir);
1736 			len = VectorLength(dir);
1737 			VectorNormalize(dir);
1738 			VectorSet(localend, len, 0, 0);
1739 			Matrix4x4_Transform(&r_refdef.view.matrix, localend, end);
1740 		}
1741 	}
1742 }
1743 
CL_RelinkBeams(void)1744 void CL_RelinkBeams(void)
1745 {
1746 	int i;
1747 	beam_t *b;
1748 	vec3_t dist, org, start, end;
1749 	float d;
1750 	entity_render_t *entrender;
1751 	double yaw, pitch;
1752 	float forward;
1753 	matrix4x4_t tempmatrix;
1754 
1755 	for (i = 0, b = cl.beams;i < cl.num_beams;i++, b++)
1756 	{
1757 		if (!b->model)
1758 			continue;
1759 		if (b->endtime < cl.time)
1760 		{
1761 			b->model = NULL;
1762 			continue;
1763 		}
1764 
1765 		CL_Beam_CalculatePositions(b, start, end);
1766 
1767 		if (b->lightning)
1768 		{
1769 			if (cl_beams_lightatend.integer && r_refdef.scene.numlights < MAX_DLIGHTS)
1770 			{
1771 				// FIXME: create a matrix from the beam start/end orientation
1772 				vec3_t dlightcolor;
1773 				VectorSet(dlightcolor, 0.3, 0.7, 1);
1774 				Matrix4x4_CreateFromQuakeEntity(&tempmatrix, end[0], end[1], end[2], 0, 0, 0, 200);
1775 				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);
1776 				r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1777 			}
1778 			if (cl_beams_polygons.integer)
1779 			{
1780 				CL_Beam_AddPolygons(b);
1781 				continue;
1782 			}
1783 		}
1784 
1785 		// calculate pitch and yaw
1786 		// (this is similar to the QuakeC builtin function vectoangles)
1787 		VectorSubtract(end, start, dist);
1788 		if (dist[1] == 0 && dist[0] == 0)
1789 		{
1790 			yaw = 0;
1791 			if (dist[2] > 0)
1792 				pitch = 90;
1793 			else
1794 				pitch = 270;
1795 		}
1796 		else
1797 		{
1798 			yaw = atan2(dist[1], dist[0]) * 180 / M_PI;
1799 			if (yaw < 0)
1800 				yaw += 360;
1801 
1802 			forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1803 			pitch = atan2(dist[2], forward) * 180 / M_PI;
1804 			if (pitch < 0)
1805 				pitch += 360;
1806 		}
1807 
1808 		// add new entities for the lightning
1809 		VectorCopy (start, org);
1810 		d = VectorNormalizeLength(dist);
1811 		while (d > 0)
1812 		{
1813 			entrender = CL_NewTempEntity (0);
1814 			if (!entrender)
1815 				return;
1816 			entrender->model = b->model;
1817 			Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1818 			CL_UpdateRenderEntity(entrender);
1819 			VectorMA(org, 30, dist, org);
1820 			d -= 30;
1821 		}
1822 	}
1823 
1824 	while (cl.num_beams > 0 && !cl.beams[cl.num_beams - 1].model)
1825 		cl.num_beams--;
1826 }
1827 
CL_RelinkQWNails(void)1828 static void CL_RelinkQWNails(void)
1829 {
1830 	int i;
1831 	vec_t *v;
1832 	entity_render_t *entrender;
1833 
1834 	for (i = 0;i < cl.qw_num_nails;i++)
1835 	{
1836 		v = cl.qw_nails[i];
1837 
1838 		// if we're drawing effects, get a new temp entity
1839 		// (NewTempEntity adds it to the render entities list for us)
1840 		if (!(entrender = CL_NewTempEntity(0)))
1841 			continue;
1842 
1843 		// normal stuff
1844 		entrender->model = CL_GetModelByIndex(cl.qw_modelindex_spike);
1845 		entrender->alpha = 1;
1846 		VectorSet(entrender->colormod, 1, 1, 1);
1847 		VectorSet(entrender->glowmod, 1, 1, 1);
1848 
1849 		Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1);
1850 		CL_UpdateRenderEntity(entrender);
1851 	}
1852 }
1853 
CL_LerpPlayer(float frac)1854 static void CL_LerpPlayer(float frac)
1855 {
1856 	int i;
1857 
1858 	cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
1859 	for (i = 0;i < 3;i++)
1860 	{
1861 		cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
1862 		cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
1863 		cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
1864 	}
1865 
1866 	// interpolate the angles if playing a demo or spectating someone
1867 	if (cls.demoplayback || cl.fixangle[0])
1868 	{
1869 		for (i = 0;i < 3;i++)
1870 		{
1871 			float d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
1872 			if (d > 180)
1873 				d -= 360;
1874 			else if (d < -180)
1875 				d += 360;
1876 			cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
1877 		}
1878 	}
1879 }
1880 
CSQC_RelinkAllEntities(int drawmask)1881 void CSQC_RelinkAllEntities (int drawmask)
1882 {
1883 	// link stuff
1884 	CL_RelinkWorld();
1885 	CL_RelinkStaticEntities();
1886 	CL_RelinkBeams();
1887 	CL_RelinkEffects();
1888 	CL_RelinkLightFlashes();
1889 
1890 	// link stuff
1891 	if (drawmask & ENTMASK_ENGINE)
1892 	{
1893 		CL_RelinkNetworkEntities();
1894 		if (drawmask & ENTMASK_ENGINEVIEWMODELS)
1895 			CL_LinkNetworkEntity(&cl.viewent); // link gun model
1896 		CL_RelinkQWNails();
1897 	}
1898 
1899 	// update view blend
1900 	V_CalcViewBlend();
1901 
1902 	CL_MeshEntities_AddToScene();
1903 }
1904 
1905 /*
1906 ===============
1907 CL_UpdateWorld
1908 
1909 Update client game world for a new frame
1910 ===============
1911 */
CL_UpdateWorld(void)1912 void CL_UpdateWorld(void)
1913 {
1914 	r_refdef.scene.extraupdate = !r_speeds.integer;
1915 	r_refdef.scene.numentities = 0;
1916 	r_refdef.scene.numlights = 0;
1917 	r_refdef.view.matrix = identitymatrix;
1918 	r_refdef.view.quality = 1;
1919 
1920 	cl.num_brushmodel_entities = 0;
1921 
1922 	if (cls.state == ca_connected && cls.signon == SIGNONS)
1923 	{
1924 		// prepare for a new frame
1925 		CL_LerpPlayer(CL_LerpPoint());
1926 		CL_DecayLightFlashes();
1927 		CL_ClearTempEntities();
1928 		V_DriftPitch();
1929 		V_FadeViewFlashs();
1930 
1931 		// if prediction is enabled we have to update all the collidable
1932 		// network entities before the prediction code can be run
1933 		CL_UpdateNetworkCollisionEntities();
1934 
1935 		// now update the player prediction
1936 		CL_ClientMovement_Replay();
1937 
1938 		// update the player entity (which may be predicted)
1939 		CL_UpdateNetworkEntity(cl.entities + cl.viewentity, 32, true);
1940 
1941 		// now update the view (which depends on that player entity)
1942 		V_CalcRefdef();
1943 
1944 		// now update all the network entities and create particle trails
1945 		// (some entities may depend on the view)
1946 		CL_UpdateNetworkEntities();
1947 
1948 		// update the engine-based viewmodel
1949 		CL_UpdateViewModel();
1950 
1951 		// when csqc is loaded, it will call this in CSQC_UpdateView
1952 		if (!cl.csqc_loaded)
1953 			CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS);
1954 
1955 		// decals, particles, and explosions will be updated during rneder
1956 	}
1957 
1958 	r_refdef.scene.time = cl.time;
1959 }
1960 
1961 // LordHavoc: pausedemo command
CL_PauseDemo_f(void)1962 static void CL_PauseDemo_f (void)
1963 {
1964 	cls.demopaused = !cls.demopaused;
1965 	if (cls.demopaused)
1966 		Con_Print("Demo paused\n");
1967 	else
1968 		Con_Print("Demo unpaused\n");
1969 }
1970 
1971 /*
1972 ======================
1973 CL_Fog_f
1974 ======================
1975 */
CL_Fog_f(void)1976 static void CL_Fog_f (void)
1977 {
1978 	if (Cmd_Argc () == 1)
1979 	{
1980 		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);
1981 		return;
1982 	}
1983 	FOG_clear(); // so missing values get good defaults
1984 	if(Cmd_Argc() > 1)
1985 		r_refdef.fog_density = atof(Cmd_Argv(1));
1986 	if(Cmd_Argc() > 2)
1987 		r_refdef.fog_red = atof(Cmd_Argv(2));
1988 	if(Cmd_Argc() > 3)
1989 		r_refdef.fog_green = atof(Cmd_Argv(3));
1990 	if(Cmd_Argc() > 4)
1991 		r_refdef.fog_blue = atof(Cmd_Argv(4));
1992 	if(Cmd_Argc() > 5)
1993 		r_refdef.fog_alpha = atof(Cmd_Argv(5));
1994 	if(Cmd_Argc() > 6)
1995 		r_refdef.fog_start = atof(Cmd_Argv(6));
1996 	if(Cmd_Argc() > 7)
1997 		r_refdef.fog_end = atof(Cmd_Argv(7));
1998 	if(Cmd_Argc() > 8)
1999 		r_refdef.fog_height = atof(Cmd_Argv(8));
2000 	if(Cmd_Argc() > 9)
2001 		r_refdef.fog_fadedepth = atof(Cmd_Argv(9));
2002 }
2003 
2004 /*
2005 ======================
2006 CL_FogHeightTexture_f
2007 ======================
2008 */
CL_Fog_HeightTexture_f(void)2009 static void CL_Fog_HeightTexture_f (void)
2010 {
2011 	if (Cmd_Argc () < 11)
2012 	{
2013 		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);
2014 		return;
2015 	}
2016 	FOG_clear(); // so missing values get good defaults
2017 	r_refdef.fog_density = atof(Cmd_Argv(1));
2018 	r_refdef.fog_red = atof(Cmd_Argv(2));
2019 	r_refdef.fog_green = atof(Cmd_Argv(3));
2020 	r_refdef.fog_blue = atof(Cmd_Argv(4));
2021 	r_refdef.fog_alpha = atof(Cmd_Argv(5));
2022 	r_refdef.fog_start = atof(Cmd_Argv(6));
2023 	r_refdef.fog_end = atof(Cmd_Argv(7));
2024 	r_refdef.fog_height = atof(Cmd_Argv(8));
2025 	r_refdef.fog_fadedepth = atof(Cmd_Argv(9));
2026 	strlcpy(r_refdef.fog_height_texturename, Cmd_Argv(10), sizeof(r_refdef.fog_height_texturename));
2027 }
2028 
2029 
2030 /*
2031 ====================
2032 CL_TimeRefresh_f
2033 
2034 For program optimization
2035 ====================
2036 */
CL_TimeRefresh_f(void)2037 static void CL_TimeRefresh_f (void)
2038 {
2039 	int i;
2040 	double timestart, timedelta;
2041 
2042 	r_refdef.scene.extraupdate = false;
2043 
2044 	timestart = Sys_DirtyTime();
2045 	for (i = 0;i < 128;i++)
2046 	{
2047 		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);
2048 		r_refdef.view.quality = 1;
2049 		CL_UpdateScreen();
2050 	}
2051 	timedelta = Sys_DirtyTime() - timestart;
2052 
2053 	Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
2054 }
2055 
CL_AreaStats_f(void)2056 static void CL_AreaStats_f(void)
2057 {
2058 	World_PrintAreaStats(&cl.world, "client");
2059 }
2060 
CL_Locs_FindNearest(const vec3_t point)2061 cl_locnode_t *CL_Locs_FindNearest(const vec3_t point)
2062 {
2063 	int i;
2064 	cl_locnode_t *loc;
2065 	cl_locnode_t *best;
2066 	vec3_t nearestpoint;
2067 	vec_t dist, bestdist;
2068 	best = NULL;
2069 	bestdist = 0;
2070 	for (loc = cl.locnodes;loc;loc = loc->next)
2071 	{
2072 		for (i = 0;i < 3;i++)
2073 			nearestpoint[i] = bound(loc->mins[i], point[i], loc->maxs[i]);
2074 		dist = VectorDistance2(nearestpoint, point);
2075 		if (bestdist > dist || !best)
2076 		{
2077 			bestdist = dist;
2078 			best = loc;
2079 			if (bestdist < 1)
2080 				break;
2081 		}
2082 	}
2083 	return best;
2084 }
2085 
CL_Locs_FindLocationName(char * buffer,size_t buffersize,vec3_t point)2086 void CL_Locs_FindLocationName(char *buffer, size_t buffersize, vec3_t point)
2087 {
2088 	cl_locnode_t *loc;
2089 	loc = CL_Locs_FindNearest(point);
2090 	if (loc)
2091 		strlcpy(buffer, loc->name, buffersize);
2092 	else
2093 		dpsnprintf(buffer, buffersize, "LOC=%.0f:%.0f:%.0f", point[0], point[1], point[2]);
2094 }
2095 
CL_Locs_FreeNode(cl_locnode_t * node)2096 static void CL_Locs_FreeNode(cl_locnode_t *node)
2097 {
2098 	cl_locnode_t **pointer, **next;
2099 	for (pointer = &cl.locnodes;*pointer;pointer = next)
2100 	{
2101 		next = &(*pointer)->next;
2102 		if (*pointer == node)
2103 		{
2104 			*pointer = node->next;
2105 			Mem_Free(node);
2106 			return;
2107 		}
2108 	}
2109 	Con_Printf("CL_Locs_FreeNode: no such node! (%p)\n", (void *)node);
2110 }
2111 
CL_Locs_AddNode(vec3_t mins,vec3_t maxs,const char * name)2112 static void CL_Locs_AddNode(vec3_t mins, vec3_t maxs, const char *name)
2113 {
2114 	cl_locnode_t *node, **pointer;
2115 	int namelen;
2116 	if (!name)
2117 		name = "";
2118 	namelen = (int)strlen(name);
2119 	node = (cl_locnode_t *) Mem_Alloc(cls.levelmempool, sizeof(cl_locnode_t) + namelen + 1);
2120 	VectorSet(node->mins, min(mins[0], maxs[0]), min(mins[1], maxs[1]), min(mins[2], maxs[2]));
2121 	VectorSet(node->maxs, max(mins[0], maxs[0]), max(mins[1], maxs[1]), max(mins[2], maxs[2]));
2122 	node->name = (char *)(node + 1);
2123 	memcpy(node->name, name, namelen);
2124 	node->name[namelen] = 0;
2125 	// link it into the tail of the list to preserve the order
2126 	for (pointer = &cl.locnodes;*pointer;pointer = &(*pointer)->next)
2127 		;
2128 	*pointer = node;
2129 }
2130 
CL_Locs_Add_f(void)2131 static void CL_Locs_Add_f(void)
2132 {
2133 	vec3_t mins, maxs;
2134 	if (Cmd_Argc() != 5 && Cmd_Argc() != 8)
2135 	{
2136 		Con_Printf("usage: %s x y z[ x y z] name\n", Cmd_Argv(0));
2137 		return;
2138 	}
2139 	mins[0] = atof(Cmd_Argv(1));
2140 	mins[1] = atof(Cmd_Argv(2));
2141 	mins[2] = atof(Cmd_Argv(3));
2142 	if (Cmd_Argc() == 8)
2143 	{
2144 		maxs[0] = atof(Cmd_Argv(4));
2145 		maxs[1] = atof(Cmd_Argv(5));
2146 		maxs[2] = atof(Cmd_Argv(6));
2147 		CL_Locs_AddNode(mins, maxs, Cmd_Argv(7));
2148 	}
2149 	else
2150 		CL_Locs_AddNode(mins, mins, Cmd_Argv(4));
2151 }
2152 
CL_Locs_RemoveNearest_f(void)2153 static void CL_Locs_RemoveNearest_f(void)
2154 {
2155 	cl_locnode_t *loc;
2156 	loc = CL_Locs_FindNearest(r_refdef.view.origin);
2157 	if (loc)
2158 		CL_Locs_FreeNode(loc);
2159 	else
2160 		Con_Printf("no loc point or box found for your location\n");
2161 }
2162 
CL_Locs_Clear_f(void)2163 static void CL_Locs_Clear_f(void)
2164 {
2165 	while (cl.locnodes)
2166 		CL_Locs_FreeNode(cl.locnodes);
2167 }
2168 
CL_Locs_Save_f(void)2169 static void CL_Locs_Save_f(void)
2170 {
2171 	cl_locnode_t *loc;
2172 	qfile_t *outfile;
2173 	char locfilename[MAX_QPATH];
2174 	if (!cl.locnodes)
2175 	{
2176 		Con_Printf("No loc points/boxes exist!\n");
2177 		return;
2178 	}
2179 	if (cls.state != ca_connected || !cl.worldmodel)
2180 	{
2181 		Con_Printf("No level loaded!\n");
2182 		return;
2183 	}
2184 	dpsnprintf(locfilename, sizeof(locfilename), "%s.loc", cl.worldnamenoextension);
2185 
2186 	outfile = FS_OpenRealFile(locfilename, "w", false);
2187 	if (!outfile)
2188 		return;
2189 	// if any boxes are used then this is a proquake-format loc file, which
2190 	// allows comments, so add some relevant information at the start
2191 	for (loc = cl.locnodes;loc;loc = loc->next)
2192 		if (!VectorCompare(loc->mins, loc->maxs))
2193 			break;
2194 	if (loc)
2195 	{
2196 		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);
2197 		for (loc = cl.locnodes;loc;loc = loc->next)
2198 			if (VectorCompare(loc->mins, loc->maxs))
2199 				break;
2200 		if (loc)
2201 			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");
2202 	}
2203 	for (loc = cl.locnodes;loc;loc = loc->next)
2204 	{
2205 		if (VectorCompare(loc->mins, loc->maxs))
2206 		{
2207 			int len;
2208 			const char *s;
2209 			const char *in = loc->name;
2210 			char name[MAX_INPUTLINE];
2211 			for (len = 0;len < (int)sizeof(name) - 1 && *in;)
2212 			{
2213 				if (*in == ' ') {s = "$loc_name_separator";in++;}
2214 				else if (!strncmp(in, "SSG", 3)) {s = "$loc_name_ssg";in += 3;}
2215 				else if (!strncmp(in, "NG", 2)) {s = "$loc_name_ng";in += 2;}
2216 				else if (!strncmp(in, "SNG", 3)) {s = "$loc_name_sng";in += 3;}
2217 				else if (!strncmp(in, "GL", 2)) {s = "$loc_name_gl";in += 2;}
2218 				else if (!strncmp(in, "RL", 2)) {s = "$loc_name_rl";in += 2;}
2219 				else if (!strncmp(in, "LG", 2)) {s = "$loc_name_lg";in += 2;}
2220 				else if (!strncmp(in, "GA", 2)) {s = "$loc_name_ga";in += 2;}
2221 				else if (!strncmp(in, "YA", 2)) {s = "$loc_name_ya";in += 2;}
2222 				else if (!strncmp(in, "RA", 2)) {s = "$loc_name_ra";in += 2;}
2223 				else if (!strncmp(in, "MEGA", 4)) {s = "$loc_name_mh";in += 4;}
2224 				else s = NULL;
2225 				if (s)
2226 				{
2227 					while (len < (int)sizeof(name) - 1 && *s)
2228 						name[len++] = *s++;
2229 					continue;
2230 				}
2231 				name[len++] = *in++;
2232 			}
2233 			name[len] = 0;
2234 			FS_Printf(outfile, "%.0f %.0f %.0f %s\n", loc->mins[0]*8, loc->mins[1]*8, loc->mins[2]*8, name);
2235 		}
2236 		else
2237 			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);
2238 	}
2239 	FS_Close(outfile);
2240 }
2241 
CL_Locs_Reload_f(void)2242 void CL_Locs_Reload_f(void)
2243 {
2244 	int i, linenumber, limit, len;
2245 	const char *s;
2246 	char *filedata, *text, *textend, *linestart, *linetext, *lineend;
2247 	fs_offset_t filesize;
2248 	vec3_t mins, maxs;
2249 	char locfilename[MAX_QPATH];
2250 	char name[MAX_INPUTLINE];
2251 
2252 	if (cls.state != ca_connected || !cl.worldmodel)
2253 	{
2254 		Con_Printf("No level loaded!\n");
2255 		return;
2256 	}
2257 
2258 	CL_Locs_Clear_f();
2259 
2260 	// try maps/something.loc first (LordHavoc: where I think they should be)
2261 	dpsnprintf(locfilename, sizeof(locfilename), "%s.loc", cl.worldnamenoextension);
2262 	filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2263 	if (!filedata)
2264 	{
2265 		// try proquake name as well (LordHavoc: I hate path mangling)
2266 		dpsnprintf(locfilename, sizeof(locfilename), "locs/%s.loc", cl.worldbasename);
2267 		filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2268 		if (!filedata)
2269 			return;
2270 	}
2271 	text = filedata;
2272 	textend = filedata + filesize;
2273 	for (linenumber = 1;text < textend;linenumber++)
2274 	{
2275 		linestart = text;
2276 		for (;text < textend && *text != '\r' && *text != '\n';text++)
2277 			;
2278 		lineend = text;
2279 		if (text + 1 < textend && *text == '\r' && text[1] == '\n')
2280 			text++;
2281 		if (text < textend)
2282 			text++;
2283 		// trim trailing whitespace
2284 		while (lineend > linestart && ISWHITESPACE(lineend[-1]))
2285 			lineend--;
2286 		// trim leading whitespace
2287 		while (linestart < lineend && ISWHITESPACE(*linestart))
2288 			linestart++;
2289 		// check if this is a comment
2290 		if (linestart + 2 <= lineend && !strncmp(linestart, "//", 2))
2291 			continue;
2292 		linetext = linestart;
2293 		limit = 3;
2294 		for (i = 0;i < limit;i++)
2295 		{
2296 			if (linetext >= lineend)
2297 				break;
2298 			// note: a missing number is interpreted as 0
2299 			if (i < 3)
2300 				mins[i] = atof(linetext);
2301 			else
2302 				maxs[i - 3] = atof(linetext);
2303 			// now advance past the number
2304 			while (linetext < lineend && !ISWHITESPACE(*linetext) && *linetext != ',')
2305 				linetext++;
2306 			// advance through whitespace
2307 			if (linetext < lineend)
2308 			{
2309 				if (*linetext == ',')
2310 				{
2311 					linetext++;
2312 					limit = 6;
2313 					// note: comma can be followed by whitespace
2314 				}
2315 				if (ISWHITESPACE(*linetext))
2316 				{
2317 					// skip whitespace
2318 					while (linetext < lineend && ISWHITESPACE(*linetext))
2319 						linetext++;
2320 				}
2321 			}
2322 		}
2323 		// if this is a quoted name, remove the quotes
2324 		if (i == 6)
2325 		{
2326 			if (linetext >= lineend || *linetext != '"')
2327 				continue; // proquake location names are always quoted
2328 			lineend--;
2329 			linetext++;
2330 			len = min(lineend - linetext, (int)sizeof(name) - 1);
2331 			memcpy(name, linetext, len);
2332 			name[len] = 0;
2333 			// add the box to the list
2334 			CL_Locs_AddNode(mins, maxs, name);
2335 		}
2336 		// if a point was parsed, it needs to be scaled down by 8 (since
2337 		// point-based loc files were invented by a proxy which dealt
2338 		// directly with quake protocol coordinates, which are *8), turn
2339 		// it into a box
2340 		else if (i == 3)
2341 		{
2342 			// interpret silly fuhquake macros
2343 			for (len = 0;len < (int)sizeof(name) - 1 && linetext < lineend;)
2344 			{
2345 				if (*linetext == '$')
2346 				{
2347 					if (linetext + 18 <= lineend && !strncmp(linetext, "$loc_name_separator", 19)) {s = " ";linetext += 19;}
2348 					else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_ssg", 13)) {s = "SSG";linetext += 13;}
2349 					else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ng", 12)) {s = "NG";linetext += 12;}
2350 					else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_sng", 13)) {s = "SNG";linetext += 13;}
2351 					else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_gl", 12)) {s = "GL";linetext += 12;}
2352 					else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_rl", 12)) {s = "RL";linetext += 12;}
2353 					else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_lg", 12)) {s = "LG";linetext += 12;}
2354 					else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ga", 12)) {s = "GA";linetext += 12;}
2355 					else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ya", 12)) {s = "YA";linetext += 12;}
2356 					else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ra", 12)) {s = "RA";linetext += 12;}
2357 					else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_mh", 12)) {s = "MEGA";linetext += 12;}
2358 					else s = NULL;
2359 					if (s)
2360 					{
2361 						while (len < (int)sizeof(name) - 1 && *s)
2362 							name[len++] = *s++;
2363 						continue;
2364 					}
2365 				}
2366 				name[len++] = *linetext++;
2367 			}
2368 			name[len] = 0;
2369 			// add the point to the list
2370 			VectorScale(mins, (1.0 / 8.0), mins);
2371 			CL_Locs_AddNode(mins, mins, name);
2372 		}
2373 		else
2374 			continue;
2375 	}
2376 }
2377 
2378 entity_t cl_meshentities[NUM_MESHENTITIES];
2379 dp_model_t cl_meshentitymodels[NUM_MESHENTITIES];
2380 const char *cl_meshentitynames[NUM_MESHENTITIES] =
2381 {
2382 	"MESH_DEBUG",
2383 	"MESH_CSQC_POLYGONS",
2384 	"MESH_PARTICLES",
2385 	"MESH_UI",
2386 };
2387 
CL_MeshEntities_Restart(void)2388 void CL_MeshEntities_Restart(void)
2389 {
2390 	int i;
2391 	entity_t *ent;
2392 	for (i = 0; i < NUM_MESHENTITIES; i++)
2393 	{
2394 		ent = cl_meshentities + i;
2395 		Mod_Mesh_Create(ent->render.model, cl_meshentitynames[i]);
2396 	}
2397 }
2398 
CL_MeshEntities_Init(void)2399 void CL_MeshEntities_Init(void)
2400 {
2401 	int i;
2402 	entity_t *ent;
2403 	for (i = 0; i < NUM_MESHENTITIES; i++)
2404 	{
2405 		ent = cl_meshentities + i;
2406 		ent->state_current.active = true;
2407 		ent->render.model = cl_meshentitymodels + i;
2408 		ent->render.alpha = 1;
2409 		ent->render.flags = RENDER_SHADOW | RENDER_LIGHT | RENDER_CUSTOMIZEDMODELLIGHT;
2410 		ent->render.framegroupblend[0].lerp = 1;
2411 		ent->render.frameblend[0].lerp = 1;
2412 		VectorSet(ent->render.colormod, 1, 1, 1);
2413 		VectorSet(ent->render.glowmod, 1, 1, 1);
2414 		VectorSet(ent->render.custommodellight_ambient, 1, 1, 1);
2415 		VectorSet(ent->render.custommodellight_diffuse, 0, 0, 0);
2416 		VectorSet(ent->render.custommodellight_lightdir, 0, 0, 1);
2417 		Matrix4x4_CreateIdentity(&ent->render.matrix);
2418 		CL_UpdateRenderEntity(&ent->render);
2419 	}
2420 	R_RegisterModule("cl_meshentities", CL_MeshEntities_Restart, CL_MeshEntities_Restart, CL_MeshEntities_Restart, CL_MeshEntities_Restart, CL_MeshEntities_Restart);
2421 }
2422 
CL_MeshEntities_AddToScene(void)2423 void CL_MeshEntities_AddToScene(void)
2424 {
2425 	int i;
2426 	entity_t *ent;
2427 	for (i = 0; i < NUM_MESHENTITIES && r_refdef.scene.numentities < r_refdef.scene.maxentities; i++)
2428 	{
2429 		ent = cl_meshentities + i;
2430 		if (ent->render.model->num_surfaces == 0)
2431 			continue;
2432 		Mod_Mesh_Finalize(ent->render.model);
2433 		VectorCopy(ent->render.model->normalmins, ent->render.mins);
2434 		VectorCopy(ent->render.model->normalmaxs, ent->render.maxs);
2435 		r_refdef.scene.entities[r_refdef.scene.numentities++] = &ent->render;
2436 	}
2437 }
2438 
CL_MeshEntities_Reset(void)2439 void CL_MeshEntities_Reset(void)
2440 {
2441 	int i;
2442 	entity_t *ent;
2443 	for (i = 0; i < NUM_MESHENTITIES && r_refdef.scene.numentities < r_refdef.scene.maxentities; i++)
2444 	{
2445 		ent = cl_meshentities + i;
2446 		Mod_Mesh_Reset(ent->render.model);
2447 	}
2448 }
2449 
CL_MeshEntities_Shutdown(void)2450 void CL_MeshEntities_Shutdown(void)
2451 {
2452 }
2453 
2454 extern cvar_t r_overheadsprites_pushback;
2455 extern cvar_t r_fullbright_directed_pitch_relative;
2456 extern cvar_t r_fullbright_directed_pitch;
2457 extern cvar_t r_fullbright_directed_ambient;
2458 extern cvar_t r_fullbright_directed_diffuse;
2459 extern cvar_t r_fullbright_directed;
2460 extern cvar_t r_equalize_entities_minambient;
2461 extern cvar_t r_equalize_entities_to;
2462 extern cvar_t r_equalize_entities_by;
2463 extern cvar_t r_hdr_glowintensity;
2464 
CL_UpdateEntityShading_GetDirectedFullbright(vec3_t ambient,vec3_t diffuse,vec3_t worldspacenormal)2465 static void CL_UpdateEntityShading_GetDirectedFullbright(vec3_t ambient, vec3_t diffuse, vec3_t worldspacenormal)
2466 {
2467 	vec3_t angles;
2468 
2469 	VectorSet(ambient, r_fullbright_directed_ambient.value, r_fullbright_directed_ambient.value, r_fullbright_directed_ambient.value);
2470 	VectorSet(diffuse, r_fullbright_directed_diffuse.value, r_fullbright_directed_diffuse.value, r_fullbright_directed_diffuse.value);
2471 
2472 	// Use cl.viewangles and not r_refdef.view.forward here so it is the
2473 	// same for all stereo views, and to better handle pitches outside
2474 	// [-90, 90] (in_pitch_* cvars allow that).
2475 	VectorCopy(cl.viewangles, angles);
2476 	if (r_fullbright_directed_pitch_relative.integer) {
2477 		angles[PITCH] += r_fullbright_directed_pitch.value;
2478 	}
2479 	else {
2480 		angles[PITCH] = r_fullbright_directed_pitch.value;
2481 	}
2482 	AngleVectors(angles, worldspacenormal, NULL, NULL);
2483 	VectorNegate(worldspacenormal, worldspacenormal);
2484 }
2485 
CL_UpdateEntityShading_Entity(entity_render_t * ent)2486 static void CL_UpdateEntityShading_Entity(entity_render_t *ent)
2487 {
2488 	float shadingorigin[3], f, fa, fd, fdd, a[3], c[3], dir[3];
2489 	int q;
2490 
2491 	for (q = 0; q < 3; q++)
2492 		a[q] = c[q] = dir[q] = 0;
2493 
2494 	ent->render_modellight_forced = false;
2495 	ent->render_rtlight_disabled = false;
2496 
2497 	// pick an appropriate value for render_modellight_origin - if this is an
2498 	// attachment we want to use the parent's render_modellight_origin so that
2499 	// shading is the same (also important for r_shadows to cast shadows in the
2500 	// same direction)
2501 	if (VectorLength2(ent->custommodellight_origin))
2502 	{
2503 		// CSQC entities always provide this (via CL_GetTagMatrix)
2504 		for (q = 0; q < 3; q++)
2505 			shadingorigin[q] = ent->custommodellight_origin[q];
2506 	}
2507 	else if (ent->entitynumber > 0 && ent->entitynumber < cl.num_entities)
2508 	{
2509 		// network entity - follow attachment chain back to a root entity,
2510 		int entnum = ent->entitynumber, recursion;
2511 		for (recursion = 32; recursion > 0; --recursion)
2512 		{
2513 			int parentnum = cl.entities[entnum].state_current.tagentity;
2514 			if (parentnum < 1 || parentnum >= cl.num_entities || !cl.entities_active[parentnum])
2515 				break;
2516 			entnum = parentnum;
2517 		}
2518 		// grab the root entity's origin
2519 		Matrix4x4_OriginFromMatrix(&cl.entities[entnum].render.matrix, shadingorigin);
2520 	}
2521 	else
2522 	{
2523 		// not a CSQC entity (which sets custommodellight_origin), not a network
2524 		// entity - so it's probably not attached to anything
2525 		Matrix4x4_OriginFromMatrix(&ent->matrix, shadingorigin);
2526 	}
2527 
2528 	if (!(ent->flags & RENDER_LIGHT) || r_fullbright.integer)
2529 	{
2530 		// intentionally EF_FULLBRIGHT entity
2531 		// the only type that is not scaled by r_refdef.scene.lightmapintensity
2532 		// CSQC can still provide its own customized modellight values
2533 		ent->render_rtlight_disabled = true;
2534 		ent->render_modellight_forced = true;
2535 		if (ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
2536 		{
2537 			// custom colors provided by CSQC
2538 			for (q = 0; q < 3; q++)
2539 			{
2540 				a[q] = ent->custommodellight_ambient[q];
2541 				c[q] = ent->custommodellight_diffuse[q];
2542 				dir[q] = ent->custommodellight_lightdir[q];
2543 			}
2544 		}
2545 		else if (r_fullbright_directed.integer)
2546 			CL_UpdateEntityShading_GetDirectedFullbright(a, c, dir);
2547 		else
2548 			for (q = 0; q < 3; q++)
2549 				a[q] = 1;
2550 	}
2551 	else
2552 	{
2553 		// fetch the lighting from the worldmodel data
2554 
2555 		// CSQC can provide its own customized modellight values
2556 		if (ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
2557 		{
2558 			ent->render_modellight_forced = true;
2559 			for (q = 0; q < 3; q++)
2560 			{
2561 				a[q] = ent->custommodellight_ambient[q];
2562 				c[q] = ent->custommodellight_diffuse[q];
2563 				dir[q] = ent->custommodellight_lightdir[q];
2564 			}
2565 		}
2566 		else if (ent->model->type == mod_sprite && !(ent->model->data_textures[0].basematerialflags & MATERIALFLAG_FULLBRIGHT))
2567 		{
2568 			if (ent->model->sprite.sprnum_type == SPR_OVERHEAD) // apply offset for overhead sprites
2569 				shadingorigin[2] = shadingorigin[2] + r_overheadsprites_pushback.value;
2570 			R_CompleteLightPoint(a, c, dir, shadingorigin, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
2571 			ent->render_modellight_forced = true;
2572 			ent->render_rtlight_disabled = true;
2573 		}
2574 		else if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint)
2575 			R_CompleteLightPoint(a, c, dir, shadingorigin, LP_LIGHTMAP, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
2576 		else if (r_fullbright_directed.integer)
2577 			CL_UpdateEntityShading_GetDirectedFullbright(a, c, dir);
2578 		else
2579 			R_CompleteLightPoint(a, c, dir, shadingorigin, LP_LIGHTMAP, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
2580 
2581 		if (ent->flags & RENDER_EQUALIZE)
2582 		{
2583 			// first fix up ambient lighting...
2584 			if (r_equalize_entities_minambient.value > 0)
2585 			{
2586 				fd = 0.299f * ent->render_modellight_diffuse[0] + 0.587f * ent->render_modellight_diffuse[1] + 0.114f * ent->render_modellight_diffuse[2];
2587 				if (fd > 0)
2588 				{
2589 					fa = (0.299f * ent->render_modellight_ambient[0] + 0.587f * ent->render_modellight_ambient[1] + 0.114f * ent->render_modellight_ambient[2]);
2590 					if (fa < r_equalize_entities_minambient.value * fd)
2591 					{
2592 						// solve:
2593 						//   fa'/fd' = minambient
2594 						//   fa'+0.25*fd' = fa+0.25*fd
2595 						//   ...
2596 						//   fa' = fd' * minambient
2597 						//   fd'*(0.25+minambient) = fa+0.25*fd
2598 						//   ...
2599 						//   fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
2600 						//   fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
2601 						//   ...
2602 						fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
2603 						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
2604 						for (q = 0; q < 3; q++)
2605 						{
2606 							a[q] = (1 - f)*0.25f * c[q];
2607 							c[q] *= f;
2608 						}
2609 					}
2610 				}
2611 			}
2612 
2613 			if (r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
2614 			{
2615 				fa = 0.299f * a[0] + 0.587f * a[1] + 0.114f * a[2];
2616 				fd = 0.299f * c[0] + 0.587f * c[1] + 0.114f * c[2];
2617 				f = fa + 0.25 * fd;
2618 				if (f > 0)
2619 				{
2620 					// adjust brightness and saturation to target
2621 					float l2 = r_equalize_entities_by.value, l1 = 1 - l2;
2622 					for (q = 0; q < 3; q++)
2623 					{
2624 						a[q] = l1 * a[q] + l2 * (fa / f);
2625 						c[q] = l1 * c[q] + l2 * (fd / f);
2626 					}
2627 				}
2628 			}
2629 		}
2630 	}
2631 
2632 	for (q = 0; q < 3; q++)
2633 	{
2634 		ent->render_fullbright[q] = ent->colormod[q];
2635 		ent->render_glowmod[q] = ent->glowmod[q] * r_hdr_glowintensity.value;
2636 		ent->render_modellight_ambient[q] = a[q] * ent->colormod[q];
2637 		ent->render_modellight_diffuse[q] = c[q] * ent->colormod[q];
2638 		ent->render_modellight_specular[q] = c[q];
2639 		ent->render_modellight_lightdir[q] = dir[q];
2640 		ent->render_lightmap_ambient[q] = ent->colormod[q] * r_refdef.scene.ambientintensity;
2641 		ent->render_lightmap_diffuse[q] = ent->colormod[q] * r_refdef.scene.lightmapintensity;
2642 		ent->render_lightmap_specular[q] = r_refdef.scene.lightmapintensity;
2643 		ent->render_rtlight_diffuse[q] = ent->colormod[q];
2644 		ent->render_rtlight_specular[q] = 1;
2645 	}
2646 
2647 	// these flags disable code paths, make sure it's obvious if they're ignored by storing 0 1 2
2648 	if (ent->render_modellight_forced)
2649 		for (q = 0; q < 3; q++)
2650 			ent->render_lightmap_ambient[q] = ent->render_lightmap_diffuse[q] = ent->render_lightmap_specular[q] = q;
2651 	if (ent->render_rtlight_disabled)
2652 		for (q = 0; q < 3; q++)
2653 			ent->render_rtlight_diffuse[q] = ent->render_rtlight_specular[q] = q;
2654 
2655 	if (VectorLength2(ent->render_modellight_lightdir) == 0)
2656 		VectorSet(ent->render_modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
2657 	VectorNormalize(ent->render_modellight_lightdir);
2658 }
2659 
2660 
CL_UpdateEntityShading(void)2661 void CL_UpdateEntityShading(void)
2662 {
2663 	int i;
2664 	CL_UpdateEntityShading_Entity(r_refdef.scene.worldentity);
2665 	for (i = 0; i < r_refdef.scene.numentities; i++)
2666 		CL_UpdateEntityShading_Entity(r_refdef.scene.entities[i]);
2667 }
2668 
2669 /*
2670 ===========
2671 CL_Shutdown
2672 ===========
2673 */
CL_Shutdown(void)2674 void CL_Shutdown (void)
2675 {
2676 	CL_Screen_Shutdown();
2677 	CL_Particles_Shutdown();
2678 	CL_Parse_Shutdown();
2679 	CL_MeshEntities_Shutdown();
2680 
2681 	Mem_FreePool (&cls.permanentmempool);
2682 	Mem_FreePool (&cls.levelmempool);
2683 }
2684 
2685 /*
2686 =================
2687 CL_Init
2688 =================
2689 */
CL_Init(void)2690 void CL_Init (void)
2691 {
2692 
2693 	cls.levelmempool = Mem_AllocPool("client (per-level memory)", 0, NULL);
2694 	cls.permanentmempool = Mem_AllocPool("client (long term memory)", 0, NULL);
2695 
2696 	memset(&r_refdef, 0, sizeof(r_refdef));
2697 	// max entities sent to renderer per frame
2698 	r_refdef.scene.maxentities = MAX_EDICTS + 256 + 512;
2699 	r_refdef.scene.entities = (entity_render_t **)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t *) * r_refdef.scene.maxentities);
2700 
2701 	// max temp entities
2702 	r_refdef.scene.maxtempentities = MAX_TEMPENTITIES;
2703 	r_refdef.scene.tempentities = (entity_render_t *)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t) * r_refdef.scene.maxtempentities);
2704 
2705 	CL_InitInput ();
2706 
2707 //
2708 // register our commands
2709 //
2710 	Cvar_RegisterVariable (&cl_upspeed);
2711 	Cvar_RegisterVariable (&cl_forwardspeed);
2712 	Cvar_RegisterVariable (&cl_backspeed);
2713 	Cvar_RegisterVariable (&cl_sidespeed);
2714 	Cvar_RegisterVariable (&cl_movespeedkey);
2715 	Cvar_RegisterVariable (&cl_yawspeed);
2716 	Cvar_RegisterVariable (&cl_pitchspeed);
2717 	Cvar_RegisterVariable (&cl_anglespeedkey);
2718 	Cvar_RegisterVariable (&cl_shownet);
2719 	Cvar_RegisterVariable (&cl_nolerp);
2720 	Cvar_RegisterVariable (&cl_lerpexcess);
2721 	Cvar_RegisterVariable (&cl_lerpanim_maxdelta_server);
2722 	Cvar_RegisterVariable (&cl_lerpanim_maxdelta_framegroups);
2723 	Cvar_RegisterVariable (&cl_deathfade);
2724 	Cvar_RegisterVariable (&lookspring);
2725 	Cvar_RegisterVariable (&lookstrafe);
2726 	Cvar_RegisterVariable (&sensitivity);
2727 	Cvar_RegisterVariable (&freelook);
2728 
2729 	Cvar_RegisterVariable (&m_pitch);
2730 	Cvar_RegisterVariable (&m_yaw);
2731 	Cvar_RegisterVariable (&m_forward);
2732 	Cvar_RegisterVariable (&m_side);
2733 
2734 	Cvar_RegisterVariable (&cl_itembobspeed);
2735 	Cvar_RegisterVariable (&cl_itembobheight);
2736 
2737 	Cmd_AddCommand ("entities", CL_PrintEntities_f, "print information on network entities known to client");
2738 	Cmd_AddCommand ("disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
2739 	Cmd_AddCommand ("record", CL_Record_f, "record a demo");
2740 	Cmd_AddCommand ("stop", CL_Stop_f, "stop recording or playing a demo");
2741 	Cmd_AddCommand ("playdemo", CL_PlayDemo_f, "watch a demo file");
2742 	Cmd_AddCommand ("timedemo", CL_TimeDemo_f, "play back a demo as fast as possible and save statistics to benchmark.log");
2743 
2744 	// Support Client-side Model Index List
2745 	Cmd_AddCommand ("cl_modelindexlist", CL_ModelIndexList_f, "list information on all models in the client modelindex");
2746 	// Support Client-side Sound Index List
2747 	Cmd_AddCommand ("cl_soundindexlist", CL_SoundIndexList_f, "list all sounds in the client soundindex");
2748 
2749 	Cvar_RegisterVariable (&cl_autodemo);
2750 	Cvar_RegisterVariable (&cl_autodemo_nameformat);
2751 	Cvar_RegisterVariable (&cl_autodemo_delete);
2752 
2753 	Cmd_AddCommand ("fog", CL_Fog_f, "set global fog parameters (density red green blue [alpha [mindist [maxdist [top [fadedepth]]]]])");
2754 	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)");
2755 
2756 	// LordHavoc: added pausedemo
2757 	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)");
2758 
2759 	Cmd_AddCommand ("cl_areastats", CL_AreaStats_f, "prints statistics on entity culling during collision traces");
2760 
2761 	Cvar_RegisterVariable(&r_draweffects);
2762 	Cvar_RegisterVariable(&cl_explosions_alpha_start);
2763 	Cvar_RegisterVariable(&cl_explosions_alpha_end);
2764 	Cvar_RegisterVariable(&cl_explosions_size_start);
2765 	Cvar_RegisterVariable(&cl_explosions_size_end);
2766 	Cvar_RegisterVariable(&cl_explosions_lifetime);
2767 	Cvar_RegisterVariable(&cl_stainmaps);
2768 	Cvar_RegisterVariable(&cl_stainmaps_clearonload);
2769 	Cvar_RegisterVariable(&cl_beams_polygons);
2770 	Cvar_RegisterVariable(&cl_beams_quakepositionhack);
2771 	Cvar_RegisterVariable(&cl_beams_instantaimhack);
2772 	Cvar_RegisterVariable(&cl_beams_lightatend);
2773 	Cvar_RegisterVariable(&cl_noplayershadow);
2774 	Cvar_RegisterVariable(&cl_dlights_decayradius);
2775 	Cvar_RegisterVariable(&cl_dlights_decaybrightness);
2776 
2777 	Cvar_RegisterVariable(&cl_prydoncursor);
2778 	Cvar_RegisterVariable(&cl_prydoncursor_notrace);
2779 
2780 	Cvar_RegisterVariable(&cl_deathnoviewmodel);
2781 
2782 	// for QW connections
2783 	Cvar_RegisterVariable(&qport);
2784 	Cvar_SetValueQuick(&qport, (rand() * RAND_MAX + rand()) & 0xffff);
2785 
2786 	Cmd_AddCommand("timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs");
2787 
2788 	Cvar_RegisterVariable(&cl_locs_enable);
2789 	Cvar_RegisterVariable(&cl_locs_show);
2790 	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)");
2791 	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)");
2792 	Cmd_AddCommand("locs_clear", CL_Locs_Clear_f, "remove all loc points/boxes");
2793 	Cmd_AddCommand("locs_reload", CL_Locs_Reload_f, "reload .loc file for this map");
2794 	Cmd_AddCommand("locs_save", CL_Locs_Save_f, "save .loc file for this map containing currently defined points and boxes");
2795 
2796 	CL_Parse_Init();
2797 	CL_Particles_Init();
2798 	CL_Screen_Init();
2799 	CL_MeshEntities_Init();
2800 
2801 	CL_Video_Init();
2802 }
2803