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