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