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