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