2 Copyright (C) 1996-1997 Id Software, Inc.
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.
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.
13 See the GNU General Public License for more details.
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.
20 // cl_main.c -- client main loop
23 #include "cl_collision.h"
31 // we need to declare some mouse variables here, because the menu system
32 // references them even when on a unix system.
34 cvar_t csqc_progname = {0, "csqc_progname","csprogs.dat","name of csprogs.dat file to load"};
35 cvar_t csqc_progcrc = {CVAR_READONLY, "csqc_progcrc","-1","CRC of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1"};
36 cvar_t csqc_progsize = {CVAR_READONLY, "csqc_progsize","-1","file size of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1"};
38 cvar_t cl_shownet = {0, "cl_shownet","0","1 = print packet size, 2 = print packet message list"};
39 cvar_t cl_nolerp = {0, "cl_nolerp", "0","network update smoothing"};
41 cvar_t cl_itembobheight = {0, "cl_itembobheight", "0","how much items bob up and down (try 8)"};
42 cvar_t cl_itembobspeed = {0, "cl_itembobspeed", "0.5","how frequently items bob up and down"};
44 cvar_t lookspring = {CVAR_SAVE, "lookspring","0","returns pitch to level with the floor when no longer holding a pitch key"};
45 cvar_t lookstrafe = {CVAR_SAVE, "lookstrafe","0","move instead of turning"};
46 cvar_t sensitivity = {CVAR_SAVE, "sensitivity","3","mouse speed multiplier"};
48 cvar_t m_pitch = {CVAR_SAVE, "m_pitch","0.022","mouse pitch speed multiplier"};
49 cvar_t m_yaw = {CVAR_SAVE, "m_yaw","0.022","mouse yaw speed multiplier"};
50 cvar_t m_forward = {CVAR_SAVE, "m_forward","1","mouse forward speed multiplier"};
51 cvar_t m_side = {CVAR_SAVE, "m_side","0.8","mouse side speed multiplier"};
53 cvar_t freelook = {CVAR_SAVE, "freelook", "1","mouse controls pitch instead of forward/back"};
55 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" };
56 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" };
58 cvar_t r_draweffects = {0, "r_draweffects", "1","renders temporary sprite effects"};
60 cvar_t cl_explosions_alpha_start = {CVAR_SAVE, "cl_explosions_alpha_start", "1.5","starting alpha of an explosion shell"};
61 cvar_t cl_explosions_alpha_end = {CVAR_SAVE, "cl_explosions_alpha_end", "0","end alpha of an explosion shell (just before it disappears)"};
62 cvar_t cl_explosions_size_start = {CVAR_SAVE, "cl_explosions_size_start", "16","starting size of an explosion shell"};
63 cvar_t cl_explosions_size_end = {CVAR_SAVE, "cl_explosions_size_end", "128","ending alpha of an explosion shell (just before it disappears)"};
64 cvar_t cl_explosions_lifetime = {CVAR_SAVE, "cl_explosions_lifetime", "0.5","how long an explosion shell lasts"};
66 cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "1","stains lightmaps, much faster than decals but blurred"};
67 cvar_t cl_stainmaps_clearonload = {CVAR_SAVE, "cl_stainmaps_clearonload", "1","clear stainmaps on map restart"};
69 cvar_t cl_beams_polygons = {CVAR_SAVE, "cl_beams_polygons", "1","use beam polygons instead of models"};
70 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)"};
71 cvar_t cl_beams_instantaimhack = {CVAR_SAVE, "cl_beams_instantaimhack", "0", "makes your lightning gun aiming update instantly"};
72 cvar_t cl_beams_lightatend = {CVAR_SAVE, "cl_beams_lightatend", "0", "make a light at the end of the beam"};
74 cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0","hide player shadow"};
76 cvar_t cl_dlights_decayradius = {CVAR_SAVE, "cl_dlights_decayradius", "1", "reduces size of light flashes over time"};
77 cvar_t cl_dlights_decaybrightness = {CVAR_SAVE, "cl_dlights_decaybrightness", "1", "reduces brightness of light flashes over time"};
79 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)"};
81 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"};
83 cvar_t cl_deathnoviewmodel = {0, "cl_deathnoviewmodel", "1", "hides gun model when dead"};
85 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)"};
86 cvar_t cl_locs_show = {0, "locs_show", "0", "shows defined locations for editing purposes"};
91 #define MAX_PARTICLES 32768 // default max # of particles at one time
92 #define ABSOLUTE_MIN_PARTICLES 512 // no fewer than this no matter what's on the command line
100 void CL_ClearState(void)
105 // wipe the entire cl structure
106 Mem_EmptyPool(cls.levelmempool);
107 memset (&cl, 0, sizeof(cl));
111 // reset the view zoom interpolation
112 cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
114 // enable rendering of the world and such
115 cl.csqc_vidvars.drawworld = true;
116 cl.csqc_vidvars.drawenginesbar = true;
117 cl.csqc_vidvars.drawcrosshair = true;
119 // set up the float version of the stats array for easier access to float stats
120 cl.statsf = (float *)cl.stats;
123 cl.num_static_entities = 0;
124 cl.num_temp_entities = 0;
125 cl.num_brushmodel_entities = 0;
127 // tweak these if the game runs out
128 cl.max_entities = 256;
129 cl.max_static_entities = 256;
130 cl.max_temp_entities = 512;
131 cl.max_effects = 256;
133 cl.max_dlights = MAX_DLIGHTS;
134 cl.max_lightstyle = MAX_LIGHTSTYLES;
135 cl.max_brushmodel_entities = MAX_EDICTS;
136 cl.max_particles = MAX_PARTICLES;
138 // COMMANDLINEOPTION: Client: -particles <number> changes maximum number of particles at once, default 32768
139 i = COM_CheckParm ("-particles");
140 if (i && i < com_argc - 1)
142 cl.max_particles = (int)(atoi(com_argv[i+1]));
143 if (cl.max_particles < ABSOLUTE_MIN_PARTICLES)
144 cl.max_particles = ABSOLUTE_MIN_PARTICLES;
151 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
152 cl.entities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char));
153 cl.static_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_static_entities * sizeof(entity_t));
154 cl.temp_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_temp_entities * sizeof(entity_t));
155 cl.effects = (cl_effect_t *)Mem_Alloc(cls.levelmempool, cl.max_effects * sizeof(cl_effect_t));
156 cl.beams = (beam_t *)Mem_Alloc(cls.levelmempool, cl.max_beams * sizeof(beam_t));
157 cl.dlights = (dlight_t *)Mem_Alloc(cls.levelmempool, cl.max_dlights * sizeof(dlight_t));
158 cl.lightstyle = (lightstyle_t *)Mem_Alloc(cls.levelmempool, cl.max_lightstyle * sizeof(lightstyle_t));
159 cl.brushmodel_entities = (int *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(int));
160 cl.particles = (particle_t *) Mem_Alloc(cls.levelmempool, cl.max_particles * sizeof(particle_t));
162 // LordHavoc: have to set up the baseline info for alpha and other stuff
163 for (i = 0;i < cl.max_entities;i++)
165 cl.entities[i].state_baseline = defaultstate;
166 cl.entities[i].state_previous = defaultstate;
167 cl.entities[i].state_current = defaultstate;
170 if (gamemode == GAME_NEXUIZ)
172 VectorSet(cl.playerstandmins, -16, -16, -24);
173 VectorSet(cl.playerstandmaxs, 16, 16, 45);
174 VectorSet(cl.playercrouchmins, -16, -16, -24);
175 VectorSet(cl.playercrouchmaxs, 16, 16, 25);
179 VectorSet(cl.playerstandmins, -16, -16, -24);
180 VectorSet(cl.playerstandmaxs, 16, 16, 24);
181 VectorSet(cl.playercrouchmins, -16, -16, -24);
182 VectorSet(cl.playercrouchmaxs, 16, 16, 24);
185 // disable until we get textures for it
188 ent = &cl.entities[0];
189 // entire entity array was cleared, so just fill in a few fields
190 ent->state_current.active = true;
191 ent->render.model = cl.worldmodel = NULL; // no world model yet
192 ent->render.alpha = 1;
193 ent->render.colormap = -1; // no special coloring
194 ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
195 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, 0, 0, 0, 0, 0, 0, 1);
196 CL_UpdateRenderEntity(&ent->render);
198 // noclip is turned off at start
199 noclip_anglehack = false;
201 // mark all frames invalid for delta
202 memset(cl.qw_deltasequence, -1, sizeof(cl.qw_deltasequence));
207 void CL_SetInfo(const char *key, const char *value, qboolean send, qboolean allowstarkey, qboolean allowmodel, qboolean quiet)
210 qboolean fail = false;
211 if (!allowstarkey && key[0] == '*')
213 if (!allowmodel && (!strcasecmp(key, "pmodel") || !strcasecmp(key, "emodel")))
215 for (i = 0;key[i];i++)
216 if (key[i] <= ' ' || key[i] == '\"')
218 for (i = 0;value[i];i++)
219 if (value[i] == '\r' || value[i] == '\n' || value[i] == '\"')
224 Con_Printf("Can't setinfo \"%s\" \"%s\"\n", key, value);
227 InfoString_SetValue(cls.userinfo, sizeof(cls.userinfo), key, value);
228 if (cls.state == ca_connected && cls.netcon)
230 if (cls.protocol == PROTOCOL_QUAKEWORLD)
232 MSG_WriteByte(&cls.netcon->message, qw_clc_stringcmd);
233 MSG_WriteString(&cls.netcon->message, va("setinfo \"%s\" \"%s\"", key, value));
235 else if (!strcasecmp(key, "name"))
237 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
238 MSG_WriteString(&cls.netcon->message, va("name \"%s\"", value));
240 else if (!strcasecmp(key, "playermodel"))
242 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
243 MSG_WriteString(&cls.netcon->message, va("playermodel \"%s\"", value));
245 else if (!strcasecmp(key, "playerskin"))
247 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
248 MSG_WriteString(&cls.netcon->message, va("playerskin \"%s\"", value));
250 else if (!strcasecmp(key, "topcolor"))
252 // don't send anything, the combined color code will be updated manually
254 else if (!strcasecmp(key, "bottomcolor"))
256 // don't send anything, the combined color code will be updated manually
258 else if (!strcasecmp(key, "rate"))
260 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
261 MSG_WriteString(&cls.netcon->message, va("rate \"%s\"", value));
266 void CL_ExpandEntities(int num)
268 int i, oldmaxentities;
269 entity_t *oldentities;
270 if (num >= cl.max_entities)
273 Sys_Error("CL_ExpandEntities: cl.entities not initialized");
274 if (num >= MAX_EDICTS)
275 Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
276 oldmaxentities = cl.max_entities;
277 oldentities = cl.entities;
278 cl.max_entities = (num & ~255) + 256;
279 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
280 memcpy(cl.entities, oldentities, oldmaxentities * sizeof(entity_t));
281 Mem_Free(oldentities);
282 for (i = oldmaxentities;i < cl.max_entities;i++)
284 cl.entities[i].state_baseline = defaultstate;
285 cl.entities[i].state_previous = defaultstate;
286 cl.entities[i].state_current = defaultstate;
291 void CL_VM_ShutDown (void);
293 =====================
296 Sends a disconnect message to the server
297 This is also called on Host_Error, so it shouldn't cause any errors
298 =====================
300 void CL_Disconnect(void)
302 if (cls.state == ca_dedicated)
305 Curl_Clear_forthismap();
307 Con_DPrintf("CL_Disconnect\n");
310 // stop sounds (especially looping!)
313 cl.parsingtextexpectingpingforscores = 0; // just in case no reply has come yet
315 // clear contents blends
316 cl.cshifts[0].percent = 0;
317 cl.cshifts[1].percent = 0;
318 cl.cshifts[2].percent = 0;
319 cl.cshifts[3].percent = 0;
321 cl.worldmodel = NULL;
323 CL_Parse_ErrorCleanUp();
325 if (cls.demoplayback)
330 unsigned char bufdata[8];
331 if (cls.demorecording)
334 // send disconnect message 3 times to improve chances of server
335 // receiving it (but it still fails sometimes)
336 memset(&buf, 0, sizeof(buf));
338 buf.maxsize = sizeof(bufdata);
339 if (cls.protocol == PROTOCOL_QUAKEWORLD)
341 Con_DPrint("Sending drop command\n");
342 MSG_WriteByte(&buf, qw_clc_stringcmd);
343 MSG_WriteString(&buf, "drop");
347 Con_DPrint("Sending clc_disconnect\n");
348 MSG_WriteByte(&buf, clc_disconnect);
350 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
351 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
352 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
353 NetConn_Close(cls.netcon);
356 cls.state = ca_disconnected;
358 cls.demoplayback = cls.timedemo = false;
362 void CL_Disconnect_f(void)
366 Host_ShutdownServer ();
373 =====================
374 CL_EstablishConnection
376 Host should be either "local" or a net address
377 =====================
379 void CL_EstablishConnection(const char *host)
381 if (cls.state == ca_dedicated)
384 // clear menu's connect error message
385 M_Update_Return_Reason("");
388 // stop demo loop in case this fails
389 if (cls.demoplayback)
392 // if downloads are running, cancel their finishing action
393 Curl_Clear_forthismap();
395 // make sure the client ports are open before attempting to connect
396 NetConn_UpdateSockets();
398 // run a network frame
399 //NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
401 if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
403 cls.connect_trying = true;
404 cls.connect_remainingtries = 3;
405 cls.connect_nextsendtime = 0;
406 M_Update_Return_Reason("Trying to connect...");
407 // run several network frames to jump into the game quickly
410 // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
411 // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
412 // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
413 // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
418 Con_Print("Unable to find a suitable network socket to connect to server.\n");
419 M_Update_Return_Reason("No network");
428 static void CL_PrintEntities_f(void)
433 for (i = 0, ent = cl.entities;i < cl.num_entities;i++, ent++)
435 const char* modelname;
437 if (!ent->state_current.active)
440 if (ent->render.model)
441 modelname = ent->render.model->name;
443 modelname = "--no model--";
444 Con_Printf("%3i: %-25s:%4i (%5i %5i %5i) [%3i %3i %3i] %4.2f %5.3f\n", i, modelname, ent->render.frame2, (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);
452 List all models in the client modelindex
455 static void CL_ModelIndexList_f(void)
457 int nModelIndexCnt = 1;
459 while(cl.model_precache[nModelIndexCnt] && nModelIndexCnt != MAX_MODELS)
461 Con_Printf("%i : %s\n", nModelIndexCnt, cl.model_precache[nModelIndexCnt]->name);
470 List all sounds in the client soundindex
473 static void CL_SoundIndexList_f(void)
475 int nSoundIndexCnt = 1;
477 while(cl.sound_precache[nSoundIndexCnt] && nSoundIndexCnt != MAX_SOUNDS)
479 Con_Printf("%i : %s\n", nSoundIndexCnt, cl.sound_precache[nSoundIndexCnt]->name);
484 //static const vec3_t nomodelmins = {-16, -16, -16};
485 //static const vec3_t nomodelmaxs = {16, 16, 16};
486 void CL_UpdateRenderEntity(entity_render_t *ent)
490 model_t *model = ent->model;
491 // update the inverse matrix for the renderer
492 Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
493 // update the animation blend state
494 R_LerpAnimation(ent);
495 // we need the matrix origin to center the box
496 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
497 // update entity->render.scale because the renderer needs it
498 ent->scale = scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
501 // NOTE: this directly extracts vector components from the matrix, which relies on the matrix orientation!
502 #ifdef MATRIX4x4_OPENGLORIENTATION
503 if (ent->matrix.m[0][2] != 0 || ent->matrix.m[1][2] != 0)
505 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
509 VectorMA(org, scale, model->rotatedmins, ent->mins);
510 VectorMA(org, scale, model->rotatedmaxs, ent->maxs);
512 #ifdef MATRIX4x4_OPENGLORIENTATION
513 else if (ent->matrix.m[1][0] != 0 || ent->matrix.m[0][1] != 0)
515 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
519 VectorMA(org, scale, model->yawmins, ent->mins);
520 VectorMA(org, scale, model->yawmaxs, ent->maxs);
524 VectorMA(org, scale, model->normalmins, ent->mins);
525 VectorMA(org, scale, model->normalmaxs, ent->maxs);
530 ent->mins[0] = org[0] - 16;
531 ent->mins[1] = org[1] - 16;
532 ent->mins[2] = org[2] - 16;
533 ent->maxs[0] = org[0] + 16;
534 ent->maxs[1] = org[1] + 16;
535 ent->maxs[2] = org[2] + 16;
543 Determines the fraction between the last two messages that the objects
547 static float CL_LerpPoint(void)
551 if (cl_nettimesyncboundmode.integer == 1)
552 cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
554 // LordHavoc: lerp in listen games as the server is being capped below the client (usually)
555 if (cl.mtime[0] <= cl.mtime[1])
557 cl.time = cl.mtime[0];
561 f = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]);
562 return bound(0, f, 1);
565 void CL_ClearTempEntities (void)
567 cl.num_temp_entities = 0;
570 entity_t *CL_NewTempEntity(void)
574 if (r_refdef.numentities >= r_refdef.maxentities)
576 if (cl.num_temp_entities >= cl.max_temp_entities)
578 ent = &cl.temp_entities[cl.num_temp_entities++];
579 memset (ent, 0, sizeof(*ent));
580 r_refdef.entities[r_refdef.numentities++] = &ent->render;
582 ent->render.colormap = -1; // no special coloring
583 ent->render.alpha = 1;
584 VectorSet(ent->render.colormod, 1, 1, 1);
588 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
592 if (!modelindex) // sanity check
596 Con_Printf("CL_Effect: framerate %f is < 1\n", framerate);
601 Con_Printf("CL_Effect: framecount %i is < 1\n", framecount);
604 for (i = 0, e = cl.effects;i < cl.max_effects;i++, e++)
609 VectorCopy(org, e->origin);
610 e->modelindex = modelindex;
611 e->starttime = cl.time;
612 e->startframe = startframe;
613 e->endframe = startframe + framecount;
614 e->framerate = framerate;
617 e->frame1time = cl.time;
618 e->frame2time = cl.time;
619 cl.num_effects = max(cl.num_effects, i + 1);
624 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)
630 // first look for an exact key match
634 for (i = 0;i < cl.num_dlights;i++, dl++)
640 // then look for anything else
642 for (i = 0;i < cl.num_dlights;i++, dl++)
645 // if we hit the end of the active dlights and found no gaps, add a new one
648 cl.num_dlights = i + 1;
652 // unable to find one
656 //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
657 memset (dl, 0, sizeof(*dl));
658 Matrix4x4_Normalize(&dl->matrix, matrix);
660 Matrix4x4_OriginFromMatrix(&dl->matrix, dl->origin);
661 CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
662 Matrix4x4_SetOrigin(&dl->matrix, dl->origin[0], dl->origin[1], dl->origin[2]);
665 dl->color[1] = green;
667 dl->initialradius = radius;
668 dl->initialcolor[0] = red;
669 dl->initialcolor[1] = green;
670 dl->initialcolor[2] = blue;
671 dl->decay = decay / radius; // changed decay to be a percentage decrease
672 dl->intensity = 1; // this is what gets decayed
674 dl->die = cl.time + lifetime;
678 dpsnprintf(dl->cubemapname, sizeof(dl->cubemapname), "cubemaps/%i", cubemapnum);
680 dl->cubemapname[0] = 0;
682 dl->shadow = shadowenable;
685 dl->coronasizescale = coronasizescale;
686 dl->ambientscale = ambientscale;
687 dl->diffusescale = diffusescale;
688 dl->specularscale = specularscale;
691 void CL_DecayLightFlashes(void)
697 time = bound(0, cl.time - cl.oldtime, 0.1);
698 oldmax = cl.num_dlights;
700 for (i = 0, dl = cl.dlights;i < oldmax;i++, dl++)
704 dl->intensity -= time * dl->decay;
705 if (cl.time < dl->die && dl->intensity > 0)
707 if (cl_dlights_decayradius.integer)
708 dl->radius = dl->initialradius * dl->intensity;
710 dl->radius = dl->initialradius;
711 if (cl_dlights_decaybrightness.integer)
712 VectorScale(dl->initialcolor, dl->intensity, dl->color);
714 VectorCopy(dl->initialcolor, dl->color);
715 cl.num_dlights = i + 1;
723 // called before entity relinking
724 void CL_RelinkLightFlashes(void)
729 matrix4x4_t tempmatrix;
731 if (r_dynamic.integer)
733 for (i = 0, dl = cl.dlights;i < cl.num_dlights && r_refdef.numlights < MAX_DLIGHTS;i++, dl++)
737 tempmatrix = dl->matrix;
738 Matrix4x4_Scale(&tempmatrix, dl->radius, 1);
739 R_RTLight_Update(&r_refdef.lights[r_refdef.numlights++], false, &tempmatrix, dl->color, dl->style, dl->cubemapname, dl->shadow, dl->corona, dl->coronasizescale, dl->ambientscale, dl->diffusescale, dl->specularscale, dl->flags);
745 // 'm' is normal light, 'a' is no light, 'z' is double bright
749 for (j = 0;j < cl.max_lightstyle;j++)
751 if (!cl.lightstyle || !cl.lightstyle[j].length)
753 r_refdef.lightstylevalue[j] = 256;
756 k = i % cl.lightstyle[j].length;
757 l = (i-1) % cl.lightstyle[j].length;
758 k = cl.lightstyle[j].map[k] - 'a';
759 l = cl.lightstyle[j].map[l] - 'a';
760 r_refdef.lightstylevalue[j] = (unsigned short)(((k*frac)+(l*(1-frac)))*22);
764 void CL_AddQWCTFFlagModel(entity_t *player, int skin)
768 matrix4x4_t flagmatrix;
770 // this code taken from QuakeWorld
772 if (player->render.frame2 >= 29 && player->render.frame2 <= 40)
774 if (player->render.frame2 >= 29 && player->render.frame2 <= 34)
776 if (player->render.frame2 == 29) f = f + 2;
777 else if (player->render.frame2 == 30) f = f + 8;
778 else if (player->render.frame2 == 31) f = f + 12;
779 else if (player->render.frame2 == 32) f = f + 11;
780 else if (player->render.frame2 == 33) f = f + 10;
781 else if (player->render.frame2 == 34) f = f + 4;
783 else if (player->render.frame2 >= 35 && player->render.frame2 <= 40)
785 if (player->render.frame2 == 35) f = f + 2;
786 else if (player->render.frame2 == 36) f = f + 10;
787 else if (player->render.frame2 == 37) f = f + 10;
788 else if (player->render.frame2 == 38) f = f + 8;
789 else if (player->render.frame2 == 39) f = f + 4;
790 else if (player->render.frame2 == 40) f = f + 2;
793 else if (player->render.frame2 >= 103 && player->render.frame2 <= 118)
795 if (player->render.frame2 >= 103 && player->render.frame2 <= 104) f = f + 6; //nailattack
796 else if (player->render.frame2 >= 105 && player->render.frame2 <= 106) f = f + 6; //light
797 else if (player->render.frame2 >= 107 && player->render.frame2 <= 112) f = f + 7; //rocketattack
798 else if (player->render.frame2 >= 112 && player->render.frame2 <= 118) f = f + 7; //shotattack
800 // end of code taken from QuakeWorld
802 flag = CL_NewTempEntity();
806 flag->render.model = cl.model_precache[cl.qw_modelindex_flag];
807 flag->render.skinnum = skin;
808 flag->render.colormap = -1; // no special coloring
809 flag->render.alpha = 1;
810 VectorSet(flag->render.colormod, 1, 1, 1);
811 // attach the flag to the player matrix
812 Matrix4x4_CreateFromQuakeEntity(&flagmatrix, -f, -22, 0, 0, 0, -45, 1);
813 Matrix4x4_Concat(&flag->render.matrix, &player->render.matrix, &flagmatrix);
814 CL_UpdateRenderEntity(&flag->render);
817 matrix4x4_t viewmodelmatrix;
819 static const vec3_t muzzleflashorigin = {18, 0, 0};
821 extern void V_DriftPitch(void);
822 extern void V_FadeViewFlashs(void);
823 extern void V_CalcViewBlend(void);
824 extern void V_CalcRefdef(void);
826 // note this is a recursive function, recursionlimit should be 32 or so on the initial call
827 void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolate)
829 const matrix4x4_t *matrix;
830 matrix4x4_t blendmatrix, tempmatrix, matrix2;
832 float origin[3], angles[3], delta[3], lerp, d;
835 //entity_persistent_t *p = &e->persistent;
836 //entity_render_t *r = &e->render;
837 // skip inactive entities and world
838 if (!e->state_current.active || e == cl.entities)
840 if (recursionlimit < 1)
842 e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
843 e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
844 e->render.flags = e->state_current.flags;
845 e->render.effects = e->state_current.effects;
846 VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
847 e->render.entitynumber = e - cl.entities;
848 if (e->state_current.flags & RENDER_COLORMAPPED)
851 unsigned char *cbcolor;
852 e->render.colormap = e->state_current.colormap;
853 cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12;
854 cbcolor = (unsigned char *) (&palette_complete[cb]);
855 e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f);
856 e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f);
857 e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f);
858 cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
859 cbcolor = (unsigned char *) (&palette_complete[cb]);
860 e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f);
861 e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f);
862 e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f);
864 else if (e->state_current.colormap && cl.scores != NULL)
867 unsigned char *cbcolor;
868 e->render.colormap = cl.scores[e->state_current.colormap - 1].colors; // color it
869 cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12;
870 cbcolor = (unsigned char *) (&palette_complete[cb]);
871 e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f);
872 e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f);
873 e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f);
874 cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
875 cbcolor = (unsigned char *) (&palette_complete[cb]);
876 e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f);
877 e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f);
878 e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f);
882 e->render.colormap = -1; // no special coloring
883 VectorClear(e->render.colormap_pantscolor);
884 VectorClear(e->render.colormap_shirtcolor);
886 e->render.skinnum = e->state_current.skin;
887 if (e->state_current.tagentity)
889 // attached entity (gun held in player model's hand, etc)
890 // if the tag entity is currently impossible, skip it
891 if (e->state_current.tagentity >= cl.num_entities)
893 t = cl.entities + e->state_current.tagentity;
894 // if the tag entity is inactive, skip it
895 if (!t->state_current.active)
897 // update the parent first
898 CL_UpdateNetworkEntity(t, recursionlimit - 1, interpolate);
899 // make relative to the entity
900 matrix = &t->render.matrix;
901 // some properties of the tag entity carry over
902 e->render.flags |= t->render.flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
903 // if a valid tagindex is used, make it relative to that tag instead
904 // FIXME: use a model function to get tag info (need to handle skeletal)
905 if (e->state_current.tagentity && e->state_current.tagindex >= 1 && (model = t->render.model))
907 // blend the matrices
908 memset(&blendmatrix, 0, sizeof(blendmatrix));
909 for (j = 0;j < 4 && t->render.frameblend[j].lerp > 0;j++)
911 matrix4x4_t tagmatrix;
912 Mod_Alias_GetTagMatrix(model, t->render.frameblend[j].frame, e->state_current.tagindex - 1, &tagmatrix);
913 d = t->render.frameblend[j].lerp;
914 for (l = 0;l < 4;l++)
915 for (k = 0;k < 4;k++)
916 blendmatrix.m[l][k] += d * tagmatrix.m[l][k];
918 // concat the tag matrices onto the entity matrix
919 Matrix4x4_Concat(&tempmatrix, &t->render.matrix, &blendmatrix);
920 // use the constructed tag matrix
921 matrix = &tempmatrix;
924 else if (e->render.flags & RENDER_VIEWMODEL)
926 // view-relative entity (guns and such)
927 if (e->render.effects & EF_NOGUNBOB)
928 matrix = &r_view.matrix; // really attached to view
930 matrix = &viewmodelmatrix; // attached to gun bob matrix
934 // world-relative entity (the normal kind)
935 matrix = &identitymatrix;
939 // if it's the predicted player entity, update according to client movement
940 // but don't lerp if going through a teleporter as it causes a bad lerp
941 // also don't use the predicted location if fixangle was set on both of
942 // the most recent server messages, as that cause means you are spectating
943 // someone or watching a cutscene of some sort
944 if (cl_nolerp.integer || cls.timedemo)
946 if (e == cl.entities + cl.playerentity && cl.movement_predicted && (!cl.fixangle[1] || !cl.fixangle[0]))
948 lerp = (cl.time - cl.movement_time[2]) / (cl.movement_time[0] - cl.movement_time[1]);
949 lerp = bound(0, lerp, 1);
952 VectorLerp(cl.movement_oldorigin, lerp, cl.movement_origin, origin);
953 VectorSet(angles, 0, cl.viewangles[1], 0);
955 else if (interpolate && e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1)
957 // interpolate the origin and angles
959 VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
960 VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
961 if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
962 if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
963 if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
964 VectorMA(e->persistent.oldangles, lerp, delta, angles);
969 VectorCopy(e->persistent.neworigin, origin);
970 VectorCopy(e->persistent.newangles, angles);
973 // model setup and some modelflags
974 if(e->state_current.modelindex < MAX_MODELS)
975 e->render.model = cl.model_precache[e->state_current.modelindex];
978 // models can set flags such as EF_ROCKET
979 // this 0xFF800000 mask is EF_NOMODELFLAGS plus all the higher EF_ flags such as EF_ROCKET
980 if (!(e->render.effects & 0xFF800000))
981 e->render.effects |= e->render.model->effects;
982 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
983 if (e->render.model->type == mod_alias)
984 angles[0] = -angles[0];
985 if ((e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
986 VectorScale(e->render.colormod, 2, e->render.colormod);
988 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
989 else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
990 angles[0] = -angles[0];
992 if ((e->render.effects & EF_ROTATE) && !(e->render.flags & RENDER_VIEWMODEL))
994 angles[1] = ANGLEMOD(100*cl.time);
995 if (cl_itembobheight.value)
996 origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
1000 if (e->render.frame2 == e->state_current.frame)
1002 // update frame lerp fraction
1003 e->render.framelerp = 1;
1004 if (e->render.frame2time > e->render.frame1time)
1006 // make sure frame lerp won't last longer than 100ms
1007 // (this mainly helps with models that use framegroups and
1008 // switch between them infrequently)
1009 e->render.framelerp = (cl.time - e->render.frame2time) / min(e->render.frame2time - e->render.frame1time, 0.1);
1010 e->render.framelerp = bound(0, e->render.framelerp, 1);
1015 // begin a new frame lerp
1016 e->render.frame1 = e->render.frame2;
1017 e->render.frame1time = e->render.frame2time;
1018 e->render.frame2 = e->state_current.frame;
1019 e->render.frame2time = cl.time;
1020 e->render.framelerp = 0;
1023 // set up the render matrix
1026 // attached entity, this requires a matrix multiply (concat)
1027 // FIXME: e->render.scale should go away
1028 Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1029 // concat the matrices to make the entity relative to its tag
1030 Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
1031 // get the origin from the new matrix
1032 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1036 // unattached entities are faster to process
1037 Matrix4x4_CreateFromQuakeEntity(&e->render.matrix, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1040 // make the other useful stuff
1041 CL_UpdateRenderEntity(&e->render);
1043 // tenebrae's sprites are all additive mode (weird)
1044 if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
1045 e->render.effects |= EF_ADDITIVE;
1046 // player model is only shown with chase_active on
1047 if (e->state_current.number == cl.viewentity)
1048 e->render.flags |= RENDER_EXTERIORMODEL;
1049 // either fullbright or lit
1050 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1051 e->render.flags |= RENDER_LIGHT;
1052 // hide player shadow during intermission or nehahra movie
1053 if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST))
1054 && (e->render.alpha >= 1)
1055 && !(e->render.flags & RENDER_VIEWMODEL)
1056 && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
1057 e->render.flags |= RENDER_SHADOW;
1058 if (e->render.flags & RENDER_VIEWMODEL)
1059 e->render.flags |= RENDER_NOSELFSHADOW;
1062 // creates light and trails from an entity
1063 void CL_UpdateNetworkEntityTrail(entity_t *e)
1065 effectnameindex_t trailtype;
1068 // bmodels are treated specially since their origin is usually '0 0 0' and
1069 // their actual geometry is far from '0 0 0'
1070 if (e->render.model && e->render.model->soundfromcenter)
1073 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1074 Matrix4x4_Transform(&e->render.matrix, o, origin);
1077 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1079 // handle particle trails and such effects now that we know where this
1080 // entity is in the world...
1081 trailtype = EFFECT_NONE;
1082 // LordHavoc: if the entity has no effects, don't check each
1083 if (e->render.effects & (EF_BRIGHTFIELD | EF_FLAME | EF_STARDUST))
1085 if (e->render.effects & EF_BRIGHTFIELD)
1087 if (gamemode == GAME_NEXUIZ)
1088 trailtype = EFFECT_TR_NEXUIZPLASMA;
1090 CL_EntityParticles(e);
1092 if (e->render.effects & EF_FLAME)
1093 CL_ParticleTrail(EFFECT_EF_FLAME, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true);
1094 if (e->render.effects & EF_STARDUST)
1095 CL_ParticleTrail(EFFECT_EF_STARDUST, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true);
1097 if (e->render.internaleffects & (INTEF_FLAG1QW | INTEF_FLAG2QW))
1099 // these are only set on player entities
1100 CL_AddQWCTFFlagModel(e, (e->render.internaleffects & INTEF_FLAG2QW) != 0);
1102 // muzzleflash fades over time
1103 if (e->persistent.muzzleflash > 0)
1104 e->persistent.muzzleflash -= bound(0, cl.time - cl.oldtime, 0.1) * 20;
1105 // LordHavoc: if the entity has no effects, don't check each
1106 if (e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1108 if (e->render.effects & EF_GIB)
1109 trailtype = EFFECT_TR_BLOOD;
1110 else if (e->render.effects & EF_ZOMGIB)
1111 trailtype = EFFECT_TR_SLIGHTBLOOD;
1112 else if (e->render.effects & EF_TRACER)
1113 trailtype = EFFECT_TR_WIZSPIKE;
1114 else if (e->render.effects & EF_TRACER2)
1115 trailtype = EFFECT_TR_KNIGHTSPIKE;
1116 else if (e->render.effects & EF_ROCKET)
1117 trailtype = EFFECT_TR_ROCKET;
1118 else if (e->render.effects & EF_GRENADE)
1120 // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1121 trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1123 else if (e->render.effects & EF_TRACER3)
1124 trailtype = EFFECT_TR_VORESPIKE;
1127 if (e->render.flags & RENDER_GLOWTRAIL)
1128 trailtype = EFFECT_TR_GLOWTRAIL;
1129 // check if a trail is allowed (it is not after a teleport for example)
1130 if (trailtype && e->persistent.trail_allowed)
1134 VectorSubtract(e->state_current.origin, e->state_previous.origin, vel);
1135 len = e->state_current.time - e->state_previous.time;
1138 VectorScale(vel, len, vel);
1139 CL_ParticleTrail(trailtype, 1, e->persistent.trail_origin, origin, vel, vel, e, e->state_current.glowcolor, false, true);
1141 // now that the entity has survived one trail update it is allowed to
1142 // leave a real trail on later frames
1143 e->persistent.trail_allowed = true;
1144 VectorCopy(origin, e->persistent.trail_origin);
1150 CL_UpdateViewEntities
1153 void CL_UpdateViewEntities(void)
1156 // update any RENDER_VIEWMODEL entities to use the new view matrix
1157 for (i = 1;i < cl.num_entities;i++)
1159 if (cl.entities_active[i])
1161 entity_t *ent = cl.entities + i;
1162 if ((ent->render.flags & RENDER_VIEWMODEL) || ent->state_current.tagentity)
1163 CL_UpdateNetworkEntity(ent, 32, true);
1166 // and of course the engine viewmodel needs updating as well
1167 CL_UpdateNetworkEntity(&cl.viewent, 32, true);
1172 CL_UpdateNetworkCollisionEntities
1175 void CL_UpdateNetworkCollisionEntities(void)
1180 // start on the entity after the world
1181 cl.num_brushmodel_entities = 0;
1182 for (i = cl.maxclients + 1;i < cl.num_entities;i++)
1184 if (cl.entities_active[i])
1186 ent = cl.entities + i;
1187 if (ent->state_current.active && ent->render.model && ent->render.model->name[0] == '*' && ent->render.model->TraceBox)
1189 // do not interpolate the bmodels for this
1190 CL_UpdateNetworkEntity(ent, 32, false);
1191 cl.brushmodel_entities[cl.num_brushmodel_entities++] = i;
1199 CL_UpdateNetworkEntities
1202 void CL_UpdateNetworkEntities(void)
1207 // start on the entity after the world
1208 for (i = 1;i < cl.num_entities;i++)
1210 if (cl.entities_active[i])
1212 ent = cl.entities + i;
1213 if (ent->state_current.active)
1215 CL_UpdateNetworkEntity(ent, 32, true);
1216 // view models should never create light/trails
1217 if (!(ent->render.flags & RENDER_VIEWMODEL))
1218 CL_UpdateNetworkEntityTrail(ent);
1221 cl.entities_active[i] = false;
1226 void CL_UpdateViewModel(void)
1230 ent->state_previous = ent->state_current;
1231 ent->state_current = defaultstate;
1232 ent->state_current.time = cl.time;
1233 ent->state_current.number = -1;
1234 ent->state_current.active = true;
1235 ent->state_current.modelindex = cl.stats[STAT_WEAPON];
1236 ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
1237 ent->state_current.flags = RENDER_VIEWMODEL;
1238 if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
1239 ent->state_current.modelindex = 0;
1240 else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
1242 if (gamemode == GAME_TRANSFUSION)
1243 ent->state_current.alpha = 128;
1245 ent->state_current.modelindex = 0;
1247 ent->state_current.alpha = cl.entities[cl.viewentity].state_current.alpha;
1248 ent->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB));
1250 // reset animation interpolation on weaponmodel if model changed
1251 if (ent->state_previous.modelindex != ent->state_current.modelindex)
1253 ent->render.frame1 = ent->render.frame2 = ent->state_current.frame;
1254 ent->render.frame1time = ent->render.frame2time = cl.time;
1255 ent->render.framelerp = 1;
1257 CL_UpdateNetworkEntity(ent, 32, true);
1260 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
1261 void CL_LinkNetworkEntity(entity_t *e)
1263 effectnameindex_t trailtype;
1268 // skip inactive entities and world
1269 if (!e->state_current.active || e == cl.entities)
1271 if (e->state_current.tagentity)
1273 // if the tag entity is currently impossible, skip it
1274 if (e->state_current.tagentity >= cl.num_entities)
1276 // if the tag entity is inactive, skip it
1277 if (!cl.entities[e->state_current.tagentity].state_current.active)
1281 // create entity dlights associated with this entity
1282 if (e->render.model && e->render.model->soundfromcenter)
1284 // bmodels are treated specially since their origin is usually '0 0 0'
1286 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1287 Matrix4x4_Transform(&e->render.matrix, o, origin);
1290 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1291 trailtype = EFFECT_NONE;
1296 // LordHavoc: if the entity has no effects, don't check each
1297 if (e->render.effects & (EF_BRIGHTFIELD | EF_DIMLIGHT | EF_BRIGHTLIGHT | EF_RED | EF_BLUE | EF_FLAME | EF_STARDUST))
1299 if (e->render.effects & EF_BRIGHTFIELD)
1301 if (gamemode == GAME_NEXUIZ)
1302 trailtype = EFFECT_TR_NEXUIZPLASMA;
1304 if (e->render.effects & EF_DIMLIGHT)
1306 dlightradius = max(dlightradius, 200);
1307 dlightcolor[0] += 1.50f;
1308 dlightcolor[1] += 1.50f;
1309 dlightcolor[2] += 1.50f;
1311 if (e->render.effects & EF_BRIGHTLIGHT)
1313 dlightradius = max(dlightradius, 400);
1314 dlightcolor[0] += 3.00f;
1315 dlightcolor[1] += 3.00f;
1316 dlightcolor[2] += 3.00f;
1318 // LordHavoc: more effects
1319 if (e->render.effects & EF_RED) // red
1321 dlightradius = max(dlightradius, 200);
1322 dlightcolor[0] += 1.50f;
1323 dlightcolor[1] += 0.15f;
1324 dlightcolor[2] += 0.15f;
1326 if (e->render.effects & EF_BLUE) // blue
1328 dlightradius = max(dlightradius, 200);
1329 dlightcolor[0] += 0.15f;
1330 dlightcolor[1] += 0.15f;
1331 dlightcolor[2] += 1.50f;
1333 if (e->render.effects & EF_FLAME)
1334 CL_ParticleTrail(EFFECT_EF_FLAME, 0, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false);
1335 if (e->render.effects & EF_STARDUST)
1336 CL_ParticleTrail(EFFECT_EF_STARDUST, 0, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false);
1338 // muzzleflash fades over time, and is offset a bit
1339 if (e->persistent.muzzleflash > 0 && r_refdef.numlights < MAX_DLIGHTS)
1344 matrix4x4_t tempmatrix;
1345 Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
1346 trace = CL_Move(origin, vec3_origin, vec3_origin, v2, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, true, false, NULL, false);
1347 Matrix4x4_Normalize(&tempmatrix, &e->render.matrix);
1348 Matrix4x4_SetOrigin(&tempmatrix, trace.endpos[0], trace.endpos[1], trace.endpos[2]);
1349 Matrix4x4_Scale(&tempmatrix, 150, 1);
1350 VectorSet(color, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f);
1351 R_RTLight_Update(&r_refdef.lights[r_refdef.numlights++], false, &tempmatrix, color, -1, NULL, true, 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1353 // LordHavoc: if the model has no flags, don't check each
1354 if (e->render.model && e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1356 if (e->render.effects & EF_GIB)
1357 trailtype = EFFECT_TR_BLOOD;
1358 else if (e->render.effects & EF_ZOMGIB)
1359 trailtype = EFFECT_TR_SLIGHTBLOOD;
1360 else if (e->render.effects & EF_TRACER)
1361 trailtype = EFFECT_TR_WIZSPIKE;
1362 else if (e->render.effects & EF_TRACER2)
1363 trailtype = EFFECT_TR_KNIGHTSPIKE;
1364 else if (e->render.effects & EF_ROCKET)
1365 trailtype = EFFECT_TR_ROCKET;
1366 else if (e->render.effects & EF_GRENADE)
1368 // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1369 trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1371 else if (e->render.effects & EF_TRACER3)
1372 trailtype = EFFECT_TR_VORESPIKE;
1374 // LordHavoc: customizable glow
1375 if (e->state_current.glowsize)
1377 // * 4 for the expansion from 0-255 to 0-1023 range,
1378 // / 255 to scale down byte colors
1379 dlightradius = max(dlightradius, e->state_current.glowsize * 4);
1380 VectorMA(dlightcolor, (1.0f / 255.0f), (unsigned char *)&palette_complete[e->state_current.glowcolor], dlightcolor);
1382 // make the glow dlight
1383 if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL) && r_refdef.numlights < MAX_DLIGHTS)
1385 matrix4x4_t dlightmatrix;
1386 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1387 // hack to make glowing player light shine on their gun
1388 //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
1389 // Matrix4x4_AdjustOrigin(&dlightmatrix, 0, 0, 30);
1390 Matrix4x4_Scale(&dlightmatrix, dlightradius, 1);
1391 R_RTLight_Update(&r_refdef.lights[r_refdef.numlights++], false, &dlightmatrix, dlightcolor, -1, NULL, true, 1, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1394 if ((e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) && r_refdef.numlights < MAX_DLIGHTS)
1396 matrix4x4_t dlightmatrix;
1398 VectorScale(e->state_current.light, (1.0f / 256.0f), light);
1399 light[3] = e->state_current.light[3];
1400 if (light[0] == 0 && light[1] == 0 && light[2] == 0)
1401 VectorSet(light, 1, 1, 1);
1404 // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
1405 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1406 Matrix4x4_Scale(&dlightmatrix, light[3], 1);
1407 R_RTLight_Update(&r_refdef.lights[r_refdef.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);
1410 if (e->render.flags & RENDER_GLOWTRAIL)
1411 trailtype = EFFECT_TR_GLOWTRAIL;
1413 CL_ParticleTrail(trailtype, 0, origin, origin, vec3_origin, vec3_origin, NULL, e->state_current.glowcolor, true, false);
1415 // don't show viewmodels in certain situations
1416 if (e->render.flags & RENDER_VIEWMODEL)
1417 if (!r_drawviewmodel.integer || chase_active.integer || r_refdef.envmap)
1419 // don't show entities with no modelindex (note: this still shows
1420 // entities which have a modelindex that resolved to a NULL model)
1421 if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.numentities < r_refdef.maxentities)
1422 r_refdef.entities[r_refdef.numentities++] = &e->render;
1423 //if (cl.viewentity && e->state_current.number == cl.viewentity)
1424 // Matrix4x4_Print(&e->render.matrix);
1427 void CL_RelinkWorld(void)
1429 entity_t *ent = &cl.entities[0];
1430 // FIXME: this should be done at load
1431 ent->render.matrix = identitymatrix;
1432 CL_UpdateRenderEntity(&ent->render);
1433 ent->render.flags = RENDER_SHADOW;
1434 if (!r_fullbright.integer)
1435 ent->render.flags |= RENDER_LIGHT;
1436 VectorSet(ent->render.colormod, 1, 1, 1);
1437 r_refdef.worldentity = &ent->render;
1438 r_refdef.worldmodel = cl.worldmodel;
1441 static void CL_RelinkStaticEntities(void)
1445 for (i = 0, e = cl.static_entities;i < cl.num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++, e++)
1447 e->render.flags = 0;
1448 // if the model was not loaded when the static entity was created we
1449 // need to re-fetch the model pointer
1450 e->render.model = cl.model_precache[e->state_baseline.modelindex];
1451 CL_UpdateRenderEntity(&e->render);
1452 // either fullbright or lit
1453 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1454 e->render.flags |= RENDER_LIGHT;
1455 // hide player shadow during intermission or nehahra movie
1456 if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST)) && (e->render.alpha >= 1))
1457 e->render.flags |= RENDER_SHADOW;
1458 VectorSet(e->render.colormod, 1, 1, 1);
1459 R_LerpAnimation(&e->render);
1460 r_refdef.entities[r_refdef.numentities++] = &e->render;
1469 static void CL_RelinkNetworkEntities(void)
1474 // start on the entity after the world
1475 for (i = 1;i < cl.num_entities;i++)
1477 if (cl.entities_active[i])
1479 ent = cl.entities + i;
1480 if (ent->state_current.active)
1481 CL_LinkNetworkEntity(ent);
1483 cl.entities_active[i] = false;
1488 static void CL_RelinkEffects(void)
1495 for (i = 0, e = cl.effects;i < cl.num_effects;i++, e++)
1499 frame = (cl.time - e->starttime) * e->framerate + e->startframe;
1500 intframe = (int)frame;
1501 if (intframe < 0 || intframe >= e->endframe)
1503 memset(e, 0, sizeof(*e));
1504 while (cl.num_effects > 0 && !cl.effects[cl.num_effects - 1].active)
1509 if (intframe != e->frame)
1511 e->frame = intframe;
1512 e->frame1time = e->frame2time;
1513 e->frame2time = cl.time;
1516 // if we're drawing effects, get a new temp entity
1517 // (NewTempEntity adds it to the render entities list for us)
1518 if (r_draweffects.integer && (ent = CL_NewTempEntity()))
1520 // interpolation stuff
1521 ent->render.frame1 = intframe;
1522 ent->render.frame2 = intframe + 1;
1523 if (ent->render.frame2 >= e->endframe)
1524 ent->render.frame2 = -1; // disappear
1525 ent->render.framelerp = frame - intframe;
1526 ent->render.frame1time = e->frame1time;
1527 ent->render.frame2time = e->frame2time;
1530 if(e->modelindex < MAX_MODELS)
1531 ent->render.model = cl.model_precache[e->modelindex];
1533 ent->render.model = cl.csqc_model_precache[-(e->modelindex+1)];
1534 ent->render.colormap = -1; // no special coloring
1535 ent->render.alpha = 1;
1536 VectorSet(ent->render.colormod, 1, 1, 1);
1538 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
1539 CL_UpdateRenderEntity(&ent->render);
1545 void CL_Beam_CalculatePositions(const beam_t *b, vec3_t start, vec3_t end)
1547 VectorCopy(b->start, start);
1548 VectorCopy(b->end, end);
1550 // if coming from the player, update the start position
1551 if (b->entity == cl.viewentity)
1553 if (cl_beams_quakepositionhack.integer && !chase_active.integer)
1555 // LordHavoc: this is a stupid hack from Quake that makes your
1556 // lightning appear to come from your waist and cover less of your
1558 // in Quake this hack was applied to all players (causing the
1559 // infamous crotch-lightning), but in darkplaces and QuakeWorld it
1560 // only applies to your own lightning, and only in first person
1561 Matrix4x4_OriginFromMatrix(&cl.entities[cl.viewentity].render.matrix, start);
1563 if (cl_beams_instantaimhack.integer)
1565 vec3_t dir, localend;
1567 // LordHavoc: this updates the beam direction to match your
1569 VectorSubtract(end, start, dir);
1570 len = VectorLength(dir);
1571 VectorNormalize(dir);
1572 VectorSet(localend, len, 0, 0);
1573 Matrix4x4_Transform(&r_view.matrix, localend, end);
1578 void CL_RelinkBeams(void)
1582 vec3_t dist, org, start, end;
1587 matrix4x4_t tempmatrix;
1589 for (i = 0, b = cl.beams;i < cl.num_beams;i++, b++)
1593 if (b->endtime < cl.time)
1599 CL_Beam_CalculatePositions(b, start, end);
1603 if (cl_beams_lightatend.integer && r_refdef.numlights < MAX_DLIGHTS)
1605 // FIXME: create a matrix from the beam start/end orientation
1607 VectorSet(dlightcolor, 0.3, 0.7, 1);
1608 Matrix4x4_CreateFromQuakeEntity(&tempmatrix, end[0], end[1], end[2], 0, 0, 0, 200);
1609 R_RTLight_Update(&r_refdef.lights[r_refdef.numlights++], false, &tempmatrix, dlightcolor, -1, NULL, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1611 if (cl_beams_polygons.integer)
1615 // calculate pitch and yaw
1616 // (this is similar to the QuakeC builtin function vectoangles)
1617 VectorSubtract(end, start, dist);
1618 if (dist[1] == 0 && dist[0] == 0)
1628 yaw = atan2(dist[1], dist[0]) * 180 / M_PI;
1632 forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1633 pitch = atan2(dist[2], forward) * 180 / M_PI;
1638 // add new entities for the lightning
1639 VectorCopy (start, org);
1640 d = VectorNormalizeLength(dist);
1643 ent = CL_NewTempEntity ();
1646 //VectorCopy (org, ent->render.origin);
1647 ent->render.model = b->model;
1648 //ent->render.effects = EF_FULLBRIGHT;
1649 //ent->render.angles[0] = pitch;
1650 //ent->render.angles[1] = yaw;
1651 //ent->render.angles[2] = rand()%360;
1652 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1653 CL_UpdateRenderEntity(&ent->render);
1654 VectorMA(org, 30, dist, org);
1659 while (cl.num_beams > 0 && !cl.beams[cl.num_beams - 1].model)
1663 static void CL_RelinkQWNails(void)
1669 for (i = 0;i < cl.qw_num_nails;i++)
1673 // if we're drawing effects, get a new temp entity
1674 // (NewTempEntity adds it to the render entities list for us)
1675 if (!(ent = CL_NewTempEntity()))
1679 ent->render.model = cl.model_precache[cl.qw_modelindex_spike];
1680 ent->render.colormap = -1; // no special coloring
1681 ent->render.alpha = 1;
1682 VectorSet(ent->render.colormod, 1, 1, 1);
1684 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1);
1685 CL_UpdateRenderEntity(&ent->render);
1689 void CL_LerpPlayer(float frac)
1693 cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
1694 for (i = 0;i < 3;i++)
1696 cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
1697 cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
1698 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
1701 // interpolate the angles if playing a demo or spectating someone
1702 if (cls.demoplayback || cl.fixangle[0])
1704 for (i = 0;i < 3;i++)
1706 float d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
1711 cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
1716 void CSQC_RelinkAllEntities (int drawmask)
1720 CL_RelinkStaticEntities();
1725 if (drawmask & ENTMASK_ENGINE)
1727 CL_RelinkNetworkEntities();
1728 if (drawmask & ENTMASK_ENGINEVIEWMODELS)
1729 CL_LinkNetworkEntity(&cl.viewent); // link gun model
1733 // update view blend
1741 Update client game world for a new frame
1744 void CL_UpdateWorld(void)
1746 r_refdef.extraupdate = !r_speeds.integer;
1747 r_refdef.numentities = 0;
1748 r_refdef.numlights = 0;
1749 r_view.matrix = identitymatrix;
1751 cl.num_brushmodel_entities = 0;
1753 if (cls.state == ca_connected && cls.signon == SIGNONS)
1755 // prepare for a new frame
1756 CL_LerpPlayer(CL_LerpPoint());
1757 CL_DecayLightFlashes();
1758 CL_ClearTempEntities();
1762 // if prediction is enabled we have to update all the collidable
1763 // network entities before the prediction code can be run
1764 CL_UpdateNetworkCollisionEntities();
1766 // now update the player prediction
1767 CL_ClientMovement_Replay();
1769 // update the player entity (which may be predicted)
1770 CL_UpdateNetworkEntity(cl.entities + cl.viewentity, 32, true);
1772 // now update the view (which depends on that player entity)
1775 // now update all the network entities and create particle trails
1776 // (some entities may depend on the view)
1777 CL_UpdateNetworkEntities();
1779 // update the engine-based viewmodel
1780 CL_UpdateViewModel();
1782 CL_RelinkLightFlashes();
1783 CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS);
1790 r_refdef.time = cl.time;
1793 // LordHavoc: pausedemo command
1794 static void CL_PauseDemo_f (void)
1796 cls.demopaused = !cls.demopaused;
1798 Con_Print("Demo paused\n");
1800 Con_Print("Demo unpaused\n");
1804 ======================
1806 ======================
1808 static void CL_Fog_f (void)
1810 if (Cmd_Argc () == 1)
1812 Con_Printf("\"fog\" is \"%f %f %f %f\"\n", r_refdef.fog_density, r_refdef.fog_red, r_refdef.fog_green, r_refdef.fog_blue);
1815 r_refdef.fog_density = atof(Cmd_Argv(1));
1816 r_refdef.fog_red = atof(Cmd_Argv(2));
1817 r_refdef.fog_green = atof(Cmd_Argv(3));
1818 r_refdef.fog_blue = atof(Cmd_Argv(4));
1822 ====================
1825 For program optimization
1826 ====================
1828 static void CL_TimeRefresh_f (void)
1831 float timestart, timedelta;
1833 r_refdef.extraupdate = false;
1835 timestart = Sys_DoubleTime();
1836 for (i = 0;i < 128;i++)
1838 Matrix4x4_CreateFromQuakeEntity(&r_view.matrix, r_view.origin[0], r_view.origin[1], r_view.origin[2], 0, i / 128.0 * 360.0, 0, 1);
1841 timedelta = Sys_DoubleTime() - timestart;
1843 Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
1846 void CL_AreaStats_f(void)
1848 World_PrintAreaStats(&cl.world, "client");
1851 cl_locnode_t *CL_Locs_FindNearest(const vec3_t point)
1856 vec3_t nearestpoint;
1857 vec_t dist, bestdist;
1860 for (loc = cl.locnodes;loc;loc = loc->next)
1862 for (i = 0;i < 3;i++)
1863 nearestpoint[i] = bound(loc->mins[i], point[i], loc->maxs[i]);
1864 dist = VectorDistance2(nearestpoint, point);
1865 if (bestdist > dist || !best)
1876 void CL_Locs_FindLocationName(char *buffer, size_t buffersize, vec3_t point)
1879 loc = CL_Locs_FindNearest(point);
1881 strlcpy(buffer, loc->name, buffersize);
1883 dpsnprintf(buffer, buffersize, "LOC=%.0f:%.0f:%.0f", point[0], point[1], point[2]);
1886 void CL_Locs_FreeNode(cl_locnode_t *node)
1888 cl_locnode_t **pointer, **next;
1889 for (pointer = &cl.locnodes;*pointer;pointer = next)
1891 next = &(*pointer)->next;
1892 if (*pointer == node)
1894 *pointer = node->next;
1898 Con_Printf("CL_Locs_FreeNode: no such node! (%p)\n", node);
1901 void CL_Locs_AddNode(vec3_t mins, vec3_t maxs, const char *name)
1903 cl_locnode_t *node, **pointer;
1907 namelen = strlen(name);
1908 node = Mem_Alloc(cls.levelmempool, sizeof(cl_locnode_t) + namelen + 1);
1909 VectorSet(node->mins, min(mins[0], maxs[0]), min(mins[1], maxs[1]), min(mins[2], maxs[2]));
1910 VectorSet(node->maxs, max(mins[0], maxs[0]), max(mins[1], maxs[1]), max(mins[2], maxs[2]));
1911 node->name = (char *)(node + 1);
1912 memcpy(node->name, name, namelen);
1913 node->name[namelen] = 0;
1914 // link it into the tail of the list to preserve the order
1915 for (pointer = &cl.locnodes;*pointer;pointer = &(*pointer)->next)
1920 void CL_Locs_Add_f(void)
1923 if (Cmd_Argc() != 5 && Cmd_Argc() != 8)
1925 Con_Printf("usage: %s x y z[ x y z] name\n", Cmd_Argv(0));
1928 mins[0] = atof(Cmd_Argv(1));
1929 mins[1] = atof(Cmd_Argv(2));
1930 mins[2] = atof(Cmd_Argv(3));
1931 if (Cmd_Argc() == 8)
1933 maxs[0] = atof(Cmd_Argv(4));
1934 maxs[1] = atof(Cmd_Argv(5));
1935 maxs[2] = atof(Cmd_Argv(6));
1936 CL_Locs_AddNode(mins, maxs, Cmd_Argv(7));
1939 CL_Locs_AddNode(mins, mins, Cmd_Argv(4));
1942 void CL_Locs_RemoveNearest_f(void)
1945 loc = CL_Locs_FindNearest(r_view.origin);
1947 CL_Locs_FreeNode(loc);
1949 Con_Printf("no loc point or box found for your location\n");
1952 void CL_Locs_Clear_f(void)
1955 CL_Locs_FreeNode(cl.locnodes);
1958 void CL_Locs_Save_f(void)
1962 char locfilename[MAX_QPATH];
1965 Con_Printf("No loc points/boxes exist!\n");
1968 if (cls.state != ca_connected || !cl.worldmodel)
1970 Con_Printf("No level loaded!\n");
1973 FS_StripExtension(cl.worldmodel->name, locfilename, sizeof(locfilename));
1974 strlcat(locfilename, ".loc", sizeof(locfilename));
1976 outfile = FS_Open(locfilename, "w", false, false);
1979 // if any boxes are used then this is a proquake-format loc file, which
1980 // allows comments, so add some relevant information at the start
1981 for (loc = cl.locnodes;loc;loc = loc->next)
1982 if (!VectorCompare(loc->mins, loc->maxs))
1986 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);
1987 for (loc = cl.locnodes;loc;loc = loc->next)
1988 if (VectorCompare(loc->mins, loc->maxs))
1991 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");
1993 for (loc = cl.locnodes;loc;loc = loc->next)
1995 if (VectorCompare(loc->mins, loc->maxs))
1999 const char *in = loc->name;
2000 char name[MAX_INPUTLINE];
2001 for (len = 0;len < (int)sizeof(name) - 1 && *in;)
2003 if (*in == ' ') {s = "$loc_name_separator";in++;}
2004 else if (!strncmp(in, "SSG", 3)) {s = "$loc_name_ssg";in += 3;}
2005 else if (!strncmp(in, "NG", 2)) {s = "$loc_name_ng";in += 2;}
2006 else if (!strncmp(in, "SNG", 3)) {s = "$loc_name_sng";in += 3;}
2007 else if (!strncmp(in, "GL", 2)) {s = "$loc_name_gl";in += 2;}
2008 else if (!strncmp(in, "RL", 2)) {s = "$loc_name_rl";in += 2;}
2009 else if (!strncmp(in, "LG", 2)) {s = "$loc_name_lg";in += 2;}
2010 else if (!strncmp(in, "GA", 2)) {s = "$loc_name_ga";in += 2;}
2011 else if (!strncmp(in, "YA", 2)) {s = "$loc_name_ya";in += 2;}
2012 else if (!strncmp(in, "RA", 2)) {s = "$loc_name_ra";in += 2;}
2013 else if (!strncmp(in, "MEGA", 4)) {s = "$loc_name_mh";in += 4;}
2017 while (len < (int)sizeof(name) - 1 && *s)
2021 name[len++] = *in++;
2024 FS_Printf(outfile, "%.0f %.0f %.0f %s\n", loc->mins[0]*8, loc->mins[1]*8, loc->mins[2]*8, name);
2027 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);
2032 void CL_Locs_Reload_f(void)
2034 int i, linenumber, limit, len;
2036 char *filedata, *text, *textend, *linestart, *linetext, *lineend;
2037 fs_offset_t filesize;
2039 char locfilename[MAX_QPATH];
2040 char name[MAX_INPUTLINE];
2042 if (cls.state != ca_connected || !cl.worldmodel)
2044 Con_Printf("No level loaded!\n");
2050 // try maps/something.loc first (LordHavoc: where I think they should be)
2051 FS_StripExtension(cl.worldmodel->name, locfilename, sizeof(locfilename));
2052 strlcat(locfilename, ".loc", sizeof(locfilename));
2053 filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2056 // try proquake name as well (LordHavoc: I hate path mangling)
2057 FS_StripExtension(va("locs/%s", FS_FileWithoutPath(cl.worldmodel->name)), locfilename, sizeof(locfilename));
2058 strlcat(locfilename, ".loc", sizeof(locfilename));
2059 filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2064 textend = filedata + filesize;
2065 for (linenumber = 1;text < textend;linenumber++)
2068 for (;text < textend && *text != '\r' && *text != '\n';text++)
2071 if (text + 1 < textend && *text == '\r' && text[1] == '\n')
2075 // trim trailing whitespace
2076 while (lineend > linestart && lineend[-1] <= ' ')
2078 // trim leading whitespace
2079 while (linestart < lineend && *linestart <= ' ')
2081 // check if this is a comment
2082 if (linestart + 2 <= lineend && !strncmp(linestart, "//", 2))
2084 linetext = linestart;
2086 for (i = 0;i < limit;i++)
2088 if (linetext >= lineend)
2090 // note: a missing number is interpreted as 0
2092 mins[i] = atof(linetext);
2094 maxs[i - 3] = atof(linetext);
2095 // now advance past the number
2096 while (linetext < lineend && *linetext > ' ' && *linetext != ',')
2098 // advance through whitespace
2099 if (linetext < lineend)
2101 if (*linetext == ',')
2105 // note: comma can be followed by whitespace
2107 if (*linetext <= ' ')
2110 while (linetext < lineend && *linetext <= ' ')
2115 // if this is a quoted name, remove the quotes
2118 if (linetext >= lineend || *linetext != '"')
2119 continue; // proquake location names are always quoted
2122 len = min(lineend - linetext, (int)sizeof(name) - 1);
2123 memcpy(name, linetext, len);
2125 // add the box to the list
2126 CL_Locs_AddNode(mins, maxs, name);
2128 // if a point was parsed, it needs to be scaled down by 8 (since
2129 // point-based loc files were invented by a proxy which dealt
2130 // directly with quake protocol coordinates, which are *8), turn
2134 // interpret silly fuhquake macros
2135 for (len = 0;len < (int)sizeof(name) - 1 && linetext < lineend;)
2137 if (*linetext == '$')
2139 if (linetext + 18 <= lineend && !strncmp(linetext, "$loc_name_separator", 19)) {s = " ";linetext += 19;}
2140 else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_ssg", 13)) {s = "SSG";linetext += 13;}
2141 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ng", 12)) {s = "NG";linetext += 12;}
2142 else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_sng", 13)) {s = "SNG";linetext += 13;}
2143 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_gl", 12)) {s = "GL";linetext += 12;}
2144 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_rl", 12)) {s = "RL";linetext += 12;}
2145 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_lg", 12)) {s = "LG";linetext += 12;}
2146 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ga", 12)) {s = "GA";linetext += 12;}
2147 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ya", 12)) {s = "YA";linetext += 12;}
2148 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ra", 12)) {s = "RA";linetext += 12;}
2149 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_mh", 12)) {s = "MEGA";linetext += 12;}
2153 while (len < (int)sizeof(name) - 1 && *s)
2158 name[len++] = *linetext++;
2161 // add the point to the list
2162 VectorScale(mins, (1.0 / 8.0), mins);
2163 CL_Locs_AddNode(mins, mins, name);
2175 void CL_Shutdown (void)
2177 CL_Screen_Shutdown();
2178 CL_Particles_Shutdown();
2179 CL_Parse_Shutdown();
2181 Mem_FreePool (&cls.permanentmempool);
2182 Mem_FreePool (&cls.levelmempool);
2192 cls.levelmempool = Mem_AllocPool("client (per-level memory)", 0, NULL);
2193 cls.permanentmempool = Mem_AllocPool("client (long term memory)", 0, NULL);
2195 memset(&r_refdef, 0, sizeof(r_refdef));
2196 // max entities sent to renderer per frame
2197 r_refdef.maxentities = MAX_EDICTS + 256 + 512;
2198 r_refdef.entities = (entity_render_t **)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t *) * r_refdef.maxentities);
2203 // register our commands
2205 Cvar_RegisterVariable (&cl_upspeed);
2206 Cvar_RegisterVariable (&cl_forwardspeed);
2207 Cvar_RegisterVariable (&cl_backspeed);
2208 Cvar_RegisterVariable (&cl_sidespeed);
2209 Cvar_RegisterVariable (&cl_movespeedkey);
2210 Cvar_RegisterVariable (&cl_yawspeed);
2211 Cvar_RegisterVariable (&cl_pitchspeed);
2212 Cvar_RegisterVariable (&cl_anglespeedkey);
2213 Cvar_RegisterVariable (&cl_shownet);
2214 Cvar_RegisterVariable (&cl_nolerp);
2215 Cvar_RegisterVariable (&lookspring);
2216 Cvar_RegisterVariable (&lookstrafe);
2217 Cvar_RegisterVariable (&sensitivity);
2218 Cvar_RegisterVariable (&freelook);
2220 Cvar_RegisterVariable (&m_pitch);
2221 Cvar_RegisterVariable (&m_yaw);
2222 Cvar_RegisterVariable (&m_forward);
2223 Cvar_RegisterVariable (&m_side);
2225 Cvar_RegisterVariable (&cl_itembobspeed);
2226 Cvar_RegisterVariable (&cl_itembobheight);
2228 Cmd_AddCommand ("entities", CL_PrintEntities_f, "print information on network entities known to client");
2229 Cmd_AddCommand ("disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
2230 Cmd_AddCommand ("record", CL_Record_f, "record a demo");
2231 Cmd_AddCommand ("stop", CL_Stop_f, "stop recording or playing a demo");
2232 Cmd_AddCommand ("playdemo", CL_PlayDemo_f, "watch a demo file");
2233 Cmd_AddCommand ("timedemo", CL_TimeDemo_f, "play back a demo as fast as possible and save statistics to benchmark.log");
2235 // Support Client-side Model Index List
2236 Cmd_AddCommand ("cl_modelindexlist", CL_ModelIndexList_f, "list all models in the client modelindex");
2237 // Support Client-side Sound Index List
2238 Cmd_AddCommand ("cl_soundindexlist", CL_SoundIndexList_f, "list all sounds in the client soundindex");
2240 Cvar_RegisterVariable (&cl_autodemo);
2241 Cvar_RegisterVariable (&cl_autodemo_nameformat);
2243 Cmd_AddCommand ("fog", CL_Fog_f, "set global fog parameters (density red green blue)");
2245 // LordHavoc: added pausedemo
2246 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)");
2248 Cmd_AddCommand ("cl_areastats", CL_AreaStats_f, "prints statistics on entity culling during collision traces");
2250 Cvar_RegisterVariable(&r_draweffects);
2251 Cvar_RegisterVariable(&cl_explosions_alpha_start);
2252 Cvar_RegisterVariable(&cl_explosions_alpha_end);
2253 Cvar_RegisterVariable(&cl_explosions_size_start);
2254 Cvar_RegisterVariable(&cl_explosions_size_end);
2255 Cvar_RegisterVariable(&cl_explosions_lifetime);
2256 Cvar_RegisterVariable(&cl_stainmaps);
2257 Cvar_RegisterVariable(&cl_stainmaps_clearonload);
2258 Cvar_RegisterVariable(&cl_beams_polygons);
2259 Cvar_RegisterVariable(&cl_beams_quakepositionhack);
2260 Cvar_RegisterVariable(&cl_beams_instantaimhack);
2261 Cvar_RegisterVariable(&cl_beams_lightatend);
2262 Cvar_RegisterVariable(&cl_noplayershadow);
2263 Cvar_RegisterVariable(&cl_dlights_decayradius);
2264 Cvar_RegisterVariable(&cl_dlights_decaybrightness);
2266 Cvar_RegisterVariable(&cl_prydoncursor);
2268 Cvar_RegisterVariable(&cl_deathnoviewmodel);
2270 // for QW connections
2271 Cvar_RegisterVariable(&qport);
2272 Cvar_SetValueQuick(&qport, (rand() * RAND_MAX + rand()) & 0xffff);
2274 Cmd_AddCommand("timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs");
2276 Cvar_RegisterVariable(&cl_locs_enable);
2277 Cvar_RegisterVariable(&cl_locs_show);
2278 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)");
2279 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)");
2280 Cmd_AddCommand("locs_clear", CL_Locs_Clear_f, "remove all loc points/boxes");
2281 Cmd_AddCommand("locs_reload", CL_Locs_Reload_f, "reload .loc file for this map");
2282 Cmd_AddCommand("locs_save", CL_Locs_Save_f, "save .loc file for this map containing currently defined points and boxes");
2285 CL_Particles_Init();