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"
30 // we need to declare some mouse variables here, because the menu system
31 // references them even when on a unix system.
33 cvar_t csqc_progname = {0, "csqc_progname","csprogs.dat","name of csprogs.dat file to load"};
34 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"};
35 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"};
37 cvar_t cl_shownet = {0, "cl_shownet","0","1 = print packet size, 2 = print packet message list"};
38 cvar_t cl_nolerp = {0, "cl_nolerp", "0","network update smoothing"};
40 cvar_t cl_itembobheight = {0, "cl_itembobheight", "0","how much items bob up and down (try 8)"};
41 cvar_t cl_itembobspeed = {0, "cl_itembobspeed", "0.5","how frequently items bob up and down"};
43 cvar_t lookspring = {CVAR_SAVE, "lookspring","0","returns pitch to level with the floor when no longer holding a pitch key"};
44 cvar_t lookstrafe = {CVAR_SAVE, "lookstrafe","0","move instead of turning"};
45 cvar_t sensitivity = {CVAR_SAVE, "sensitivity","3","mouse speed multiplier"};
47 cvar_t m_pitch = {CVAR_SAVE, "m_pitch","0.022","mouse pitch speed multiplier"};
48 cvar_t m_yaw = {CVAR_SAVE, "m_yaw","0.022","mouse yaw speed multiplier"};
49 cvar_t m_forward = {CVAR_SAVE, "m_forward","1","mouse forward speed multiplier"};
50 cvar_t m_side = {CVAR_SAVE, "m_side","0.8","mouse side speed multiplier"};
52 cvar_t freelook = {CVAR_SAVE, "freelook", "1","mouse controls pitch instead of forward/back"};
54 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" };
55 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" };
57 cvar_t r_draweffects = {0, "r_draweffects", "1","renders temporary sprite effects"};
59 cvar_t cl_explosions_alpha_start = {CVAR_SAVE, "cl_explosions_alpha_start", "1.5","starting alpha of an explosion shell"};
60 cvar_t cl_explosions_alpha_end = {CVAR_SAVE, "cl_explosions_alpha_end", "0","end alpha of an explosion shell (just before it disappears)"};
61 cvar_t cl_explosions_size_start = {CVAR_SAVE, "cl_explosions_size_start", "16","starting size of an explosion shell"};
62 cvar_t cl_explosions_size_end = {CVAR_SAVE, "cl_explosions_size_end", "128","ending alpha of an explosion shell (just before it disappears)"};
63 cvar_t cl_explosions_lifetime = {CVAR_SAVE, "cl_explosions_lifetime", "0.5","how long an explosion shell lasts"};
65 cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "1","stains lightmaps, much faster than decals but blurred"};
66 cvar_t cl_stainmaps_clearonload = {CVAR_SAVE, "cl_stainmaps_clearonload", "1","clear stainmaps on map restart"};
68 cvar_t cl_beams_polygons = {CVAR_SAVE, "cl_beams_polygons", "1","use beam polygons instead of models"};
69 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)"};
70 cvar_t cl_beams_instantaimhack = {CVAR_SAVE, "cl_beams_instantaimhack", "0", "makes your lightning gun aiming update instantly"};
71 cvar_t cl_beams_lightatend = {CVAR_SAVE, "cl_beams_lightatend", "0", "make a light at the end of the beam"};
73 cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0","hide player shadow"};
75 cvar_t cl_dlights_decayradius = {CVAR_SAVE, "cl_dlights_decayradius", "1", "reduces size of light flashes over time"};
76 cvar_t cl_dlights_decaybrightness = {CVAR_SAVE, "cl_dlights_decaybrightness", "1", "reduces brightness of light flashes over time"};
78 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)"};
80 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"};
82 cvar_t cl_deathnoviewmodel = {0, "cl_deathnoviewmodel", "1", "hides gun model when dead"};
84 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)"};
85 cvar_t cl_locs_show = {0, "locs_show", "0", "shows defined locations for editing purposes"};
90 #define MAX_PARTICLES 32768 // default max # of particles at one time
91 #define ABSOLUTE_MIN_PARTICLES 512 // no fewer than this no matter what's on the command line
99 void CL_ClearState(void)
104 // wipe the entire cl structure
105 Mem_EmptyPool(cls.levelmempool);
106 memset (&cl, 0, sizeof(cl));
110 // reset the view zoom interpolation
111 cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
114 cl.num_static_entities = 0;
115 cl.num_temp_entities = 0;
116 cl.num_brushmodel_entities = 0;
118 // tweak these if the game runs out
119 cl.max_entities = 256;
120 cl.max_static_entities = 256;
121 cl.max_temp_entities = 512;
122 cl.max_effects = 256;
124 cl.max_dlights = MAX_DLIGHTS;
125 cl.max_lightstyle = MAX_LIGHTSTYLES;
126 cl.max_brushmodel_entities = MAX_EDICTS;
127 cl.max_particles = MAX_PARTICLES;
129 // COMMANDLINEOPTION: Client: -particles <number> changes maximum number of particles at once, default 32768
130 i = COM_CheckParm ("-particles");
131 if (i && i < com_argc - 1)
133 cl.max_particles = (int)(atoi(com_argv[i+1]));
134 if (cl.max_particles < ABSOLUTE_MIN_PARTICLES)
135 cl.max_particles = ABSOLUTE_MIN_PARTICLES;
142 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
143 cl.entities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char));
144 cl.static_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_static_entities * sizeof(entity_t));
145 cl.temp_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_temp_entities * sizeof(entity_t));
146 cl.effects = (cl_effect_t *)Mem_Alloc(cls.levelmempool, cl.max_effects * sizeof(cl_effect_t));
147 cl.beams = (beam_t *)Mem_Alloc(cls.levelmempool, cl.max_beams * sizeof(beam_t));
148 cl.dlights = (dlight_t *)Mem_Alloc(cls.levelmempool, cl.max_dlights * sizeof(dlight_t));
149 cl.lightstyle = (lightstyle_t *)Mem_Alloc(cls.levelmempool, cl.max_lightstyle * sizeof(lightstyle_t));
150 cl.brushmodel_entities = (int *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(int));
151 cl.particles = (particle_t *) Mem_Alloc(cls.levelmempool, cl.max_particles * sizeof(particle_t));
153 // LordHavoc: have to set up the baseline info for alpha and other stuff
154 for (i = 0;i < cl.max_entities;i++)
156 cl.entities[i].state_baseline = defaultstate;
157 cl.entities[i].state_previous = defaultstate;
158 cl.entities[i].state_current = defaultstate;
161 if (gamemode == GAME_NEXUIZ)
163 VectorSet(cl.playerstandmins, -16, -16, -24);
164 VectorSet(cl.playerstandmaxs, 16, 16, 45);
165 VectorSet(cl.playercrouchmins, -16, -16, -24);
166 VectorSet(cl.playercrouchmaxs, 16, 16, 25);
170 VectorSet(cl.playerstandmins, -16, -16, -24);
171 VectorSet(cl.playerstandmaxs, 16, 16, 24);
172 VectorSet(cl.playercrouchmins, -16, -16, -24);
173 VectorSet(cl.playercrouchmaxs, 16, 16, 24);
176 // disable until we get textures for it
179 ent = &cl.entities[0];
180 // entire entity array was cleared, so just fill in a few fields
181 ent->state_current.active = true;
182 ent->render.model = cl.worldmodel = NULL; // no world model yet
183 ent->render.alpha = 1;
184 ent->render.colormap = -1; // no special coloring
185 ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
186 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, 0, 0, 0, 0, 0, 0, 1);
187 CL_UpdateRenderEntity(&ent->render);
189 // noclip is turned off at start
190 noclip_anglehack = false;
192 // mark all frames invalid for delta
193 memset(cl.qw_deltasequence, -1, sizeof(cl.qw_deltasequence));
198 void CL_SetInfo(const char *key, const char *value, qboolean send, qboolean allowstarkey, qboolean allowmodel, qboolean quiet)
201 qboolean fail = false;
202 if (!allowstarkey && key[0] == '*')
204 if (!allowmodel && (!strcasecmp(key, "pmodel") || !strcasecmp(key, "emodel")))
206 for (i = 0;key[i];i++)
207 if (key[i] <= ' ' || key[i] == '\"')
209 for (i = 0;value[i];i++)
210 if (value[i] == '\r' || value[i] == '\n' || value[i] == '\"')
215 Con_Printf("Can't setinfo \"%s\" \"%s\"\n", key, value);
218 InfoString_SetValue(cls.userinfo, sizeof(cls.userinfo), key, value);
219 if (cls.state == ca_connected && cls.netcon)
221 if (cls.protocol == PROTOCOL_QUAKEWORLD)
223 MSG_WriteByte(&cls.netcon->message, qw_clc_stringcmd);
224 MSG_WriteString(&cls.netcon->message, va("setinfo \"%s\" \"%s\"", key, value));
226 else if (!strcasecmp(key, "name"))
228 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
229 MSG_WriteString(&cls.netcon->message, va("name \"%s\"", value));
231 else if (!strcasecmp(key, "playermodel"))
233 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
234 MSG_WriteString(&cls.netcon->message, va("playermodel \"%s\"", value));
236 else if (!strcasecmp(key, "playerskin"))
238 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
239 MSG_WriteString(&cls.netcon->message, va("playerskin \"%s\"", value));
241 else if (!strcasecmp(key, "topcolor"))
243 // don't send anything, the combined color code will be updated manually
245 else if (!strcasecmp(key, "bottomcolor"))
247 // don't send anything, the combined color code will be updated manually
249 else if (!strcasecmp(key, "rate"))
251 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
252 MSG_WriteString(&cls.netcon->message, va("rate \"%s\"", value));
257 void CL_ExpandEntities(int num)
259 int i, oldmaxentities;
260 entity_t *oldentities;
261 if (num >= cl.max_entities)
264 Sys_Error("CL_ExpandEntities: cl.entities not initialized");
265 if (num >= MAX_EDICTS)
266 Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
267 oldmaxentities = cl.max_entities;
268 oldentities = cl.entities;
269 cl.max_entities = (num & ~255) + 256;
270 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
271 memcpy(cl.entities, oldentities, oldmaxentities * sizeof(entity_t));
272 Mem_Free(oldentities);
273 for (i = oldmaxentities;i < cl.max_entities;i++)
275 cl.entities[i].state_baseline = defaultstate;
276 cl.entities[i].state_previous = defaultstate;
277 cl.entities[i].state_current = defaultstate;
282 void CL_VM_ShutDown (void);
284 =====================
287 Sends a disconnect message to the server
288 This is also called on Host_Error, so it shouldn't cause any errors
289 =====================
291 void CL_Disconnect(void)
293 if (cls.state == ca_dedicated)
296 Curl_Clear_forthismap();
298 Con_DPrintf("CL_Disconnect\n");
301 // stop sounds (especially looping!)
304 cl.parsingtextexpectingpingforscores = 0; // just in case no reply has come yet
306 // clear contents blends
307 cl.cshifts[0].percent = 0;
308 cl.cshifts[1].percent = 0;
309 cl.cshifts[2].percent = 0;
310 cl.cshifts[3].percent = 0;
312 cl.worldmodel = NULL;
314 CL_Parse_ErrorCleanUp();
316 if (cls.demoplayback)
321 unsigned char bufdata[8];
322 if (cls.demorecording)
325 // send disconnect message 3 times to improve chances of server
326 // receiving it (but it still fails sometimes)
327 memset(&buf, 0, sizeof(buf));
329 buf.maxsize = sizeof(bufdata);
330 if (cls.protocol == PROTOCOL_QUAKEWORLD)
332 Con_DPrint("Sending drop command\n");
333 MSG_WriteByte(&buf, qw_clc_stringcmd);
334 MSG_WriteString(&buf, "drop");
338 Con_DPrint("Sending clc_disconnect\n");
339 MSG_WriteByte(&buf, clc_disconnect);
341 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000);
342 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000);
343 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000);
344 NetConn_Close(cls.netcon);
347 cls.state = ca_disconnected;
349 cls.demoplayback = cls.timedemo = false;
353 void CL_Disconnect_f(void)
357 Host_ShutdownServer ();
364 =====================
365 CL_EstablishConnection
367 Host should be either "local" or a net address
368 =====================
370 void CL_EstablishConnection(const char *host)
372 if (cls.state == ca_dedicated)
375 // clear menu's connect error message
376 M_Update_Return_Reason("");
379 // stop demo loop in case this fails
380 if (cls.demoplayback)
383 // if downloads are running, cancel their finishing action
384 Curl_Clear_forthismap();
386 // make sure the client ports are open before attempting to connect
387 NetConn_UpdateSockets();
389 // run a network frame
390 //NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
392 if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
394 cls.connect_trying = true;
395 cls.connect_remainingtries = 3;
396 cls.connect_nextsendtime = 0;
397 M_Update_Return_Reason("Trying to connect...");
398 // run several network frames to jump into the game quickly
401 // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
402 // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
403 // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
404 // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
409 Con_Print("Unable to find a suitable network socket to connect to server.\n");
410 M_Update_Return_Reason("No network");
419 static void CL_PrintEntities_f(void)
424 for (i = 0, ent = cl.entities;i < cl.num_entities;i++, ent++)
426 const char* modelname;
428 if (!ent->state_current.active)
431 if (ent->render.model)
432 modelname = ent->render.model->name;
434 modelname = "--no model--";
435 Con_Printf("%3i: %-25s:%4i (%5i %5i %5i) [%3i %3i %3i] %4.2f %5.3f\n", i, modelname, ent->render.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);
439 //static const vec3_t nomodelmins = {-16, -16, -16};
440 //static const vec3_t nomodelmaxs = {16, 16, 16};
441 void CL_UpdateRenderEntity(entity_render_t *ent)
445 model_t *model = ent->model;
446 // update the inverse matrix for the renderer
447 Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
448 // update the animation blend state
449 R_LerpAnimation(ent);
450 // we need the matrix origin to center the box
451 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
452 // update entity->render.scale because the renderer needs it
453 ent->scale = scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
456 // NOTE: this directly extracts vector components from the matrix, which relies on the matrix orientation!
457 #ifdef MATRIX4x4_OPENGLORIENTATION
458 if (ent->matrix.m[0][2] != 0 || ent->matrix.m[1][2] != 0)
460 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
464 VectorMA(org, scale, model->rotatedmins, ent->mins);
465 VectorMA(org, scale, model->rotatedmaxs, ent->maxs);
467 #ifdef MATRIX4x4_OPENGLORIENTATION
468 else if (ent->matrix.m[1][0] != 0 || ent->matrix.m[0][1] != 0)
470 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
474 VectorMA(org, scale, model->yawmins, ent->mins);
475 VectorMA(org, scale, model->yawmaxs, ent->maxs);
479 VectorMA(org, scale, model->normalmins, ent->mins);
480 VectorMA(org, scale, model->normalmaxs, ent->maxs);
485 ent->mins[0] = org[0] - 16;
486 ent->mins[1] = org[1] - 16;
487 ent->mins[2] = org[2] - 16;
488 ent->maxs[0] = org[0] + 16;
489 ent->maxs[1] = org[1] + 16;
490 ent->maxs[2] = org[2] + 16;
498 Determines the fraction between the last two messages that the objects
502 static float CL_LerpPoint(void)
506 if (cl_nettimesyncboundmode.integer == 1)
507 cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
509 // LordHavoc: lerp in listen games as the server is being capped below the client (usually)
510 if (cl.mtime[0] <= cl.mtime[1])
512 cl.time = cl.mtime[0];
516 f = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]);
517 return bound(0, f, 1);
520 void CL_ClearTempEntities (void)
522 cl.num_temp_entities = 0;
525 entity_t *CL_NewTempEntity(void)
529 if (r_refdef.numentities >= r_refdef.maxentities)
531 if (cl.num_temp_entities >= cl.max_temp_entities)
533 ent = &cl.temp_entities[cl.num_temp_entities++];
534 memset (ent, 0, sizeof(*ent));
535 r_refdef.entities[r_refdef.numentities++] = &ent->render;
537 ent->render.colormap = -1; // no special coloring
538 ent->render.alpha = 1;
539 VectorSet(ent->render.colormod, 1, 1, 1);
543 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
547 if (!modelindex) // sanity check
551 Con_Printf("CL_Effect: framerate %f is < 1\n", framerate);
556 Con_Printf("CL_Effect: framecount %i is < 1\n", framecount);
559 for (i = 0, e = cl.effects;i < cl.max_effects;i++, e++)
564 VectorCopy(org, e->origin);
565 e->modelindex = modelindex;
566 e->starttime = cl.time;
567 e->startframe = startframe;
568 e->endframe = startframe + framecount;
569 e->framerate = framerate;
572 e->frame1time = cl.time;
573 e->frame2time = cl.time;
574 cl.num_effects = max(cl.num_effects, i + 1);
579 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)
585 // first look for an exact key match
589 for (i = 0;i < cl.num_dlights;i++, dl++)
595 // then look for anything else
597 for (i = 0;i < cl.num_dlights;i++, dl++)
600 // if we hit the end of the active dlights and found no gaps, add a new one
603 cl.num_dlights = i + 1;
607 // unable to find one
611 //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
612 memset (dl, 0, sizeof(*dl));
613 Matrix4x4_Normalize(&dl->matrix, matrix);
615 Matrix4x4_OriginFromMatrix(&dl->matrix, dl->origin);
616 CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
617 Matrix4x4_SetOrigin(&dl->matrix, dl->origin[0], dl->origin[1], dl->origin[2]);
620 dl->color[1] = green;
622 dl->initialradius = radius;
623 dl->initialcolor[0] = red;
624 dl->initialcolor[1] = green;
625 dl->initialcolor[2] = blue;
626 dl->decay = decay / radius; // changed decay to be a percentage decrease
627 dl->intensity = 1; // this is what gets decayed
629 dl->die = cl.time + lifetime;
633 dpsnprintf(dl->cubemapname, sizeof(dl->cubemapname), "cubemaps/%i", cubemapnum);
635 dl->cubemapname[0] = 0;
637 dl->shadow = shadowenable;
640 dl->coronasizescale = coronasizescale;
641 dl->ambientscale = ambientscale;
642 dl->diffusescale = diffusescale;
643 dl->specularscale = specularscale;
646 void CL_DecayLightFlashes(void)
652 time = bound(0, cl.time - cl.oldtime, 0.1);
653 oldmax = cl.num_dlights;
655 for (i = 0, dl = cl.dlights;i < oldmax;i++, dl++)
659 dl->intensity -= time * dl->decay;
660 if (cl.time < dl->die && dl->intensity > 0)
662 if (cl_dlights_decayradius.integer)
663 dl->radius = dl->initialradius * dl->intensity;
665 dl->radius = dl->initialradius;
666 if (cl_dlights_decaybrightness.integer)
667 VectorScale(dl->initialcolor, dl->intensity, dl->color);
669 VectorCopy(dl->initialcolor, dl->color);
670 cl.num_dlights = i + 1;
678 // called before entity relinking
679 void CL_RelinkLightFlashes(void)
684 matrix4x4_t tempmatrix;
686 if (r_dynamic.integer)
688 for (i = 0, dl = cl.dlights;i < cl.num_dlights && r_refdef.numlights < MAX_DLIGHTS;i++, dl++)
692 tempmatrix = dl->matrix;
693 Matrix4x4_Scale(&tempmatrix, dl->radius, 1);
694 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);
700 // 'm' is normal light, 'a' is no light, 'z' is double bright
704 for (j = 0;j < cl.max_lightstyle;j++)
706 if (!cl.lightstyle || !cl.lightstyle[j].length)
708 r_refdef.lightstylevalue[j] = 256;
711 k = i % cl.lightstyle[j].length;
712 l = (i-1) % cl.lightstyle[j].length;
713 k = cl.lightstyle[j].map[k] - 'a';
714 l = cl.lightstyle[j].map[l] - 'a';
715 r_refdef.lightstylevalue[j] = (unsigned short)(((k*frac)+(l*(1-frac)))*22);
719 void CL_AddQWCTFFlagModel(entity_t *player, int skin)
723 matrix4x4_t flagmatrix;
725 // this code taken from QuakeWorld
727 if (player->render.frame2 >= 29 && player->render.frame2 <= 40)
729 if (player->render.frame2 >= 29 && player->render.frame2 <= 34)
731 if (player->render.frame2 == 29) f = f + 2;
732 else if (player->render.frame2 == 30) f = f + 8;
733 else if (player->render.frame2 == 31) f = f + 12;
734 else if (player->render.frame2 == 32) f = f + 11;
735 else if (player->render.frame2 == 33) f = f + 10;
736 else if (player->render.frame2 == 34) f = f + 4;
738 else if (player->render.frame2 >= 35 && player->render.frame2 <= 40)
740 if (player->render.frame2 == 35) f = f + 2;
741 else if (player->render.frame2 == 36) f = f + 10;
742 else if (player->render.frame2 == 37) f = f + 10;
743 else if (player->render.frame2 == 38) f = f + 8;
744 else if (player->render.frame2 == 39) f = f + 4;
745 else if (player->render.frame2 == 40) f = f + 2;
748 else if (player->render.frame2 >= 103 && player->render.frame2 <= 118)
750 if (player->render.frame2 >= 103 && player->render.frame2 <= 104) f = f + 6; //nailattack
751 else if (player->render.frame2 >= 105 && player->render.frame2 <= 106) f = f + 6; //light
752 else if (player->render.frame2 >= 107 && player->render.frame2 <= 112) f = f + 7; //rocketattack
753 else if (player->render.frame2 >= 112 && player->render.frame2 <= 118) f = f + 7; //shotattack
755 // end of code taken from QuakeWorld
757 flag = CL_NewTempEntity();
761 flag->render.model = cl.model_precache[cl.qw_modelindex_flag];
762 flag->render.skinnum = skin;
763 flag->render.colormap = -1; // no special coloring
764 flag->render.alpha = 1;
765 VectorSet(flag->render.colormod, 1, 1, 1);
766 // attach the flag to the player matrix
767 Matrix4x4_CreateFromQuakeEntity(&flagmatrix, -f, -22, 0, 0, 0, -45, 1);
768 Matrix4x4_Concat(&flag->render.matrix, &player->render.matrix, &flagmatrix);
769 CL_UpdateRenderEntity(&flag->render);
772 matrix4x4_t viewmodelmatrix;
774 static const vec3_t muzzleflashorigin = {18, 0, 0};
776 extern void V_DriftPitch(void);
777 extern void V_FadeViewFlashs(void);
778 extern void V_CalcViewBlend(void);
779 extern void V_CalcRefdef(void);
781 // note this is a recursive function, recursionlimit should be 32 or so on the initial call
782 void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolate)
784 const matrix4x4_t *matrix;
785 matrix4x4_t blendmatrix, tempmatrix, matrix2;
787 float origin[3], angles[3], delta[3], lerp, d;
790 //entity_persistent_t *p = &e->persistent;
791 //entity_render_t *r = &e->render;
792 // skip inactive entities and world
793 if (!e->state_current.active || e == cl.entities)
795 if (recursionlimit < 1)
797 e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
798 e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
799 e->render.flags = e->state_current.flags;
800 e->render.effects = e->state_current.effects;
801 VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
802 if (e->state_current.flags & RENDER_COLORMAPPED)
805 unsigned char *cbcolor;
806 e->render.colormap = e->state_current.colormap;
807 cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12;
808 cbcolor = (unsigned char *) (&palette_complete[cb]);
809 e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f);
810 e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f);
811 e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f);
812 cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
813 cbcolor = (unsigned char *) (&palette_complete[cb]);
814 e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f);
815 e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f);
816 e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f);
818 else if (e->state_current.colormap && cl.scores != NULL)
821 unsigned char *cbcolor;
822 e->render.colormap = cl.scores[e->state_current.colormap - 1].colors; // color it
823 cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12;
824 cbcolor = (unsigned char *) (&palette_complete[cb]);
825 e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f);
826 e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f);
827 e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f);
828 cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
829 cbcolor = (unsigned char *) (&palette_complete[cb]);
830 e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f);
831 e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f);
832 e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f);
836 e->render.colormap = -1; // no special coloring
837 VectorClear(e->render.colormap_pantscolor);
838 VectorClear(e->render.colormap_shirtcolor);
840 e->render.skinnum = e->state_current.skin;
841 if (e->state_current.tagentity)
843 // attached entity (gun held in player model's hand, etc)
844 // if the tag entity is currently impossible, skip it
845 if (e->state_current.tagentity >= cl.num_entities)
847 t = cl.entities + e->state_current.tagentity;
848 // if the tag entity is inactive, skip it
849 if (!t->state_current.active)
851 // update the parent first
852 CL_UpdateNetworkEntity(t, recursionlimit - 1, interpolate);
853 // make relative to the entity
854 matrix = &t->render.matrix;
855 // some properties of the tag entity carry over
856 e->render.flags |= t->render.flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
857 // if a valid tagindex is used, make it relative to that tag instead
858 // FIXME: use a model function to get tag info (need to handle skeletal)
859 if (e->state_current.tagentity && e->state_current.tagindex >= 1 && (model = t->render.model))
861 // blend the matrices
862 memset(&blendmatrix, 0, sizeof(blendmatrix));
863 for (j = 0;j < 4 && t->render.frameblend[j].lerp > 0;j++)
865 matrix4x4_t tagmatrix;
866 Mod_Alias_GetTagMatrix(model, t->render.frameblend[j].frame, e->state_current.tagindex - 1, &tagmatrix);
867 d = t->render.frameblend[j].lerp;
868 for (l = 0;l < 4;l++)
869 for (k = 0;k < 4;k++)
870 blendmatrix.m[l][k] += d * tagmatrix.m[l][k];
872 // concat the tag matrices onto the entity matrix
873 Matrix4x4_Concat(&tempmatrix, &t->render.matrix, &blendmatrix);
874 // use the constructed tag matrix
875 matrix = &tempmatrix;
878 else if (e->render.flags & RENDER_VIEWMODEL)
880 // view-relative entity (guns and such)
881 matrix = &viewmodelmatrix;
885 // world-relative entity (the normal kind)
886 matrix = &identitymatrix;
890 // if it's the predicted player entity, update according to client movement
891 // but don't lerp if going through a teleporter as it causes a bad lerp
892 // also don't use the predicted location if fixangle was set on both of
893 // the most recent server messages, as that cause means you are spectating
894 // someone or watching a cutscene of some sort
895 if (cl_nolerp.integer || cls.timedemo)
897 if (e == cl.entities + cl.playerentity && cl.movement_predicted && (!cl.fixangle[1] || !cl.fixangle[0]))
899 lerp = (cl.time - cl.movement_time[2]) / (cl.movement_time[0] - cl.movement_time[1]);
900 lerp = bound(0, lerp, 1);
903 VectorLerp(cl.movement_oldorigin, lerp, cl.movement_origin, origin);
904 VectorSet(angles, 0, cl.viewangles[1], 0);
906 else if (interpolate && e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1)
908 // interpolate the origin and angles
910 VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
911 VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
912 if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
913 if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
914 if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
915 VectorMA(e->persistent.oldangles, lerp, delta, angles);
920 VectorCopy(e->persistent.neworigin, origin);
921 VectorCopy(e->persistent.newangles, angles);
924 // model setup and some modelflags
925 if(e->state_current.modelindex < MAX_MODELS)
926 e->render.model = cl.model_precache[e->state_current.modelindex];
929 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
930 if (e->render.model->type == mod_alias)
931 angles[0] = -angles[0];
932 if ((e->render.model->flags & EF_ROTATE) && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
934 angles[1] = ANGLEMOD(100*cl.time);
935 if (cl_itembobheight.value)
936 origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
938 // transfer certain model flags to effects
939 e->render.effects |= e->render.model->flags2 & (EF_FULLBRIGHT | EF_ADDITIVE);
940 if ((e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
941 VectorScale(e->render.colormod, 2, e->render.colormod);
943 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
944 else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
945 angles[0] = -angles[0];
948 if (e->render.frame2 == e->state_current.frame)
950 // update frame lerp fraction
951 e->render.framelerp = 1;
952 if (e->render.frame2time > e->render.frame1time)
954 // make sure frame lerp won't last longer than 100ms
955 // (this mainly helps with models that use framegroups and
956 // switch between them infrequently)
957 e->render.framelerp = (cl.time - e->render.frame2time) / min(e->render.frame2time - e->render.frame1time, 0.1);
958 e->render.framelerp = bound(0, e->render.framelerp, 1);
963 // begin a new frame lerp
964 e->render.frame1 = e->render.frame2;
965 e->render.frame1time = e->render.frame2time;
966 e->render.frame = e->render.frame2 = e->state_current.frame;
967 e->render.frame2time = cl.time;
968 e->render.framelerp = 0;
971 // set up the render matrix
974 // attached entity, this requires a matrix multiply (concat)
975 // FIXME: e->render.scale should go away
976 Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
977 // concat the matrices to make the entity relative to its tag
978 Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
979 // get the origin from the new matrix
980 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
984 // unattached entities are faster to process
985 Matrix4x4_CreateFromQuakeEntity(&e->render.matrix, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
988 // make the other useful stuff
989 CL_UpdateRenderEntity(&e->render);
991 // tenebrae's sprites are all additive mode (weird)
992 if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
993 e->render.effects |= EF_ADDITIVE;
994 // player model is only shown with chase_active on
995 if (e->state_current.number == cl.viewentity)
996 e->render.flags |= RENDER_EXTERIORMODEL;
997 // either fullbright or lit
998 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
999 e->render.flags |= RENDER_LIGHT;
1000 // hide player shadow during intermission or nehahra movie
1001 if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST))
1002 && (e->render.alpha >= 1)
1003 && !(e->render.flags & RENDER_VIEWMODEL)
1004 && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
1005 e->render.flags |= RENDER_SHADOW;
1006 if (e->render.flags & RENDER_VIEWMODEL)
1007 e->render.flags |= RENDER_NOSELFSHADOW;
1010 // creates light and trails from an entity
1011 void CL_UpdateNetworkEntityTrail(entity_t *e)
1013 effectnameindex_t trailtype;
1016 // bmodels are treated specially since their origin is usually '0 0 0' and
1017 // their actual geometry is far from '0 0 0'
1018 if (e->render.model && e->render.model->soundfromcenter)
1021 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1022 Matrix4x4_Transform(&e->render.matrix, o, origin);
1025 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1027 // handle particle trails and such effects now that we know where this
1028 // entity is in the world...
1029 trailtype = EFFECT_NONE;
1030 // LordHavoc: if the entity has no effects, don't check each
1031 if (e->render.effects & (EF_BRIGHTFIELD | EF_FLAME | EF_STARDUST | EF_FLAG1QW | EF_FLAG2QW))
1033 if (e->render.effects & EF_BRIGHTFIELD)
1035 if (gamemode == GAME_NEXUIZ)
1036 trailtype = EFFECT_TR_NEXUIZPLASMA;
1038 CL_EntityParticles(e);
1040 if (e->render.effects & EF_FLAME)
1041 CL_ParticleTrail(EFFECT_EF_FLAME, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true);
1042 if (e->render.effects & EF_STARDUST)
1043 CL_ParticleTrail(EFFECT_EF_STARDUST, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true);
1044 if (e->render.effects & (EF_FLAG1QW | EF_FLAG2QW))
1046 // these are only set on player entities
1047 CL_AddQWCTFFlagModel(e, (e->render.effects & EF_FLAG2QW) != 0);
1050 // muzzleflash fades over time
1051 if (e->persistent.muzzleflash > 0)
1052 e->persistent.muzzleflash -= bound(0, cl.time - cl.oldtime, 0.1) * 20;
1053 // LordHavoc: if the model has no flags, don't check each
1054 if (e->render.model && e->render.model->flags && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
1056 if (e->render.model->flags & EF_GIB)
1057 trailtype = EFFECT_TR_BLOOD;
1058 else if (e->render.model->flags & EF_ZOMGIB)
1059 trailtype = EFFECT_TR_SLIGHTBLOOD;
1060 else if (e->render.model->flags & EF_TRACER)
1061 trailtype = EFFECT_TR_WIZSPIKE;
1062 else if (e->render.model->flags & EF_TRACER2)
1063 trailtype = EFFECT_TR_KNIGHTSPIKE;
1064 else if (e->render.model->flags & EF_ROCKET)
1065 trailtype = EFFECT_TR_ROCKET;
1066 else if (e->render.model->flags & EF_GRENADE)
1068 // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1069 trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1071 else if (e->render.model->flags & EF_TRACER3)
1072 trailtype = EFFECT_TR_VORESPIKE;
1075 if (e->render.flags & RENDER_GLOWTRAIL)
1076 trailtype = EFFECT_TR_GLOWTRAIL;
1081 VectorSubtract(e->state_current.origin, e->state_previous.origin, vel);
1082 len = e->state_current.time - e->state_previous.time;
1085 VectorScale(vel, len, vel);
1086 CL_ParticleTrail(trailtype, 1, e->persistent.trail_origin, origin, vel, vel, e, e->state_current.glowcolor, false, true);
1088 VectorCopy(origin, e->persistent.trail_origin);
1094 CL_UpdateViewEntities
1097 void CL_UpdateViewEntities(void)
1100 // update any RENDER_VIEWMODEL entities to use the new view matrix
1101 for (i = 1;i < cl.num_entities;i++)
1103 if (cl.entities_active[i])
1105 entity_t *ent = cl.entities + i;
1106 if ((ent->render.flags & RENDER_VIEWMODEL) || ent->state_current.tagentity)
1107 CL_UpdateNetworkEntity(ent, 32, true);
1110 // and of course the engine viewmodel needs updating as well
1111 CL_UpdateNetworkEntity(&cl.viewent, 32, true);
1116 CL_UpdateNetworkCollisionEntities
1119 void CL_UpdateNetworkCollisionEntities(void)
1124 // start on the entity after the world
1125 cl.num_brushmodel_entities = 0;
1126 for (i = cl.maxclients + 1;i < cl.num_entities;i++)
1128 if (cl.entities_active[i])
1130 ent = cl.entities + i;
1131 if (ent->state_current.active && ent->render.model && ent->render.model->name[0] == '*' && ent->render.model->TraceBox)
1133 // do not interpolate the bmodels for this
1134 CL_UpdateNetworkEntity(ent, 32, false);
1135 cl.brushmodel_entities[cl.num_brushmodel_entities++] = i;
1143 CL_UpdateNetworkEntities
1146 void CL_UpdateNetworkEntities(void)
1151 // start on the entity after the world
1152 for (i = 1;i < cl.num_entities;i++)
1154 if (cl.entities_active[i])
1156 ent = cl.entities + i;
1157 if (ent->state_current.active)
1159 CL_UpdateNetworkEntity(ent, 32, true);
1160 // view models should never create light/trails
1161 if (!(ent->render.flags & RENDER_VIEWMODEL))
1162 CL_UpdateNetworkEntityTrail(ent);
1165 cl.entities_active[i] = false;
1170 void CL_UpdateViewModel(void)
1174 ent->state_previous = ent->state_current;
1175 ent->state_current = defaultstate;
1176 ent->state_current.time = cl.time;
1177 ent->state_current.number = -1;
1178 ent->state_current.active = true;
1179 ent->state_current.modelindex = cl.stats[STAT_WEAPON];
1180 ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
1181 ent->state_current.flags = RENDER_VIEWMODEL;
1182 if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
1183 ent->state_current.modelindex = 0;
1184 else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
1186 if (gamemode == GAME_TRANSFUSION)
1187 ent->state_current.alpha = 128;
1189 ent->state_current.modelindex = 0;
1191 ent->state_current.alpha = cl.entities[cl.viewentity].state_current.alpha;
1192 ent->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_REFLECTIVE | EF_FULLBRIGHT | EF_NODEPTHTEST));
1194 // reset animation interpolation on weaponmodel if model changed
1195 if (ent->state_previous.modelindex != ent->state_current.modelindex)
1197 ent->render.frame = ent->render.frame1 = ent->render.frame2 = ent->state_current.frame;
1198 ent->render.frame1time = ent->render.frame2time = cl.time;
1199 ent->render.framelerp = 1;
1201 CL_UpdateNetworkEntity(ent, 32, true);
1204 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
1205 void CL_LinkNetworkEntity(entity_t *e)
1207 effectnameindex_t trailtype;
1212 // skip inactive entities and world
1213 if (!e->state_current.active || e == cl.entities)
1215 if (e->render.flags & RENDER_VIEWMODEL && !e->state_current.tagentity)
1217 if (!r_drawviewmodel.integer || chase_active.integer || r_refdef.envmap)
1222 // if the tag entity is currently impossible, skip it
1223 if (e->state_current.tagentity >= cl.num_entities)
1225 // if the tag entity is inactive, skip it
1226 if (!cl.entities[e->state_current.tagentity].state_current.active)
1230 // create entity dlights associated with this entity
1231 if (e->render.model && e->render.model->soundfromcenter)
1233 // bmodels are treated specially since their origin is usually '0 0 0'
1235 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1236 Matrix4x4_Transform(&e->render.matrix, o, origin);
1239 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1240 trailtype = EFFECT_NONE;
1245 // LordHavoc: if the entity has no effects, don't check each
1246 if (e->render.effects & (EF_BRIGHTFIELD | EF_DIMLIGHT | EF_BRIGHTLIGHT | EF_RED | EF_BLUE | EF_FLAME | EF_STARDUST))
1248 if (e->render.effects & EF_BRIGHTFIELD)
1250 if (gamemode == GAME_NEXUIZ)
1251 trailtype = EFFECT_TR_NEXUIZPLASMA;
1253 if (e->render.effects & EF_DIMLIGHT)
1255 dlightradius = max(dlightradius, 200);
1256 dlightcolor[0] += 1.50f;
1257 dlightcolor[1] += 1.50f;
1258 dlightcolor[2] += 1.50f;
1260 if (e->render.effects & EF_BRIGHTLIGHT)
1262 dlightradius = max(dlightradius, 400);
1263 dlightcolor[0] += 3.00f;
1264 dlightcolor[1] += 3.00f;
1265 dlightcolor[2] += 3.00f;
1267 // LordHavoc: more effects
1268 if (e->render.effects & EF_RED) // red
1270 dlightradius = max(dlightradius, 200);
1271 dlightcolor[0] += 1.50f;
1272 dlightcolor[1] += 0.15f;
1273 dlightcolor[2] += 0.15f;
1275 if (e->render.effects & EF_BLUE) // blue
1277 dlightradius = max(dlightradius, 200);
1278 dlightcolor[0] += 0.15f;
1279 dlightcolor[1] += 0.15f;
1280 dlightcolor[2] += 1.50f;
1282 if (e->render.effects & EF_FLAME)
1283 CL_ParticleTrail(EFFECT_EF_FLAME, 0, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false);
1284 if (e->render.effects & EF_STARDUST)
1285 CL_ParticleTrail(EFFECT_EF_STARDUST, 0, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false);
1287 // muzzleflash fades over time, and is offset a bit
1288 if (e->persistent.muzzleflash > 0 && r_refdef.numlights < MAX_DLIGHTS)
1293 matrix4x4_t tempmatrix;
1294 Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
1295 trace = CL_Move(origin, vec3_origin, vec3_origin, v2, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, true, false, NULL, false);
1296 Matrix4x4_Normalize(&tempmatrix, &e->render.matrix);
1297 Matrix4x4_SetOrigin(&tempmatrix, trace.endpos[0], trace.endpos[1], trace.endpos[2]);
1298 Matrix4x4_Scale(&tempmatrix, 150, 1);
1299 VectorSet(color, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f);
1300 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);
1302 // LordHavoc: if the model has no flags, don't check each
1303 if (e->render.model && e->render.model->flags && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
1305 if (e->render.model->flags & EF_GIB)
1306 trailtype = EFFECT_TR_BLOOD;
1307 else if (e->render.model->flags & EF_ZOMGIB)
1308 trailtype = EFFECT_TR_SLIGHTBLOOD;
1309 else if (e->render.model->flags & EF_TRACER)
1310 trailtype = EFFECT_TR_WIZSPIKE;
1311 else if (e->render.model->flags & EF_TRACER2)
1312 trailtype = EFFECT_TR_KNIGHTSPIKE;
1313 else if (e->render.model->flags & EF_ROCKET)
1314 trailtype = EFFECT_TR_ROCKET;
1315 else if (e->render.model->flags & EF_GRENADE)
1317 // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1318 trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1320 else if (e->render.model->flags & EF_TRACER3)
1321 trailtype = EFFECT_TR_VORESPIKE;
1323 // LordHavoc: customizable glow
1324 if (e->state_current.glowsize)
1326 // * 4 for the expansion from 0-255 to 0-1023 range,
1327 // / 255 to scale down byte colors
1328 dlightradius = max(dlightradius, e->state_current.glowsize * 4);
1329 VectorMA(dlightcolor, (1.0f / 255.0f), (unsigned char *)&palette_complete[e->state_current.glowcolor], dlightcolor);
1331 // make the glow dlight
1332 if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL) && r_refdef.numlights < MAX_DLIGHTS)
1334 matrix4x4_t dlightmatrix;
1335 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1336 // hack to make glowing player light shine on their gun
1337 //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
1338 // Matrix4x4_AdjustOrigin(&dlightmatrix, 0, 0, 30);
1339 Matrix4x4_Scale(&dlightmatrix, dlightradius, 1);
1340 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);
1343 if ((e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) && r_refdef.numlights < MAX_DLIGHTS)
1345 matrix4x4_t dlightmatrix;
1347 VectorScale(e->state_current.light, (1.0f / 256.0f), light);
1348 light[3] = e->state_current.light[3];
1349 if (light[0] == 0 && light[1] == 0 && light[2] == 0)
1350 VectorSet(light, 1, 1, 1);
1353 // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
1354 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1355 Matrix4x4_Scale(&dlightmatrix, light[3], 1);
1356 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);
1359 if (e->render.flags & RENDER_GLOWTRAIL)
1360 trailtype = EFFECT_TR_GLOWTRAIL;
1362 CL_ParticleTrail(trailtype, 0, origin, origin, vec3_origin, vec3_origin, NULL, e->state_current.glowcolor, true, false);
1364 // don't show entities with no modelindex (note: this still shows
1365 // entities which have a modelindex that resolved to a NULL model)
1366 if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.numentities < r_refdef.maxentities)
1367 r_refdef.entities[r_refdef.numentities++] = &e->render;
1368 //if (cl.viewentity && e->state_current.number == cl.viewentity)
1369 // Matrix4x4_Print(&e->render.matrix);
1372 void CL_RelinkWorld(void)
1374 entity_t *ent = &cl.entities[0];
1375 // FIXME: this should be done at load
1376 ent->render.matrix = identitymatrix;
1377 CL_UpdateRenderEntity(&ent->render);
1378 ent->render.flags = RENDER_SHADOW;
1379 if (!r_fullbright.integer)
1380 ent->render.flags |= RENDER_LIGHT;
1381 VectorSet(ent->render.colormod, 1, 1, 1);
1382 r_refdef.worldentity = &ent->render;
1383 r_refdef.worldmodel = cl.worldmodel;
1386 static void CL_RelinkStaticEntities(void)
1390 for (i = 0, e = cl.static_entities;i < cl.num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++, e++)
1392 e->render.flags = 0;
1393 // if the model was not loaded when the static entity was created we
1394 // need to re-fetch the model pointer
1395 e->render.model = cl.model_precache[e->state_baseline.modelindex];
1396 CL_UpdateRenderEntity(&e->render);
1397 // either fullbright or lit
1398 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1399 e->render.flags |= RENDER_LIGHT;
1400 // hide player shadow during intermission or nehahra movie
1401 if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST)) && (e->render.alpha >= 1))
1402 e->render.flags |= RENDER_SHADOW;
1403 VectorSet(e->render.colormod, 1, 1, 1);
1404 R_LerpAnimation(&e->render);
1405 r_refdef.entities[r_refdef.numentities++] = &e->render;
1414 static void CL_RelinkNetworkEntities(void)
1419 // start on the entity after the world
1420 for (i = 1;i < cl.num_entities;i++)
1422 if (cl.entities_active[i])
1424 ent = cl.entities + i;
1425 if (ent->state_current.active)
1426 CL_LinkNetworkEntity(ent);
1428 cl.entities_active[i] = false;
1433 static void CL_RelinkEffects(void)
1440 for (i = 0, e = cl.effects;i < cl.num_effects;i++, e++)
1444 frame = (cl.time - e->starttime) * e->framerate + e->startframe;
1445 intframe = (int)frame;
1446 if (intframe < 0 || intframe >= e->endframe)
1448 memset(e, 0, sizeof(*e));
1449 while (cl.num_effects > 0 && !cl.effects[cl.num_effects - 1].active)
1454 if (intframe != e->frame)
1456 e->frame = intframe;
1457 e->frame1time = e->frame2time;
1458 e->frame2time = cl.time;
1461 // if we're drawing effects, get a new temp entity
1462 // (NewTempEntity adds it to the render entities list for us)
1463 if (r_draweffects.integer && (ent = CL_NewTempEntity()))
1465 // interpolation stuff
1466 ent->render.frame1 = intframe;
1467 ent->render.frame2 = intframe + 1;
1468 if (ent->render.frame2 >= e->endframe)
1469 ent->render.frame2 = -1; // disappear
1470 ent->render.framelerp = frame - intframe;
1471 ent->render.frame1time = e->frame1time;
1472 ent->render.frame2time = e->frame2time;
1475 if(e->modelindex < MAX_MODELS)
1476 ent->render.model = cl.model_precache[e->modelindex];
1478 ent->render.model = cl.csqc_model_precache[-(e->modelindex+1)];
1479 ent->render.frame = ent->render.frame2;
1480 ent->render.colormap = -1; // no special coloring
1481 ent->render.alpha = 1;
1482 VectorSet(ent->render.colormod, 1, 1, 1);
1484 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
1485 CL_UpdateRenderEntity(&ent->render);
1491 void CL_Beam_CalculatePositions(const beam_t *b, vec3_t start, vec3_t end)
1493 VectorCopy(b->start, start);
1494 VectorCopy(b->end, end);
1496 // if coming from the player, update the start position
1497 if (b->entity == cl.viewentity)
1499 if (cl_beams_quakepositionhack.integer && !chase_active.integer)
1501 // LordHavoc: this is a stupid hack from Quake that makes your
1502 // lightning appear to come from your waist and cover less of your
1504 // in Quake this hack was applied to all players (causing the
1505 // infamous crotch-lightning), but in darkplaces and QuakeWorld it
1506 // only applies to your own lightning, and only in first person
1507 Matrix4x4_OriginFromMatrix(&cl.entities[cl.viewentity].render.matrix, start);
1509 if (cl_beams_instantaimhack.integer)
1511 vec3_t dir, localend;
1513 // LordHavoc: this updates the beam direction to match your
1515 VectorSubtract(end, start, dir);
1516 len = VectorLength(dir);
1517 VectorNormalize(dir);
1518 VectorSet(localend, len, 0, 0);
1519 Matrix4x4_Transform(&r_view.matrix, localend, end);
1524 void CL_RelinkBeams(void)
1528 vec3_t dist, org, start, end;
1533 matrix4x4_t tempmatrix;
1535 for (i = 0, b = cl.beams;i < cl.num_beams;i++, b++)
1539 if (b->endtime < cl.time)
1545 CL_Beam_CalculatePositions(b, start, end);
1549 if (cl_beams_lightatend.integer && r_refdef.numlights < MAX_DLIGHTS)
1551 // FIXME: create a matrix from the beam start/end orientation
1553 VectorSet(dlightcolor, 0.3, 0.7, 1);
1554 Matrix4x4_CreateFromQuakeEntity(&tempmatrix, end[0], end[1], end[2], 0, 0, 0, 200);
1555 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);
1557 if (cl_beams_polygons.integer)
1561 // calculate pitch and yaw
1562 // (this is similar to the QuakeC builtin function vectoangles)
1563 VectorSubtract(end, start, dist);
1564 if (dist[1] == 0 && dist[0] == 0)
1574 yaw = (int) (atan2(dist[1], dist[0]) * 180 / M_PI);
1578 forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1579 pitch = (int) (atan2(dist[2], forward) * 180 / M_PI);
1584 // add new entities for the lightning
1585 VectorCopy (start, org);
1586 d = VectorNormalizeLength(dist);
1589 ent = CL_NewTempEntity ();
1592 //VectorCopy (org, ent->render.origin);
1593 ent->render.model = b->model;
1594 //ent->render.effects = EF_FULLBRIGHT;
1595 //ent->render.angles[0] = pitch;
1596 //ent->render.angles[1] = yaw;
1597 //ent->render.angles[2] = rand()%360;
1598 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1599 CL_UpdateRenderEntity(&ent->render);
1600 VectorMA(org, 30, dist, org);
1605 while (cl.num_beams > 0 && !cl.beams[cl.num_beams - 1].model)
1609 static void CL_RelinkQWNails(void)
1615 for (i = 0;i < cl.qw_num_nails;i++)
1619 // if we're drawing effects, get a new temp entity
1620 // (NewTempEntity adds it to the render entities list for us)
1621 if (!(ent = CL_NewTempEntity()))
1625 ent->render.model = cl.model_precache[cl.qw_modelindex_spike];
1626 ent->render.colormap = -1; // no special coloring
1627 ent->render.alpha = 1;
1628 VectorSet(ent->render.colormod, 1, 1, 1);
1630 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1);
1631 CL_UpdateRenderEntity(&ent->render);
1635 void CL_LerpPlayer(float frac)
1639 cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
1640 for (i = 0;i < 3;i++)
1642 cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
1643 cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
1644 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
1647 // interpolate the angles if playing a demo or spectating someone
1648 if (cls.demoplayback || cl.fixangle[0])
1650 for (i = 0;i < 3;i++)
1652 float d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
1657 cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
1662 void CSQC_RelinkAllEntities (int drawmask)
1666 CL_RelinkStaticEntities();
1671 if (drawmask & ENTMASK_ENGINE)
1673 CL_RelinkNetworkEntities();
1674 if (drawmask & ENTMASK_ENGINEVIEWMODELS)
1675 CL_LinkNetworkEntity(&cl.viewent); // link gun model
1679 // update view blend
1687 Update client game world for a new frame
1690 void CL_UpdateWorld(void)
1692 r_refdef.extraupdate = !r_speeds.integer;
1693 r_refdef.numentities = 0;
1694 r_refdef.numlights = 0;
1695 r_view.matrix = identitymatrix;
1697 cl.num_brushmodel_entities = 0;
1699 if (cls.state == ca_connected && cls.signon == SIGNONS)
1701 // prepare for a new frame
1702 CL_LerpPlayer(CL_LerpPoint());
1703 CL_DecayLightFlashes();
1704 CL_ClearTempEntities();
1708 // if prediction is enabled we have to update all the collidable
1709 // network entities before the prediction code can be run
1710 CL_UpdateNetworkCollisionEntities();
1712 // now update the player prediction
1713 CL_ClientMovement_Replay();
1715 // update the player entity (which may be predicted)
1716 CL_UpdateNetworkEntity(cl.entities + cl.viewentity, 32, true);
1718 // now update the view (which depends on that player entity)
1721 // now update all the network entities and create particle trails
1722 // (some entities may depend on the view)
1723 CL_UpdateNetworkEntities();
1725 // update the engine-based viewmodel
1726 CL_UpdateViewModel();
1728 CL_RelinkLightFlashes();
1729 CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS);
1736 r_refdef.time = cl.time;
1739 // LordHavoc: pausedemo command
1740 static void CL_PauseDemo_f (void)
1742 cls.demopaused = !cls.demopaused;
1744 Con_Print("Demo paused\n");
1746 Con_Print("Demo unpaused\n");
1750 ======================
1752 ======================
1754 static void CL_Fog_f (void)
1756 if (Cmd_Argc () == 1)
1758 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);
1761 r_refdef.fog_density = atof(Cmd_Argv(1));
1762 r_refdef.fog_red = atof(Cmd_Argv(2));
1763 r_refdef.fog_green = atof(Cmd_Argv(3));
1764 r_refdef.fog_blue = atof(Cmd_Argv(4));
1768 ====================
1771 For program optimization
1772 ====================
1774 static void CL_TimeRefresh_f (void)
1777 float timestart, timedelta;
1779 r_refdef.extraupdate = false;
1781 timestart = Sys_DoubleTime();
1782 for (i = 0;i < 128;i++)
1784 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);
1787 timedelta = Sys_DoubleTime() - timestart;
1789 Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
1792 void CL_AreaStats_f(void)
1794 World_PrintAreaStats(&cl.world, "client");
1797 cl_locnode_t *CL_Locs_FindNearest(const vec3_t point)
1802 vec3_t nearestpoint;
1803 vec_t dist, bestdist;
1806 for (loc = cl.locnodes;loc;loc = loc->next)
1808 for (i = 0;i < 3;i++)
1809 nearestpoint[i] = bound(loc->mins[i], point[i], loc->maxs[i]);
1810 dist = VectorDistance2(nearestpoint, point);
1811 if (bestdist > dist || !best)
1822 void CL_Locs_FindLocationName(char *buffer, size_t buffersize, vec3_t point)
1825 loc = CL_Locs_FindNearest(point);
1827 strlcpy(buffer, loc->name, buffersize);
1829 dpsnprintf(buffer, buffersize, "LOC=%.0f:%.0f:%.0f", point[0], point[1], point[2]);
1832 void CL_Locs_FreeNode(cl_locnode_t *node)
1834 cl_locnode_t **pointer, **next;
1835 for (pointer = &cl.locnodes;*pointer;pointer = next)
1837 next = &(*pointer)->next;
1838 if (*pointer == node)
1840 *pointer = node->next;
1844 Con_Printf("CL_Locs_FreeNode: no such node! (%p)\n", node);
1847 void CL_Locs_AddNode(vec3_t mins, vec3_t maxs, const char *name)
1849 cl_locnode_t *node, **pointer;
1853 namelen = strlen(name);
1854 node = Mem_Alloc(cls.levelmempool, sizeof(cl_locnode_t) + namelen + 1);
1855 VectorSet(node->mins, min(mins[0], maxs[0]), min(mins[1], maxs[1]), min(mins[2], maxs[2]));
1856 VectorSet(node->maxs, max(mins[0], maxs[0]), max(mins[1], maxs[1]), max(mins[2], maxs[2]));
1857 node->name = (char *)(node + 1);
1858 memcpy(node->name, name, namelen);
1859 node->name[namelen] = 0;
1860 // link it into the tail of the list to preserve the order
1861 for (pointer = &cl.locnodes;*pointer;pointer = &(*pointer)->next)
1866 void CL_Locs_Add_f(void)
1869 if (Cmd_Argc() != 5 && Cmd_Argc() != 8)
1871 Con_Printf("usage: %s x y z[ x y z] name\n", Cmd_Argv(0));
1874 mins[0] = atof(Cmd_Argv(1));
1875 mins[1] = atof(Cmd_Argv(2));
1876 mins[2] = atof(Cmd_Argv(3));
1877 if (Cmd_Argc() == 8)
1879 maxs[0] = atof(Cmd_Argv(4));
1880 maxs[1] = atof(Cmd_Argv(5));
1881 maxs[2] = atof(Cmd_Argv(6));
1882 CL_Locs_AddNode(mins, maxs, Cmd_Argv(7));
1885 CL_Locs_AddNode(mins, mins, Cmd_Argv(4));
1888 void CL_Locs_RemoveNearest_f(void)
1891 loc = CL_Locs_FindNearest(r_view.origin);
1893 CL_Locs_FreeNode(loc);
1895 Con_Printf("no loc point or box found for your location\n");
1898 void CL_Locs_Clear_f(void)
1901 CL_Locs_FreeNode(cl.locnodes);
1904 void CL_Locs_Save_f(void)
1908 char locfilename[MAX_QPATH];
1911 Con_Printf("No loc points/boxes exist!\n");
1914 if (cls.state != ca_connected || !cl.worldmodel)
1916 Con_Printf("No level loaded!\n");
1919 FS_StripExtension(cl.worldmodel->name, locfilename, sizeof(locfilename));
1920 strlcat(locfilename, ".loc", sizeof(locfilename));
1922 outfile = FS_Open(locfilename, "w", false, false);
1925 // if any boxes are used then this is a proquake-format loc file, which
1926 // allows comments, so add some relevant information at the start
1927 for (loc = cl.locnodes;loc;loc = loc->next)
1928 if (!VectorCompare(loc->mins, loc->maxs))
1932 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);
1933 for (loc = cl.locnodes;loc;loc = loc->next)
1934 if (VectorCompare(loc->mins, loc->maxs))
1937 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");
1939 for (loc = cl.locnodes;loc;loc = loc->next)
1941 if (VectorCompare(loc->mins, loc->maxs))
1945 const char *in = loc->name;
1946 char name[MAX_INPUTLINE];
1947 for (len = 0;len < (int)sizeof(name) - 1 && *in;)
1949 if (*in == ' ') {s = "$loc_name_separator";in++;}
1950 else if (!strncmp(in, "SSG", 3)) {s = "$loc_name_ssg";in += 3;}
1951 else if (!strncmp(in, "NG", 2)) {s = "$loc_name_ng";in += 2;}
1952 else if (!strncmp(in, "SNG", 3)) {s = "$loc_name_sng";in += 3;}
1953 else if (!strncmp(in, "GL", 2)) {s = "$loc_name_gl";in += 2;}
1954 else if (!strncmp(in, "RL", 2)) {s = "$loc_name_rl";in += 2;}
1955 else if (!strncmp(in, "LG", 2)) {s = "$loc_name_lg";in += 2;}
1956 else if (!strncmp(in, "GA", 2)) {s = "$loc_name_ga";in += 2;}
1957 else if (!strncmp(in, "YA", 2)) {s = "$loc_name_ya";in += 2;}
1958 else if (!strncmp(in, "RA", 2)) {s = "$loc_name_ra";in += 2;}
1959 else if (!strncmp(in, "MEGA", 4)) {s = "$loc_name_mh";in += 4;}
1963 while (len < (int)sizeof(name) - 1 && *s)
1967 name[len++] = *in++;
1970 FS_Printf(outfile, "%.0f %.0f %.0f %s\n", loc->mins[0]*8, loc->mins[1]*8, loc->mins[2]*8, name);
1973 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);
1978 void CL_Locs_Reload_f(void)
1980 int i, linenumber, limit, len;
1982 char *filedata, *text, *textend, *linestart, *linetext, *lineend;
1983 fs_offset_t filesize;
1985 char locfilename[MAX_QPATH];
1986 char name[MAX_INPUTLINE];
1988 if (cls.state != ca_connected || !cl.worldmodel)
1990 Con_Printf("No level loaded!\n");
1996 // try maps/something.loc first (LordHavoc: where I think they should be)
1997 FS_StripExtension(cl.worldmodel->name, locfilename, sizeof(locfilename));
1998 strlcat(locfilename, ".loc", sizeof(locfilename));
1999 filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2002 // try proquake name as well (LordHavoc: I hate path mangling)
2003 FS_StripExtension(va("locs/%s", FS_FileWithoutPath(cl.worldmodel->name)), locfilename, sizeof(locfilename));
2004 strlcat(locfilename, ".loc", sizeof(locfilename));
2005 filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2010 textend = filedata + filesize;
2011 for (linenumber = 1;text < textend;linenumber++)
2014 for (;text < textend && *text != '\r' && *text != '\n';text++)
2017 if (text + 1 < textend && *text == '\r' && text[1] == '\n')
2021 // trim trailing whitespace
2022 while (lineend > linestart && lineend[-1] <= ' ')
2024 // trim leading whitespace
2025 while (linestart < lineend && *linestart <= ' ')
2027 // check if this is a comment
2028 if (linestart + 2 <= lineend && !strncmp(linestart, "//", 2))
2030 linetext = linestart;
2032 for (i = 0;i < limit;i++)
2034 if (linetext >= lineend)
2036 // note: a missing number is interpreted as 0
2038 mins[i] = atof(linetext);
2040 maxs[i - 3] = atof(linetext);
2041 // now advance past the number
2042 while (linetext < lineend && *linetext > ' ' && *linetext != ',')
2044 // advance through whitespace
2045 if (linetext < lineend)
2047 if (*linetext == ',')
2051 // note: comma can be followed by whitespace
2053 if (*linetext <= ' ')
2056 while (linetext < lineend && *linetext <= ' ')
2061 // if this is a quoted name, remove the quotes
2064 if (linetext >= lineend || *linetext != '"')
2065 continue; // proquake location names are always quoted
2068 len = min(lineend - linetext, (int)sizeof(name) - 1);
2069 memcpy(name, linetext, len);
2071 // add the box to the list
2072 CL_Locs_AddNode(mins, maxs, name);
2074 // if a point was parsed, it needs to be scaled down by 8 (since
2075 // point-based loc files were invented by a proxy which dealt
2076 // directly with quake protocol coordinates, which are *8), turn
2080 // interpret silly fuhquake macros
2081 for (len = 0;len < (int)sizeof(name) - 1 && linetext < lineend;)
2083 if (*linetext == '$')
2085 if (linetext + 18 <= lineend && !strncmp(linetext, "$loc_name_separator", 19)) {s = " ";linetext += 19;}
2086 else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_ssg", 13)) {s = "SSG";linetext += 13;}
2087 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ng", 12)) {s = "NG";linetext += 12;}
2088 else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_sng", 13)) {s = "SNG";linetext += 13;}
2089 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_gl", 12)) {s = "GL";linetext += 12;}
2090 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_rl", 12)) {s = "RL";linetext += 12;}
2091 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_lg", 12)) {s = "LG";linetext += 12;}
2092 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ga", 12)) {s = "GA";linetext += 12;}
2093 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ya", 12)) {s = "YA";linetext += 12;}
2094 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ra", 12)) {s = "RA";linetext += 12;}
2095 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_mh", 12)) {s = "MEGA";linetext += 12;}
2099 while (len < (int)sizeof(name) - 1 && *s)
2104 name[len++] = *linetext++;
2107 // add the point to the list
2108 VectorScale(mins, (1.0 / 8.0), mins);
2109 CL_Locs_AddNode(mins, mins, name);
2121 void CL_Shutdown (void)
2123 CL_Particles_Shutdown();
2124 CL_Parse_Shutdown();
2126 Mem_FreePool (&cls.permanentmempool);
2127 Mem_FreePool (&cls.levelmempool);
2137 cls.levelmempool = Mem_AllocPool("client (per-level memory)", 0, NULL);
2138 cls.permanentmempool = Mem_AllocPool("client (long term memory)", 0, NULL);
2140 memset(&r_refdef, 0, sizeof(r_refdef));
2141 // max entities sent to renderer per frame
2142 r_refdef.maxentities = MAX_EDICTS + 256 + 512;
2143 r_refdef.entities = (entity_render_t **)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t *) * r_refdef.maxentities);
2148 // register our commands
2150 Cvar_RegisterVariable (&cl_upspeed);
2151 Cvar_RegisterVariable (&cl_forwardspeed);
2152 Cvar_RegisterVariable (&cl_backspeed);
2153 Cvar_RegisterVariable (&cl_sidespeed);
2154 Cvar_RegisterVariable (&cl_movespeedkey);
2155 Cvar_RegisterVariable (&cl_yawspeed);
2156 Cvar_RegisterVariable (&cl_pitchspeed);
2157 Cvar_RegisterVariable (&cl_anglespeedkey);
2158 Cvar_RegisterVariable (&cl_shownet);
2159 Cvar_RegisterVariable (&cl_nolerp);
2160 Cvar_RegisterVariable (&lookspring);
2161 Cvar_RegisterVariable (&lookstrafe);
2162 Cvar_RegisterVariable (&sensitivity);
2163 Cvar_RegisterVariable (&freelook);
2165 Cvar_RegisterVariable (&m_pitch);
2166 Cvar_RegisterVariable (&m_yaw);
2167 Cvar_RegisterVariable (&m_forward);
2168 Cvar_RegisterVariable (&m_side);
2170 Cvar_RegisterVariable (&cl_itembobspeed);
2171 Cvar_RegisterVariable (&cl_itembobheight);
2173 Cmd_AddCommand ("entities", CL_PrintEntities_f, "print information on network entities known to client");
2174 Cmd_AddCommand ("disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
2175 Cmd_AddCommand ("record", CL_Record_f, "record a demo");
2176 Cmd_AddCommand ("stop", CL_Stop_f, "stop recording or playing a demo");
2177 Cmd_AddCommand ("playdemo", CL_PlayDemo_f, "watch a demo file");
2178 Cmd_AddCommand ("timedemo", CL_TimeDemo_f, "play back a demo as fast as possible and save statistics to benchmark.log");
2180 Cvar_RegisterVariable (&cl_autodemo);
2181 Cvar_RegisterVariable (&cl_autodemo_nameformat);
2183 Cmd_AddCommand ("fog", CL_Fog_f, "set global fog parameters (density red green blue)");
2185 // LordHavoc: added pausedemo
2186 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)");
2188 Cmd_AddCommand ("cl_areastats", CL_AreaStats_f, "prints statistics on entity culling during collision traces");
2190 Cvar_RegisterVariable(&r_draweffects);
2191 Cvar_RegisterVariable(&cl_explosions_alpha_start);
2192 Cvar_RegisterVariable(&cl_explosions_alpha_end);
2193 Cvar_RegisterVariable(&cl_explosions_size_start);
2194 Cvar_RegisterVariable(&cl_explosions_size_end);
2195 Cvar_RegisterVariable(&cl_explosions_lifetime);
2196 Cvar_RegisterVariable(&cl_stainmaps);
2197 Cvar_RegisterVariable(&cl_stainmaps_clearonload);
2198 Cvar_RegisterVariable(&cl_beams_polygons);
2199 Cvar_RegisterVariable(&cl_beams_quakepositionhack);
2200 Cvar_RegisterVariable(&cl_beams_instantaimhack);
2201 Cvar_RegisterVariable(&cl_beams_lightatend);
2202 Cvar_RegisterVariable(&cl_noplayershadow);
2203 Cvar_RegisterVariable(&cl_dlights_decayradius);
2204 Cvar_RegisterVariable(&cl_dlights_decaybrightness);
2206 Cvar_RegisterVariable(&cl_prydoncursor);
2208 Cvar_RegisterVariable(&cl_deathnoviewmodel);
2210 // for QW connections
2211 Cvar_RegisterVariable(&qport);
2212 Cvar_SetValueQuick(&qport, (rand() * RAND_MAX + rand()) & 0xffff);
2214 Cmd_AddCommand("timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs");
2216 Cvar_RegisterVariable(&cl_locs_enable);
2217 Cvar_RegisterVariable(&cl_locs_show);
2218 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)");
2219 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)");
2220 Cmd_AddCommand("locs_clear", CL_Locs_Clear_f, "remove all loc points/boxes");
2221 Cmd_AddCommand("locs_reload", CL_Locs_Reload_f, "reload .loc file for this map");
2222 Cmd_AddCommand("locs_save", CL_Locs_Save_f, "save .loc file for this map containing currently defined points and boxes");
2225 CL_Particles_Init();