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"
32 // we need to declare some mouse variables here, because the menu system
33 // references them even when on a unix system.
35 cvar_t csqc_progname = {0, "csqc_progname","csprogs.dat","name of csprogs.dat file to load"};
36 cvar_t csqc_progcrc = {CVAR_READONLY, "csqc_progcrc","-1","CRC of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1"};
37 cvar_t csqc_progsize = {CVAR_READONLY, "csqc_progsize","-1","file size of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1"};
39 cvar_t cl_shownet = {0, "cl_shownet","0","1 = print packet size, 2 = print packet message list"};
40 cvar_t cl_nolerp = {0, "cl_nolerp", "0","network update smoothing"};
42 cvar_t cl_itembobheight = {0, "cl_itembobheight", "0","how much items bob up and down (try 8)"};
43 cvar_t cl_itembobspeed = {0, "cl_itembobspeed", "0.5","how frequently items bob up and down"};
45 cvar_t lookspring = {CVAR_SAVE, "lookspring","0","returns pitch to level with the floor when no longer holding a pitch key"};
46 cvar_t lookstrafe = {CVAR_SAVE, "lookstrafe","0","move instead of turning"};
47 cvar_t sensitivity = {CVAR_SAVE, "sensitivity","3","mouse speed multiplier"};
49 cvar_t m_pitch = {CVAR_SAVE, "m_pitch","0.022","mouse pitch speed multiplier"};
50 cvar_t m_yaw = {CVAR_SAVE, "m_yaw","0.022","mouse yaw speed multiplier"};
51 cvar_t m_forward = {CVAR_SAVE, "m_forward","1","mouse forward speed multiplier"};
52 cvar_t m_side = {CVAR_SAVE, "m_side","0.8","mouse side speed multiplier"};
54 cvar_t freelook = {CVAR_SAVE, "freelook", "1","mouse controls pitch instead of forward/back"};
56 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" };
57 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" };
59 cvar_t r_draweffects = {0, "r_draweffects", "1","renders temporary sprite effects"};
61 cvar_t cl_explosions_alpha_start = {CVAR_SAVE, "cl_explosions_alpha_start", "1.5","starting alpha of an explosion shell"};
62 cvar_t cl_explosions_alpha_end = {CVAR_SAVE, "cl_explosions_alpha_end", "0","end alpha of an explosion shell (just before it disappears)"};
63 cvar_t cl_explosions_size_start = {CVAR_SAVE, "cl_explosions_size_start", "16","starting size of an explosion shell"};
64 cvar_t cl_explosions_size_end = {CVAR_SAVE, "cl_explosions_size_end", "128","ending alpha of an explosion shell (just before it disappears)"};
65 cvar_t cl_explosions_lifetime = {CVAR_SAVE, "cl_explosions_lifetime", "0.5","how long an explosion shell lasts"};
67 cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "0","stains lightmaps, much faster than decals but blurred"};
68 cvar_t cl_stainmaps_clearonload = {CVAR_SAVE, "cl_stainmaps_clearonload", "1","clear stainmaps on map restart"};
70 cvar_t cl_beams_polygons = {CVAR_SAVE, "cl_beams_polygons", "1","use beam polygons instead of models"};
71 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)"};
72 cvar_t cl_beams_instantaimhack = {CVAR_SAVE, "cl_beams_instantaimhack", "0", "makes your lightning gun aiming update instantly"};
73 cvar_t cl_beams_lightatend = {CVAR_SAVE, "cl_beams_lightatend", "0", "make a light at the end of the beam"};
75 cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0","hide player shadow"};
77 cvar_t cl_dlights_decayradius = {CVAR_SAVE, "cl_dlights_decayradius", "1", "reduces size of light flashes over time"};
78 cvar_t cl_dlights_decaybrightness = {CVAR_SAVE, "cl_dlights_decaybrightness", "1", "reduces brightness of light flashes over time"};
80 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)"};
82 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"};
84 cvar_t cl_deathnoviewmodel = {0, "cl_deathnoviewmodel", "1", "hides gun model when dead"};
86 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)"};
87 cvar_t cl_locs_show = {0, "locs_show", "0", "shows defined locations for editing purposes"};
98 void CL_ClearState(void)
103 // wipe the entire cl structure
104 Mem_EmptyPool(cls.levelmempool);
105 memset (&cl, 0, sizeof(cl));
109 // reset the view zoom interpolation
110 cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
111 cl.sensitivityscale = 1.0f;
113 // enable rendering of the world and such
114 cl.csqc_vidvars.drawworld = true;
115 cl.csqc_vidvars.drawenginesbar = true;
116 cl.csqc_vidvars.drawcrosshair = true;
118 // set up the float version of the stats array for easier access to float stats
119 cl.statsf = (float *)cl.stats;
122 cl.num_static_entities = 0;
123 cl.num_brushmodel_entities = 0;
125 // tweak these if the game runs out
126 cl.max_entities = 256;
127 cl.max_static_entities = 256;
128 cl.max_effects = 256;
130 cl.max_dlights = MAX_DLIGHTS;
131 cl.max_lightstyle = MAX_LIGHTSTYLES;
132 cl.max_brushmodel_entities = MAX_EDICTS;
133 cl.max_particles = 8192; // grows dynamically
134 cl.max_decals = 2048; // grows dynamically
141 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
142 cl.entities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char));
143 cl.static_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_static_entities * sizeof(entity_t));
144 cl.effects = (cl_effect_t *)Mem_Alloc(cls.levelmempool, cl.max_effects * sizeof(cl_effect_t));
145 cl.beams = (beam_t *)Mem_Alloc(cls.levelmempool, cl.max_beams * sizeof(beam_t));
146 cl.dlights = (dlight_t *)Mem_Alloc(cls.levelmempool, cl.max_dlights * sizeof(dlight_t));
147 cl.lightstyle = (lightstyle_t *)Mem_Alloc(cls.levelmempool, cl.max_lightstyle * sizeof(lightstyle_t));
148 cl.brushmodel_entities = (int *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(int));
149 cl.particles = (particle_t *) Mem_Alloc(cls.levelmempool, cl.max_particles * sizeof(particle_t));
150 cl.decals = (decal_t *) Mem_Alloc(cls.levelmempool, cl.max_decals * sizeof(decal_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.flags = RENDER_SHADOW | RENDER_LIGHT;
185 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, 0, 0, 0, 0, 0, 0, 1);
186 CL_UpdateRenderEntity(&ent->render);
188 // noclip is turned off at start
189 noclip_anglehack = false;
191 // mark all frames invalid for delta
192 memset(cl.qw_deltasequence, -1, sizeof(cl.qw_deltasequence));
194 // set bestweapon data back to Quake data
195 IN_BestWeapon_ResetData();
200 void CL_SetInfo(const char *key, const char *value, qboolean send, qboolean allowstarkey, qboolean allowmodel, qboolean quiet)
203 qboolean fail = false;
204 if (!allowstarkey && key[0] == '*')
206 if (!allowmodel && (!strcasecmp(key, "pmodel") || !strcasecmp(key, "emodel")))
208 for (i = 0;key[i];i++)
209 if (key[i] <= ' ' || key[i] == '\"')
211 for (i = 0;value[i];i++)
212 if (value[i] == '\r' || value[i] == '\n' || value[i] == '\"')
217 Con_Printf("Can't setinfo \"%s\" \"%s\"\n", key, value);
220 InfoString_SetValue(cls.userinfo, sizeof(cls.userinfo), key, value);
221 if (cls.state == ca_connected && cls.netcon)
223 if (cls.protocol == PROTOCOL_QUAKEWORLD)
225 MSG_WriteByte(&cls.netcon->message, qw_clc_stringcmd);
226 MSG_WriteString(&cls.netcon->message, va("setinfo \"%s\" \"%s\"", key, value));
228 else if (!strcasecmp(key, "name"))
230 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
231 MSG_WriteString(&cls.netcon->message, va("name \"%s\"", value));
233 else if (!strcasecmp(key, "playermodel"))
235 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
236 MSG_WriteString(&cls.netcon->message, va("playermodel \"%s\"", value));
238 else if (!strcasecmp(key, "playerskin"))
240 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
241 MSG_WriteString(&cls.netcon->message, va("playerskin \"%s\"", value));
243 else if (!strcasecmp(key, "topcolor"))
245 // don't send anything, the combined color code will be updated manually
247 else if (!strcasecmp(key, "bottomcolor"))
249 // don't send anything, the combined color code will be updated manually
251 else if (!strcasecmp(key, "rate"))
253 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
254 MSG_WriteString(&cls.netcon->message, va("rate \"%s\"", value));
259 void CL_ExpandEntities(int num)
261 int i, oldmaxentities;
262 entity_t *oldentities;
263 if (num >= cl.max_entities)
266 Sys_Error("CL_ExpandEntities: cl.entities not initialized");
267 if (num >= MAX_EDICTS)
268 Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
269 oldmaxentities = cl.max_entities;
270 oldentities = cl.entities;
271 cl.max_entities = (num & ~255) + 256;
272 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
273 memcpy(cl.entities, oldentities, oldmaxentities * sizeof(entity_t));
274 Mem_Free(oldentities);
275 for (i = oldmaxentities;i < cl.max_entities;i++)
277 cl.entities[i].state_baseline = defaultstate;
278 cl.entities[i].state_previous = defaultstate;
279 cl.entities[i].state_current = defaultstate;
284 void CL_VM_ShutDown (void);
286 =====================
289 Sends a disconnect message to the server
290 This is also called on Host_Error, so it shouldn't cause any errors
291 =====================
293 void CL_Disconnect(void)
295 if (cls.state == ca_dedicated)
298 if (COM_CheckParm("-profilegameonly"))
299 Sys_AllowProfiling(false);
301 Curl_Clear_forthismap();
303 Con_DPrintf("CL_Disconnect\n");
306 // stop sounds (especially looping!)
309 cl.parsingtextexpectingpingforscores = 0; // just in case no reply has come yet
311 // clear contents blends
312 cl.cshifts[0].percent = 0;
313 cl.cshifts[1].percent = 0;
314 cl.cshifts[2].percent = 0;
315 cl.cshifts[3].percent = 0;
317 cl.worldmodel = NULL;
319 CL_Parse_ErrorCleanUp();
321 if (cls.demoplayback)
326 unsigned char bufdata[8];
327 if (cls.demorecording)
330 // send disconnect message 3 times to improve chances of server
331 // receiving it (but it still fails sometimes)
332 memset(&buf, 0, sizeof(buf));
334 buf.maxsize = sizeof(bufdata);
335 if (cls.protocol == PROTOCOL_QUAKEWORLD)
337 Con_DPrint("Sending drop command\n");
338 MSG_WriteByte(&buf, qw_clc_stringcmd);
339 MSG_WriteString(&buf, "drop");
343 Con_DPrint("Sending clc_disconnect\n");
344 MSG_WriteByte(&buf, clc_disconnect);
346 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
347 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
348 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
349 NetConn_Close(cls.netcon);
352 cls.state = ca_disconnected;
354 cls.demoplayback = cls.timedemo = false;
358 void CL_Disconnect_f(void)
362 Host_ShutdownServer ();
369 =====================
370 CL_EstablishConnection
372 Host should be either "local" or a net address
373 =====================
375 void CL_EstablishConnection(const char *host)
377 if (cls.state == ca_dedicated)
380 // clear menu's connect error message
381 M_Update_Return_Reason("");
384 // stop demo loop in case this fails
385 if (cls.demoplayback)
388 // if downloads are running, cancel their finishing action
389 Curl_Clear_forthismap();
391 // make sure the client ports are open before attempting to connect
392 NetConn_UpdateSockets();
394 // run a network frame
395 //NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
397 if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
399 cls.connect_trying = true;
400 cls.connect_remainingtries = 3;
401 cls.connect_nextsendtime = 0;
402 M_Update_Return_Reason("Trying to connect...");
403 // run several network frames to jump into the game quickly
406 // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
407 // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
408 // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
409 // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
414 Con_Print("Unable to find a suitable network socket to connect to server.\n");
415 M_Update_Return_Reason("No network");
424 static void CL_PrintEntities_f(void)
429 for (i = 0, ent = cl.entities;i < cl.num_entities;i++, ent++)
431 const char* modelname;
433 if (!ent->state_current.active)
436 if (ent->render.model)
437 modelname = ent->render.model->name;
439 modelname = "--no model--";
440 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);
448 List information on all models in the client modelindex
451 static void CL_ModelIndexList_f(void)
456 Con_Printf("%3s: %-30s %-8s %-8s\n", "ID", "Name", "Type", "Triangles");
458 while(cl.model_precache[i] && i != MAX_MODELS)
460 if(cl.model_precache[i]->loaded || cl.model_precache[i]->isworldmodel)
461 Con_Printf("%3i: %-30s %-8s %-10i\n", i, cl.model_precache[i]->name, cl.model_precache[i]->modeldatatypestring, cl.model_precache[i]->surfmesh.num_triangles);
463 Con_Printf("%3i: %-30s %-30s\n", i, cl.model_precache[i]->name, "--no local model found--");
472 List all sounds in the client soundindex
475 static void CL_SoundIndexList_f(void)
479 while(cl.sound_precache[i] && i != MAX_SOUNDS)
481 Con_Printf("%i : %s\n", i, cl.sound_precache[i]->name);
486 static void CL_UpdateRenderEntity_Lighting(entity_render_t *ent)
488 vec3_t tempdiffusenormal;
490 // fetch the lighting from the worldmodel data
491 VectorSet(ent->modellight_ambient, r_ambient.value * (2.0f / 128.0f), r_ambient.value * (2.0f / 128.0f), r_ambient.value * (2.0f / 128.0f));
492 VectorClear(ent->modellight_diffuse);
493 VectorClear(tempdiffusenormal);
494 if ((ent->flags & RENDER_LIGHT) && cl.worldmodel && cl.worldmodel->brush.LightPoint)
497 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
498 cl.worldmodel->brush.LightPoint(cl.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
501 VectorSet(ent->modellight_ambient, 1, 1, 1);
503 // move the light direction into modelspace coordinates for lighting code
504 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
505 if(VectorLength2(ent->modellight_lightdir) <= 0)
506 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
507 VectorNormalize(ent->modellight_lightdir);
510 //static const vec3_t nomodelmins = {-16, -16, -16};
511 //static const vec3_t nomodelmaxs = {16, 16, 16};
512 void CL_UpdateRenderEntity(entity_render_t *ent)
516 model_t *model = ent->model;
517 // update the inverse matrix for the renderer
518 Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
519 // update the animation blend state
520 R_LerpAnimation(ent);
521 // we need the matrix origin to center the box
522 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
523 // update entity->render.scale because the renderer needs it
524 ent->scale = scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
527 // NOTE: this directly extracts vector components from the matrix, which relies on the matrix orientation!
528 #ifdef MATRIX4x4_OPENGLORIENTATION
529 if (ent->matrix.m[0][2] != 0 || ent->matrix.m[1][2] != 0)
531 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
535 VectorMA(org, scale, model->rotatedmins, ent->mins);
536 VectorMA(org, scale, model->rotatedmaxs, ent->maxs);
538 #ifdef MATRIX4x4_OPENGLORIENTATION
539 else if (ent->matrix.m[1][0] != 0 || ent->matrix.m[0][1] != 0)
541 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
545 VectorMA(org, scale, model->yawmins, ent->mins);
546 VectorMA(org, scale, model->yawmaxs, ent->maxs);
550 VectorMA(org, scale, model->normalmins, ent->mins);
551 VectorMA(org, scale, model->normalmaxs, ent->maxs);
556 ent->mins[0] = org[0] - 16;
557 ent->mins[1] = org[1] - 16;
558 ent->mins[2] = org[2] - 16;
559 ent->maxs[0] = org[0] + 16;
560 ent->maxs[1] = org[1] + 16;
561 ent->maxs[2] = org[2] + 16;
563 CL_UpdateRenderEntity_Lighting(ent);
570 Determines the fraction between the last two messages that the objects
574 static float CL_LerpPoint(void)
578 if (cl_nettimesyncboundmode.integer == 1)
579 cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
581 // LordHavoc: lerp in listen games as the server is being capped below the client (usually)
582 if (cl.mtime[0] <= cl.mtime[1])
584 cl.time = cl.mtime[0];
588 f = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]);
589 return bound(0, f, 1);
592 void CL_ClearTempEntities (void)
594 r_refdef.scene.numtempentities = 0;
597 entity_render_t *CL_NewTempEntity(void)
599 entity_render_t *render;
601 if (r_refdef.scene.numentities >= r_refdef.scene.maxentities)
603 if (r_refdef.scene.numtempentities >= r_refdef.scene.maxtempentities)
605 render = &r_refdef.scene.tempentities[r_refdef.scene.numtempentities++];
606 memset (render, 0, sizeof(*render));
607 r_refdef.scene.entities[r_refdef.scene.numentities++] = render;
610 VectorSet(render->colormod, 1, 1, 1);
614 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
618 if (!modelindex) // sanity check
622 Con_Printf("CL_Effect: framerate %f is < 1\n", framerate);
627 Con_Printf("CL_Effect: framecount %i is < 1\n", framecount);
630 for (i = 0, e = cl.effects;i < cl.max_effects;i++, e++)
635 VectorCopy(org, e->origin);
636 e->modelindex = modelindex;
637 e->starttime = cl.time;
638 e->startframe = startframe;
639 e->endframe = startframe + framecount;
640 e->framerate = framerate;
643 e->frame1time = cl.time;
644 e->frame2time = cl.time;
645 cl.num_effects = max(cl.num_effects, i + 1);
650 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)
655 // then look for anything else
657 for (i = 0;i < cl.max_dlights;i++, dl++)
661 // unable to find one
662 if (i == cl.max_dlights)
665 //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
666 memset (dl, 0, sizeof(*dl));
667 cl.num_dlights = max(cl.num_dlights, i + 1);
668 Matrix4x4_Normalize(&dl->matrix, matrix);
670 Matrix4x4_OriginFromMatrix(&dl->matrix, dl->origin);
671 CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
672 Matrix4x4_SetOrigin(&dl->matrix, dl->origin[0], dl->origin[1], dl->origin[2]);
675 dl->color[1] = green;
677 dl->initialradius = radius;
678 dl->initialcolor[0] = red;
679 dl->initialcolor[1] = green;
680 dl->initialcolor[2] = blue;
681 dl->decay = decay / radius; // changed decay to be a percentage decrease
682 dl->intensity = 1; // this is what gets decayed
684 dl->die = cl.time + lifetime;
688 dpsnprintf(dl->cubemapname, sizeof(dl->cubemapname), "cubemaps/%i", cubemapnum);
690 dl->cubemapname[0] = 0;
692 dl->shadow = shadowenable;
695 dl->coronasizescale = coronasizescale;
696 dl->ambientscale = ambientscale;
697 dl->diffusescale = diffusescale;
698 dl->specularscale = specularscale;
701 void CL_DecayLightFlashes(void)
707 time = bound(0, cl.time - cl.oldtime, 0.1);
708 oldmax = cl.num_dlights;
710 for (i = 0, dl = cl.dlights;i < oldmax;i++, dl++)
714 dl->intensity -= time * dl->decay;
715 if (cl.time < dl->die && dl->intensity > 0)
717 if (cl_dlights_decayradius.integer)
718 dl->radius = dl->initialradius * dl->intensity;
720 dl->radius = dl->initialradius;
721 if (cl_dlights_decaybrightness.integer)
722 VectorScale(dl->initialcolor, dl->intensity, dl->color);
724 VectorCopy(dl->initialcolor, dl->color);
725 cl.num_dlights = i + 1;
733 // called before entity relinking
734 void CL_RelinkLightFlashes(void)
739 matrix4x4_t tempmatrix;
741 if (r_dynamic.integer)
743 for (i = 0, dl = cl.dlights;i < cl.num_dlights && r_refdef.scene.numlights < MAX_DLIGHTS;i++, dl++)
747 tempmatrix = dl->matrix;
748 Matrix4x4_Scale(&tempmatrix, dl->radius, 1);
749 R_RTLight_Update(&r_refdef.scene.lights[r_refdef.scene.numlights++], false, &tempmatrix, dl->color, dl->style, dl->cubemapname, dl->shadow, dl->corona, dl->coronasizescale, dl->ambientscale, dl->diffusescale, dl->specularscale, dl->flags);
755 // 'm' is normal light, 'a' is no light, 'z' is double bright
759 for (j = 0;j < cl.max_lightstyle;j++)
761 if (!cl.lightstyle || !cl.lightstyle[j].length)
763 r_refdef.scene.rtlightstylevalue[j] = 1;
764 r_refdef.scene.lightstylevalue[j] = 256;
767 k = i % cl.lightstyle[j].length;
768 l = (i-1) % cl.lightstyle[j].length;
769 k = cl.lightstyle[j].map[k] - 'a';
770 l = cl.lightstyle[j].map[l] - 'a';
771 // rtlightstylevalue is always interpolated because it has no bad
772 // consequences for performance
773 // lightstylevalue is subject to a cvar for performance reasons;
774 // skipping lightmap updates on most rendered frames substantially
775 // improves framerates (but makes light fades look bad)
776 r_refdef.scene.rtlightstylevalue[j] = ((k*frac)+(l*(1-frac)))*(22/256.0f);
777 r_refdef.scene.lightstylevalue[j] = r_lerplightstyles.integer ? (unsigned short)(((k*frac)+(l*(1-frac)))*22) : k*22;
781 void CL_AddQWCTFFlagModel(entity_t *player, int skin)
784 entity_render_t *flagrender;
785 matrix4x4_t flagmatrix;
787 // this code taken from QuakeWorld
789 if (player->render.frame2 >= 29 && player->render.frame2 <= 40)
791 if (player->render.frame2 >= 29 && player->render.frame2 <= 34)
793 if (player->render.frame2 == 29) f = f + 2;
794 else if (player->render.frame2 == 30) f = f + 8;
795 else if (player->render.frame2 == 31) f = f + 12;
796 else if (player->render.frame2 == 32) f = f + 11;
797 else if (player->render.frame2 == 33) f = f + 10;
798 else if (player->render.frame2 == 34) f = f + 4;
800 else if (player->render.frame2 >= 35 && player->render.frame2 <= 40)
802 if (player->render.frame2 == 35) f = f + 2;
803 else if (player->render.frame2 == 36) f = f + 10;
804 else if (player->render.frame2 == 37) f = f + 10;
805 else if (player->render.frame2 == 38) f = f + 8;
806 else if (player->render.frame2 == 39) f = f + 4;
807 else if (player->render.frame2 == 40) f = f + 2;
810 else if (player->render.frame2 >= 103 && player->render.frame2 <= 118)
812 if (player->render.frame2 >= 103 && player->render.frame2 <= 104) f = f + 6; //nailattack
813 else if (player->render.frame2 >= 105 && player->render.frame2 <= 106) f = f + 6; //light
814 else if (player->render.frame2 >= 107 && player->render.frame2 <= 112) f = f + 7; //rocketattack
815 else if (player->render.frame2 >= 112 && player->render.frame2 <= 118) f = f + 7; //shotattack
817 // end of code taken from QuakeWorld
819 flagrender = CL_NewTempEntity();
823 flagrender->model = cl.model_precache[cl.qw_modelindex_flag];
824 flagrender->skinnum = skin;
825 flagrender->alpha = 1;
826 VectorSet(flagrender->colormod, 1, 1, 1);
827 // attach the flag to the player matrix
828 Matrix4x4_CreateFromQuakeEntity(&flagmatrix, -f, -22, 0, 0, 0, -45, 1);
829 Matrix4x4_Concat(&flagrender->matrix, &player->render.matrix, &flagmatrix);
830 CL_UpdateRenderEntity(flagrender);
833 matrix4x4_t viewmodelmatrix;
835 static const vec3_t muzzleflashorigin = {18, 0, 0};
837 extern void V_DriftPitch(void);
838 extern void V_FadeViewFlashs(void);
839 extern void V_CalcViewBlend(void);
840 extern void V_CalcRefdef(void);
842 void CL_SetEntityColormapColors(entity_render_t *ent, int colormap)
844 const unsigned char *cbcolor;
847 cbcolor = palette_rgb_pantscolormap[colormap & 0xF];
848 VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_pantscolor);
849 cbcolor = palette_rgb_shirtcolormap[(colormap & 0xF0) >> 4];
850 VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_shirtcolor);
854 VectorClear(ent->colormap_pantscolor);
855 VectorClear(ent->colormap_shirtcolor);
859 // note this is a recursive function, recursionlimit should be 32 or so on the initial call
860 void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolate)
862 const matrix4x4_t *matrix;
863 matrix4x4_t blendmatrix, tempmatrix, matrix2;
865 float origin[3], angles[3], delta[3], lerp, d;
868 //entity_persistent_t *p = &e->persistent;
869 //entity_render_t *r = &e->render;
870 // skip inactive entities and world
871 if (!e->state_current.active || e == cl.entities)
873 if (recursionlimit < 1)
875 e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
876 e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
877 e->render.flags = e->state_current.flags;
878 e->render.effects = e->state_current.effects;
879 VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
880 e->render.entitynumber = e - cl.entities;
881 if (e->state_current.flags & RENDER_COLORMAPPED)
882 CL_SetEntityColormapColors(&e->render, e->state_current.colormap);
883 else if (e->state_current.colormap > 0 && e->state_current.colormap <= cl.maxclients && cl.scores != NULL)
884 CL_SetEntityColormapColors(&e->render, cl.scores[e->state_current.colormap-1].colors);
886 CL_SetEntityColormapColors(&e->render, -1);
887 e->render.skinnum = e->state_current.skin;
888 if (e->state_current.tagentity)
890 // attached entity (gun held in player model's hand, etc)
891 // if the tag entity is currently impossible, skip it
892 if (e->state_current.tagentity >= cl.num_entities)
894 t = cl.entities + e->state_current.tagentity;
895 // if the tag entity is inactive, skip it
896 if (!t->state_current.active)
898 // update the parent first
899 CL_UpdateNetworkEntity(t, recursionlimit - 1, interpolate);
900 // make relative to the entity
901 matrix = &t->render.matrix;
902 // some properties of the tag entity carry over
903 e->render.flags |= t->render.flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
904 // if a valid tagindex is used, make it relative to that tag instead
905 // FIXME: use a model function to get tag info (need to handle skeletal)
906 if (e->state_current.tagentity && e->state_current.tagindex >= 1 && (model = t->render.model))
908 // blend the matrices
909 memset(&blendmatrix, 0, sizeof(blendmatrix));
910 for (j = 0;j < 4 && t->render.frameblend[j].lerp > 0;j++)
912 matrix4x4_t tagmatrix;
913 Mod_Alias_GetTagMatrix(model, t->render.frameblend[j].frame, e->state_current.tagindex - 1, &tagmatrix);
914 d = t->render.frameblend[j].lerp;
915 for (l = 0;l < 4;l++)
916 for (k = 0;k < 4;k++)
917 blendmatrix.m[l][k] += d * tagmatrix.m[l][k];
919 // concat the tag matrices onto the entity matrix
920 Matrix4x4_Concat(&tempmatrix, &t->render.matrix, &blendmatrix);
921 // use the constructed tag matrix
922 matrix = &tempmatrix;
925 else if (e->render.flags & RENDER_VIEWMODEL)
927 // view-relative entity (guns and such)
928 if (e->render.effects & EF_NOGUNBOB)
929 matrix = &r_refdef.view.matrix; // really attached to view
931 matrix = &viewmodelmatrix; // attached to gun bob matrix
935 // world-relative entity (the normal kind)
936 matrix = &identitymatrix;
940 // if it's the predicted player entity, update according to client movement
941 // but don't lerp if going through a teleporter as it causes a bad lerp
942 // also don't use the predicted location if fixangle was set on both of
943 // the most recent server messages, as that cause means you are spectating
944 // someone or watching a cutscene of some sort
945 if (cl_nolerp.integer || cls.timedemo)
947 if (e == cl.entities + cl.playerentity && cl.movement_predicted && (!cl.fixangle[1] || !cl.fixangle[0]))
949 lerp = (cl.time - cl.movement_time[2]) / (cl.movement_time[0] - cl.movement_time[1]);
950 lerp = bound(0, lerp, 1);
953 VectorLerp(cl.movement_oldorigin, lerp, cl.movement_origin, origin);
954 VectorSet(angles, 0, cl.viewangles[1], 0);
956 else if (interpolate && e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1)
958 // interpolate the origin and angles
960 VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
961 VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
962 if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
963 if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
964 if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
965 VectorMA(e->persistent.oldangles, lerp, delta, angles);
970 VectorCopy(e->persistent.neworigin, origin);
971 VectorCopy(e->persistent.newangles, angles);
974 // model setup and some modelflags
975 frame = e->state_current.frame;
976 if (e->state_current.modelindex < MAX_MODELS)
977 e->render.model = cl.model_precache[e->state_current.modelindex];
979 e->render.model = NULL;
982 if (e->render.skinnum >= e->render.model->numskins)
983 e->render.skinnum = 0;
984 if (frame >= e->render.model->numframes)
986 // models can set flags such as EF_ROCKET
987 // this 0xFF800000 mask is EF_NOMODELFLAGS plus all the higher EF_ flags such as EF_ROCKET
988 if (!(e->render.effects & 0xFF800000))
989 e->render.effects |= e->render.model->effects;
990 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
991 if (e->render.model->type == mod_alias)
992 angles[0] = -angles[0];
993 if ((e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
994 VectorScale(e->render.colormod, 2, e->render.colormod);
996 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
997 else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
998 angles[0] = -angles[0];
1000 if ((e->render.effects & EF_ROTATE) && !(e->render.flags & RENDER_VIEWMODEL))
1002 angles[1] = ANGLEMOD(100*cl.time);
1003 if (cl_itembobheight.value)
1004 origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
1008 if (e->render.frame2 == frame)
1010 // update frame lerp fraction
1011 e->render.framelerp = 1;
1012 if (e->render.frame2time > e->render.frame1time)
1014 // make sure frame lerp won't last longer than 100ms
1015 // (this mainly helps with models that use framegroups and
1016 // switch between them infrequently)
1017 e->render.framelerp = (cl.time - e->render.frame2time) / min(e->render.frame2time - e->render.frame1time, 0.1);
1018 e->render.framelerp = bound(0, e->render.framelerp, 1);
1023 // begin a new frame lerp
1024 e->render.frame1 = e->render.frame2;
1025 e->render.frame1time = e->render.frame2time;
1026 e->render.frame2 = frame;
1027 e->render.frame2time = cl.time;
1028 e->render.framelerp = 0;
1031 // set up the render matrix
1034 // attached entity, this requires a matrix multiply (concat)
1035 // FIXME: e->render.scale should go away
1036 Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1037 // concat the matrices to make the entity relative to its tag
1038 Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
1039 // get the origin from the new matrix
1040 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1044 // unattached entities are faster to process
1045 Matrix4x4_CreateFromQuakeEntity(&e->render.matrix, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1048 // tenebrae's sprites are all additive mode (weird)
1049 if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
1050 e->render.effects |= EF_ADDITIVE;
1051 // player model is only shown with chase_active on
1052 if (e->state_current.number == cl.viewentity)
1053 e->render.flags |= RENDER_EXTERIORMODEL;
1054 // either fullbright or lit
1055 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1056 e->render.flags |= RENDER_LIGHT;
1057 // hide player shadow during intermission or nehahra movie
1058 if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST))
1059 && (e->render.alpha >= 1)
1060 && !(e->render.flags & RENDER_VIEWMODEL)
1061 && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
1062 e->render.flags |= RENDER_SHADOW;
1063 if (e->render.flags & RENDER_VIEWMODEL)
1064 e->render.flags |= RENDER_NOSELFSHADOW;
1066 // make the other useful stuff
1067 CL_UpdateRenderEntity(&e->render);
1070 // creates light and trails from an entity
1071 void CL_UpdateNetworkEntityTrail(entity_t *e)
1073 effectnameindex_t trailtype;
1076 // bmodels are treated specially since their origin is usually '0 0 0' and
1077 // their actual geometry is far from '0 0 0'
1078 if (e->render.model && e->render.model->soundfromcenter)
1081 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1082 Matrix4x4_Transform(&e->render.matrix, o, origin);
1085 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1087 // handle particle trails and such effects now that we know where this
1088 // entity is in the world...
1089 trailtype = EFFECT_NONE;
1090 // LordHavoc: if the entity has no effects, don't check each
1091 if (e->render.effects & (EF_BRIGHTFIELD | EF_FLAME | EF_STARDUST))
1093 if (e->render.effects & EF_BRIGHTFIELD)
1095 if (gamemode == GAME_NEXUIZ)
1096 trailtype = EFFECT_TR_NEXUIZPLASMA;
1098 CL_EntityParticles(e);
1100 if (e->render.effects & EF_FLAME)
1101 CL_ParticleTrail(EFFECT_EF_FLAME, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true);
1102 if (e->render.effects & EF_STARDUST)
1103 CL_ParticleTrail(EFFECT_EF_STARDUST, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true);
1105 if (e->render.internaleffects & (INTEF_FLAG1QW | INTEF_FLAG2QW))
1107 // these are only set on player entities
1108 CL_AddQWCTFFlagModel(e, (e->render.internaleffects & INTEF_FLAG2QW) != 0);
1110 // muzzleflash fades over time
1111 if (e->persistent.muzzleflash > 0)
1112 e->persistent.muzzleflash -= bound(0, cl.time - cl.oldtime, 0.1) * 20;
1113 // LordHavoc: if the entity has no effects, don't check each
1114 if (e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1116 if (e->render.effects & EF_GIB)
1117 trailtype = EFFECT_TR_BLOOD;
1118 else if (e->render.effects & EF_ZOMGIB)
1119 trailtype = EFFECT_TR_SLIGHTBLOOD;
1120 else if (e->render.effects & EF_TRACER)
1121 trailtype = EFFECT_TR_WIZSPIKE;
1122 else if (e->render.effects & EF_TRACER2)
1123 trailtype = EFFECT_TR_KNIGHTSPIKE;
1124 else if (e->render.effects & EF_ROCKET)
1125 trailtype = EFFECT_TR_ROCKET;
1126 else if (e->render.effects & EF_GRENADE)
1128 // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1129 trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1131 else if (e->render.effects & EF_TRACER3)
1132 trailtype = EFFECT_TR_VORESPIKE;
1135 if (e->render.flags & RENDER_GLOWTRAIL)
1136 trailtype = EFFECT_TR_GLOWTRAIL;
1137 // check if a trail is allowed (it is not after a teleport for example)
1138 if (trailtype && e->persistent.trail_allowed)
1142 VectorSubtract(e->state_current.origin, e->state_previous.origin, vel);
1143 len = e->state_current.time - e->state_previous.time;
1146 VectorScale(vel, len, vel);
1147 CL_ParticleTrail(trailtype, 1, e->persistent.trail_origin, origin, vel, vel, e, e->state_current.glowcolor, false, true);
1149 // now that the entity has survived one trail update it is allowed to
1150 // leave a real trail on later frames
1151 e->persistent.trail_allowed = true;
1152 VectorCopy(origin, e->persistent.trail_origin);
1158 CL_UpdateViewEntities
1161 void CL_UpdateViewEntities(void)
1164 // update any RENDER_VIEWMODEL entities to use the new view matrix
1165 for (i = 1;i < cl.num_entities;i++)
1167 if (cl.entities_active[i])
1169 entity_t *ent = cl.entities + i;
1170 if ((ent->render.flags & RENDER_VIEWMODEL) || ent->state_current.tagentity)
1171 CL_UpdateNetworkEntity(ent, 32, true);
1174 // and of course the engine viewmodel needs updating as well
1175 CL_UpdateNetworkEntity(&cl.viewent, 32, true);
1180 CL_UpdateNetworkCollisionEntities
1183 void CL_UpdateNetworkCollisionEntities(void)
1188 // start on the entity after the world
1189 cl.num_brushmodel_entities = 0;
1190 for (i = cl.maxclients + 1;i < cl.num_entities;i++)
1192 if (cl.entities_active[i])
1194 ent = cl.entities + i;
1195 if (ent->state_current.active && ent->render.model && ent->render.model->name[0] == '*' && ent->render.model->TraceBox)
1197 // do not interpolate the bmodels for this
1198 CL_UpdateNetworkEntity(ent, 32, false);
1199 cl.brushmodel_entities[cl.num_brushmodel_entities++] = i;
1207 CL_UpdateNetworkEntities
1210 void CL_UpdateNetworkEntities(void)
1215 // start on the entity after the world
1216 for (i = 1;i < cl.num_entities;i++)
1218 if (cl.entities_active[i])
1220 ent = cl.entities + i;
1221 if (ent->state_current.active)
1223 CL_UpdateNetworkEntity(ent, 32, true);
1224 // view models should never create light/trails
1225 if (!(ent->render.flags & RENDER_VIEWMODEL))
1226 CL_UpdateNetworkEntityTrail(ent);
1229 cl.entities_active[i] = false;
1234 void CL_UpdateViewModel(void)
1238 ent->state_previous = ent->state_current;
1239 ent->state_current = defaultstate;
1240 ent->state_current.time = cl.time;
1241 ent->state_current.number = -1;
1242 ent->state_current.active = true;
1243 ent->state_current.modelindex = cl.stats[STAT_WEAPON];
1244 ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
1245 ent->state_current.flags = RENDER_VIEWMODEL;
1246 if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
1247 ent->state_current.modelindex = 0;
1248 else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
1250 if (gamemode == GAME_TRANSFUSION)
1251 ent->state_current.alpha = 128;
1253 ent->state_current.modelindex = 0;
1255 ent->state_current.alpha = cl.entities[cl.viewentity].state_current.alpha;
1256 ent->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB));
1258 // reset animation interpolation on weaponmodel if model changed
1259 if (ent->state_previous.modelindex != ent->state_current.modelindex)
1261 ent->render.frame1 = ent->render.frame2 = ent->state_current.frame;
1262 ent->render.frame1time = ent->render.frame2time = cl.time;
1263 ent->render.framelerp = 1;
1265 CL_UpdateNetworkEntity(ent, 32, true);
1268 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
1269 void CL_LinkNetworkEntity(entity_t *e)
1271 effectnameindex_t trailtype;
1276 // skip inactive entities and world
1277 if (!e->state_current.active || e == cl.entities)
1279 if (e->state_current.tagentity)
1281 // if the tag entity is currently impossible, skip it
1282 if (e->state_current.tagentity >= cl.num_entities)
1284 // if the tag entity is inactive, skip it
1285 if (!cl.entities[e->state_current.tagentity].state_current.active)
1289 // create entity dlights associated with this entity
1290 if (e->render.model && e->render.model->soundfromcenter)
1292 // bmodels are treated specially since their origin is usually '0 0 0'
1294 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1295 Matrix4x4_Transform(&e->render.matrix, o, origin);
1298 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1299 trailtype = EFFECT_NONE;
1304 // LordHavoc: if the entity has no effects, don't check each
1305 if (e->render.effects & (EF_BRIGHTFIELD | EF_DIMLIGHT | EF_BRIGHTLIGHT | EF_RED | EF_BLUE | EF_FLAME | EF_STARDUST))
1307 if (e->render.effects & EF_BRIGHTFIELD)
1309 if (gamemode == GAME_NEXUIZ)
1310 trailtype = EFFECT_TR_NEXUIZPLASMA;
1312 if (e->render.effects & EF_DIMLIGHT)
1314 dlightradius = max(dlightradius, 200);
1315 dlightcolor[0] += 1.50f;
1316 dlightcolor[1] += 1.50f;
1317 dlightcolor[2] += 1.50f;
1319 if (e->render.effects & EF_BRIGHTLIGHT)
1321 dlightradius = max(dlightradius, 400);
1322 dlightcolor[0] += 3.00f;
1323 dlightcolor[1] += 3.00f;
1324 dlightcolor[2] += 3.00f;
1326 // LordHavoc: more effects
1327 if (e->render.effects & EF_RED) // red
1329 dlightradius = max(dlightradius, 200);
1330 dlightcolor[0] += 1.50f;
1331 dlightcolor[1] += 0.15f;
1332 dlightcolor[2] += 0.15f;
1334 if (e->render.effects & EF_BLUE) // blue
1336 dlightradius = max(dlightradius, 200);
1337 dlightcolor[0] += 0.15f;
1338 dlightcolor[1] += 0.15f;
1339 dlightcolor[2] += 1.50f;
1341 if (e->render.effects & EF_FLAME)
1342 CL_ParticleTrail(EFFECT_EF_FLAME, 0, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false);
1343 if (e->render.effects & EF_STARDUST)
1344 CL_ParticleTrail(EFFECT_EF_STARDUST, 0, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false);
1346 // muzzleflash fades over time, and is offset a bit
1347 if (e->persistent.muzzleflash > 0 && r_refdef.scene.numlights < MAX_DLIGHTS)
1352 matrix4x4_t tempmatrix;
1353 Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
1354 trace = CL_Move(origin, vec3_origin, vec3_origin, v2, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, true, false, NULL, false);
1355 Matrix4x4_Normalize(&tempmatrix, &e->render.matrix);
1356 Matrix4x4_SetOrigin(&tempmatrix, trace.endpos[0], trace.endpos[1], trace.endpos[2]);
1357 Matrix4x4_Scale(&tempmatrix, 150, 1);
1358 VectorSet(color, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f);
1359 R_RTLight_Update(&r_refdef.scene.lights[r_refdef.scene.numlights++], false, &tempmatrix, color, -1, NULL, true, 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1361 // LordHavoc: if the model has no flags, don't check each
1362 if (e->render.model && e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1364 if (e->render.effects & EF_GIB)
1365 trailtype = EFFECT_TR_BLOOD;
1366 else if (e->render.effects & EF_ZOMGIB)
1367 trailtype = EFFECT_TR_SLIGHTBLOOD;
1368 else if (e->render.effects & EF_TRACER)
1369 trailtype = EFFECT_TR_WIZSPIKE;
1370 else if (e->render.effects & EF_TRACER2)
1371 trailtype = EFFECT_TR_KNIGHTSPIKE;
1372 else if (e->render.effects & EF_ROCKET)
1373 trailtype = EFFECT_TR_ROCKET;
1374 else if (e->render.effects & EF_GRENADE)
1376 // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1377 trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1379 else if (e->render.effects & EF_TRACER3)
1380 trailtype = EFFECT_TR_VORESPIKE;
1382 // LordHavoc: customizable glow
1383 if (e->state_current.glowsize)
1385 // * 4 for the expansion from 0-255 to 0-1023 range,
1386 // / 255 to scale down byte colors
1387 dlightradius = max(dlightradius, e->state_current.glowsize * 4);
1388 VectorMA(dlightcolor, (1.0f / 255.0f), palette_rgb[e->state_current.glowcolor], dlightcolor);
1390 // make the glow dlight
1391 if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL) && r_refdef.scene.numlights < MAX_DLIGHTS)
1393 matrix4x4_t dlightmatrix;
1394 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1395 // hack to make glowing player light shine on their gun
1396 //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
1397 // Matrix4x4_AdjustOrigin(&dlightmatrix, 0, 0, 30);
1398 Matrix4x4_Scale(&dlightmatrix, dlightradius, 1);
1399 R_RTLight_Update(&r_refdef.scene.lights[r_refdef.scene.numlights++], false, &dlightmatrix, dlightcolor, -1, NULL, true, 1, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1402 if ((e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) && r_refdef.scene.numlights < MAX_DLIGHTS)
1404 matrix4x4_t dlightmatrix;
1406 VectorScale(e->state_current.light, (1.0f / 256.0f), light);
1407 light[3] = e->state_current.light[3];
1408 if (light[0] == 0 && light[1] == 0 && light[2] == 0)
1409 VectorSet(light, 1, 1, 1);
1412 // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
1413 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1414 Matrix4x4_Scale(&dlightmatrix, light[3], 1);
1415 R_RTLight_Update(&r_refdef.scene.lights[r_refdef.scene.numlights++], false, &dlightmatrix, light, e->state_current.lightstyle, e->state_current.skin > 0 ? va("cubemaps/%i", e->state_current.skin) : NULL, !(e->state_current.lightpflags & PFLAGS_NOSHADOW), (e->state_current.lightpflags & PFLAGS_CORONA) != 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1418 if (e->render.flags & RENDER_GLOWTRAIL)
1419 trailtype = EFFECT_TR_GLOWTRAIL;
1421 CL_ParticleTrail(trailtype, 0, origin, origin, vec3_origin, vec3_origin, NULL, e->state_current.glowcolor, true, false);
1423 // don't show viewmodels in certain situations
1424 if (e->render.flags & RENDER_VIEWMODEL)
1425 if (!r_drawviewmodel.integer || chase_active.integer || r_refdef.envmap)
1427 // don't show entities with no modelindex (note: this still shows
1428 // entities which have a modelindex that resolved to a NULL model)
1429 if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.scene.numentities < r_refdef.scene.maxentities)
1430 r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
1431 //if (cl.viewentity && e->state_current.number == cl.viewentity)
1432 // Matrix4x4_Print(&e->render.matrix);
1435 void CL_RelinkWorld(void)
1437 entity_t *ent = &cl.entities[0];
1438 // FIXME: this should be done at load
1439 ent->render.matrix = identitymatrix;
1440 ent->render.flags = RENDER_SHADOW;
1441 if (!r_fullbright.integer)
1442 ent->render.flags |= RENDER_LIGHT;
1443 VectorSet(ent->render.colormod, 1, 1, 1);
1444 CL_UpdateRenderEntity(&ent->render);
1445 r_refdef.scene.worldentity = &ent->render;
1446 r_refdef.scene.worldmodel = cl.worldmodel;
1449 static void CL_RelinkStaticEntities(void)
1453 for (i = 0, e = cl.static_entities;i < cl.num_static_entities && r_refdef.scene.numentities < r_refdef.scene.maxentities;i++, e++)
1455 e->render.flags = 0;
1456 // if the model was not loaded when the static entity was created we
1457 // need to re-fetch the model pointer
1458 e->render.model = cl.model_precache[e->state_baseline.modelindex];
1459 // either fullbright or lit
1460 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1461 e->render.flags |= RENDER_LIGHT;
1462 // hide player shadow during intermission or nehahra movie
1463 if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST)) && (e->render.alpha >= 1))
1464 e->render.flags |= RENDER_SHADOW;
1465 VectorSet(e->render.colormod, 1, 1, 1);
1466 R_LerpAnimation(&e->render);
1467 CL_UpdateRenderEntity(&e->render);
1468 r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
1477 static void CL_RelinkNetworkEntities(void)
1482 // start on the entity after the world
1483 for (i = 1;i < cl.num_entities;i++)
1485 if (cl.entities_active[i])
1487 ent = cl.entities + i;
1488 if (ent->state_current.active)
1489 CL_LinkNetworkEntity(ent);
1491 cl.entities_active[i] = false;
1496 static void CL_RelinkEffects(void)
1500 entity_render_t *entrender;
1503 for (i = 0, e = cl.effects;i < cl.num_effects;i++, e++)
1507 frame = (cl.time - e->starttime) * e->framerate + e->startframe;
1508 intframe = (int)frame;
1509 if (intframe < 0 || intframe >= e->endframe)
1511 memset(e, 0, sizeof(*e));
1512 while (cl.num_effects > 0 && !cl.effects[cl.num_effects - 1].active)
1517 if (intframe != e->frame)
1519 e->frame = intframe;
1520 e->frame1time = e->frame2time;
1521 e->frame2time = cl.time;
1524 // if we're drawing effects, get a new temp entity
1525 // (NewTempEntity adds it to the render entities list for us)
1526 if (r_draweffects.integer && (entrender = CL_NewTempEntity()))
1528 // interpolation stuff
1529 entrender->frame1 = intframe;
1530 entrender->frame2 = intframe + 1;
1531 if (entrender->frame2 >= e->endframe)
1532 entrender->frame2 = -1; // disappear
1533 entrender->framelerp = frame - intframe;
1534 entrender->frame1time = e->frame1time;
1535 entrender->frame2time = e->frame2time;
1538 if(e->modelindex < MAX_MODELS)
1539 entrender->model = cl.model_precache[e->modelindex];
1541 entrender->model = cl.csqc_model_precache[-(e->modelindex+1)];
1542 entrender->alpha = 1;
1543 VectorSet(entrender->colormod, 1, 1, 1);
1545 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
1546 CL_UpdateRenderEntity(entrender);
1552 void CL_Beam_CalculatePositions(const beam_t *b, vec3_t start, vec3_t end)
1554 VectorCopy(b->start, start);
1555 VectorCopy(b->end, end);
1557 // if coming from the player, update the start position
1558 if (b->entity == cl.viewentity)
1560 if (cl_beams_quakepositionhack.integer && !chase_active.integer)
1562 // LordHavoc: this is a stupid hack from Quake that makes your
1563 // lightning appear to come from your waist and cover less of your
1565 // in Quake this hack was applied to all players (causing the
1566 // infamous crotch-lightning), but in darkplaces and QuakeWorld it
1567 // only applies to your own lightning, and only in first person
1568 Matrix4x4_OriginFromMatrix(&cl.entities[cl.viewentity].render.matrix, start);
1570 if (cl_beams_instantaimhack.integer)
1572 vec3_t dir, localend;
1574 // LordHavoc: this updates the beam direction to match your
1576 VectorSubtract(end, start, dir);
1577 len = VectorLength(dir);
1578 VectorNormalize(dir);
1579 VectorSet(localend, len, 0, 0);
1580 Matrix4x4_Transform(&r_refdef.view.matrix, localend, end);
1585 void CL_RelinkBeams(void)
1589 vec3_t dist, org, start, end;
1591 entity_render_t *entrender;
1594 matrix4x4_t tempmatrix;
1596 for (i = 0, b = cl.beams;i < cl.num_beams;i++, b++)
1600 if (b->endtime < cl.time)
1606 CL_Beam_CalculatePositions(b, start, end);
1610 if (cl_beams_lightatend.integer && r_refdef.scene.numlights < MAX_DLIGHTS)
1612 // FIXME: create a matrix from the beam start/end orientation
1614 VectorSet(dlightcolor, 0.3, 0.7, 1);
1615 Matrix4x4_CreateFromQuakeEntity(&tempmatrix, end[0], end[1], end[2], 0, 0, 0, 200);
1616 R_RTLight_Update(&r_refdef.scene.lights[r_refdef.scene.numlights++], false, &tempmatrix, dlightcolor, -1, NULL, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1618 if (cl_beams_polygons.integer)
1622 // calculate pitch and yaw
1623 // (this is similar to the QuakeC builtin function vectoangles)
1624 VectorSubtract(end, start, dist);
1625 if (dist[1] == 0 && dist[0] == 0)
1635 yaw = atan2(dist[1], dist[0]) * 180 / M_PI;
1639 forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1640 pitch = atan2(dist[2], forward) * 180 / M_PI;
1645 // add new entities for the lightning
1646 VectorCopy (start, org);
1647 d = VectorNormalizeLength(dist);
1650 entrender = CL_NewTempEntity ();
1653 //VectorCopy (org, ent->render.origin);
1654 entrender->model = b->model;
1655 //ent->render.effects = EF_FULLBRIGHT;
1656 //ent->render.angles[0] = pitch;
1657 //ent->render.angles[1] = yaw;
1658 //ent->render.angles[2] = rand()%360;
1659 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1660 CL_UpdateRenderEntity(entrender);
1661 VectorMA(org, 30, dist, org);
1666 while (cl.num_beams > 0 && !cl.beams[cl.num_beams - 1].model)
1670 static void CL_RelinkQWNails(void)
1674 entity_render_t *entrender;
1676 for (i = 0;i < cl.qw_num_nails;i++)
1680 // if we're drawing effects, get a new temp entity
1681 // (NewTempEntity adds it to the render entities list for us)
1682 if (!(entrender = CL_NewTempEntity()))
1686 entrender->model = cl.model_precache[cl.qw_modelindex_spike];
1687 entrender->alpha = 1;
1688 VectorSet(entrender->colormod, 1, 1, 1);
1690 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1);
1691 CL_UpdateRenderEntity(entrender);
1695 void CL_LerpPlayer(float frac)
1699 cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
1700 for (i = 0;i < 3;i++)
1702 cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
1703 cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
1704 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
1707 // interpolate the angles if playing a demo or spectating someone
1708 if (cls.demoplayback || cl.fixangle[0])
1710 for (i = 0;i < 3;i++)
1712 float d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
1717 cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
1722 void CSQC_RelinkAllEntities (int drawmask)
1726 CL_RelinkStaticEntities();
1731 if (drawmask & ENTMASK_ENGINE)
1733 CL_RelinkNetworkEntities();
1734 if (drawmask & ENTMASK_ENGINEVIEWMODELS)
1735 CL_LinkNetworkEntity(&cl.viewent); // link gun model
1739 // update view blend
1747 Update client game world for a new frame
1750 void CL_UpdateWorld(void)
1752 r_refdef.scene.extraupdate = !r_speeds.integer;
1753 r_refdef.scene.numentities = 0;
1754 r_refdef.scene.numlights = 0;
1755 r_refdef.view.matrix = identitymatrix;
1756 r_refdef.view.qualityreduction = 0;
1758 cl.num_brushmodel_entities = 0;
1760 if (cls.state == ca_connected && cls.signon == SIGNONS)
1762 // prepare for a new frame
1763 CL_LerpPlayer(CL_LerpPoint());
1764 CL_DecayLightFlashes();
1765 CL_ClearTempEntities();
1769 // if prediction is enabled we have to update all the collidable
1770 // network entities before the prediction code can be run
1771 CL_UpdateNetworkCollisionEntities();
1773 // now update the player prediction
1774 CL_ClientMovement_Replay();
1776 // update the player entity (which may be predicted)
1777 CL_UpdateNetworkEntity(cl.entities + cl.viewentity, 32, true);
1779 // now update the view (which depends on that player entity)
1782 // now update all the network entities and create particle trails
1783 // (some entities may depend on the view)
1784 CL_UpdateNetworkEntities();
1786 // update the engine-based viewmodel
1787 CL_UpdateViewModel();
1789 CL_RelinkLightFlashes();
1790 CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS);
1792 // decals, particles, and explosions will be updated during rneder
1795 r_refdef.scene.time = cl.time;
1798 // LordHavoc: pausedemo command
1799 static void CL_PauseDemo_f (void)
1801 cls.demopaused = !cls.demopaused;
1803 Con_Print("Demo paused\n");
1805 Con_Print("Demo unpaused\n");
1809 ======================
1811 ======================
1813 static void CL_Fog_f (void)
1815 if (Cmd_Argc () == 1)
1817 Con_Printf("\"fog\" is \"%f %f %f %f %f %f %f\"\n", r_refdef.fog_density, r_refdef.fog_red, r_refdef.fog_green, r_refdef.fog_blue, r_refdef.fog_alpha, r_refdef.fog_start, r_refdef.fog_end);
1820 r_refdef.fog_start = 0;
1821 r_refdef.fog_end = 16384;
1822 r_refdef.fog_alpha = 1;
1824 r_refdef.fog_density = atof(Cmd_Argv(1));
1826 r_refdef.fog_red = atof(Cmd_Argv(2));
1828 r_refdef.fog_green = atof(Cmd_Argv(3));
1830 r_refdef.fog_blue = atof(Cmd_Argv(4));
1832 r_refdef.fog_alpha = atof(Cmd_Argv(5));
1834 r_refdef.fog_start = atof(Cmd_Argv(6));
1836 r_refdef.fog_end = atof(Cmd_Argv(7));
1840 ====================
1843 For program optimization
1844 ====================
1846 static void CL_TimeRefresh_f (void)
1849 float timestart, timedelta;
1851 r_refdef.scene.extraupdate = false;
1853 timestart = Sys_DoubleTime();
1854 for (i = 0;i < 128;i++)
1856 Matrix4x4_CreateFromQuakeEntity(&r_refdef.view.matrix, r_refdef.view.origin[0], r_refdef.view.origin[1], r_refdef.view.origin[2], 0, i / 128.0 * 360.0, 0, 1);
1857 r_refdef.view.qualityreduction = 0;
1860 timedelta = Sys_DoubleTime() - timestart;
1862 Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
1865 void CL_AreaStats_f(void)
1867 World_PrintAreaStats(&cl.world, "client");
1870 cl_locnode_t *CL_Locs_FindNearest(const vec3_t point)
1875 vec3_t nearestpoint;
1876 vec_t dist, bestdist;
1879 for (loc = cl.locnodes;loc;loc = loc->next)
1881 for (i = 0;i < 3;i++)
1882 nearestpoint[i] = bound(loc->mins[i], point[i], loc->maxs[i]);
1883 dist = VectorDistance2(nearestpoint, point);
1884 if (bestdist > dist || !best)
1895 void CL_Locs_FindLocationName(char *buffer, size_t buffersize, vec3_t point)
1898 loc = CL_Locs_FindNearest(point);
1900 strlcpy(buffer, loc->name, buffersize);
1902 dpsnprintf(buffer, buffersize, "LOC=%.0f:%.0f:%.0f", point[0], point[1], point[2]);
1905 void CL_Locs_FreeNode(cl_locnode_t *node)
1907 cl_locnode_t **pointer, **next;
1908 for (pointer = &cl.locnodes;*pointer;pointer = next)
1910 next = &(*pointer)->next;
1911 if (*pointer == node)
1913 *pointer = node->next;
1917 Con_Printf("CL_Locs_FreeNode: no such node! (%p)\n", node);
1920 void CL_Locs_AddNode(vec3_t mins, vec3_t maxs, const char *name)
1922 cl_locnode_t *node, **pointer;
1926 namelen = strlen(name);
1927 node = Mem_Alloc(cls.levelmempool, sizeof(cl_locnode_t) + namelen + 1);
1928 VectorSet(node->mins, min(mins[0], maxs[0]), min(mins[1], maxs[1]), min(mins[2], maxs[2]));
1929 VectorSet(node->maxs, max(mins[0], maxs[0]), max(mins[1], maxs[1]), max(mins[2], maxs[2]));
1930 node->name = (char *)(node + 1);
1931 memcpy(node->name, name, namelen);
1932 node->name[namelen] = 0;
1933 // link it into the tail of the list to preserve the order
1934 for (pointer = &cl.locnodes;*pointer;pointer = &(*pointer)->next)
1939 void CL_Locs_Add_f(void)
1942 if (Cmd_Argc() != 5 && Cmd_Argc() != 8)
1944 Con_Printf("usage: %s x y z[ x y z] name\n", Cmd_Argv(0));
1947 mins[0] = atof(Cmd_Argv(1));
1948 mins[1] = atof(Cmd_Argv(2));
1949 mins[2] = atof(Cmd_Argv(3));
1950 if (Cmd_Argc() == 8)
1952 maxs[0] = atof(Cmd_Argv(4));
1953 maxs[1] = atof(Cmd_Argv(5));
1954 maxs[2] = atof(Cmd_Argv(6));
1955 CL_Locs_AddNode(mins, maxs, Cmd_Argv(7));
1958 CL_Locs_AddNode(mins, mins, Cmd_Argv(4));
1961 void CL_Locs_RemoveNearest_f(void)
1964 loc = CL_Locs_FindNearest(r_refdef.view.origin);
1966 CL_Locs_FreeNode(loc);
1968 Con_Printf("no loc point or box found for your location\n");
1971 void CL_Locs_Clear_f(void)
1974 CL_Locs_FreeNode(cl.locnodes);
1977 void CL_Locs_Save_f(void)
1981 char locfilename[MAX_QPATH];
1984 Con_Printf("No loc points/boxes exist!\n");
1987 if (cls.state != ca_connected || !cl.worldmodel)
1989 Con_Printf("No level loaded!\n");
1992 FS_StripExtension(cl.worldmodel->name, locfilename, sizeof(locfilename));
1993 strlcat(locfilename, ".loc", sizeof(locfilename));
1995 outfile = FS_Open(locfilename, "w", false, false);
1998 // if any boxes are used then this is a proquake-format loc file, which
1999 // allows comments, so add some relevant information at the start
2000 for (loc = cl.locnodes;loc;loc = loc->next)
2001 if (!VectorCompare(loc->mins, loc->maxs))
2005 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);
2006 for (loc = cl.locnodes;loc;loc = loc->next)
2007 if (VectorCompare(loc->mins, loc->maxs))
2010 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");
2012 for (loc = cl.locnodes;loc;loc = loc->next)
2014 if (VectorCompare(loc->mins, loc->maxs))
2018 const char *in = loc->name;
2019 char name[MAX_INPUTLINE];
2020 for (len = 0;len < (int)sizeof(name) - 1 && *in;)
2022 if (*in == ' ') {s = "$loc_name_separator";in++;}
2023 else if (!strncmp(in, "SSG", 3)) {s = "$loc_name_ssg";in += 3;}
2024 else if (!strncmp(in, "NG", 2)) {s = "$loc_name_ng";in += 2;}
2025 else if (!strncmp(in, "SNG", 3)) {s = "$loc_name_sng";in += 3;}
2026 else if (!strncmp(in, "GL", 2)) {s = "$loc_name_gl";in += 2;}
2027 else if (!strncmp(in, "RL", 2)) {s = "$loc_name_rl";in += 2;}
2028 else if (!strncmp(in, "LG", 2)) {s = "$loc_name_lg";in += 2;}
2029 else if (!strncmp(in, "GA", 2)) {s = "$loc_name_ga";in += 2;}
2030 else if (!strncmp(in, "YA", 2)) {s = "$loc_name_ya";in += 2;}
2031 else if (!strncmp(in, "RA", 2)) {s = "$loc_name_ra";in += 2;}
2032 else if (!strncmp(in, "MEGA", 4)) {s = "$loc_name_mh";in += 4;}
2036 while (len < (int)sizeof(name) - 1 && *s)
2040 name[len++] = *in++;
2043 FS_Printf(outfile, "%.0f %.0f %.0f %s\n", loc->mins[0]*8, loc->mins[1]*8, loc->mins[2]*8, name);
2046 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);
2051 void CL_Locs_Reload_f(void)
2053 int i, linenumber, limit, len;
2055 char *filedata, *text, *textend, *linestart, *linetext, *lineend;
2056 fs_offset_t filesize;
2058 char locfilename[MAX_QPATH];
2059 char name[MAX_INPUTLINE];
2061 if (cls.state != ca_connected || !cl.worldmodel)
2063 Con_Printf("No level loaded!\n");
2069 // try maps/something.loc first (LordHavoc: where I think they should be)
2070 FS_StripExtension(cl.worldmodel->name, locfilename, sizeof(locfilename));
2071 strlcat(locfilename, ".loc", sizeof(locfilename));
2072 filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2075 // try proquake name as well (LordHavoc: I hate path mangling)
2076 FS_StripExtension(va("locs/%s", FS_FileWithoutPath(cl.worldmodel->name)), locfilename, sizeof(locfilename));
2077 strlcat(locfilename, ".loc", sizeof(locfilename));
2078 filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2083 textend = filedata + filesize;
2084 for (linenumber = 1;text < textend;linenumber++)
2087 for (;text < textend && *text != '\r' && *text != '\n';text++)
2090 if (text + 1 < textend && *text == '\r' && text[1] == '\n')
2094 // trim trailing whitespace
2095 while (lineend > linestart && lineend[-1] <= ' ')
2097 // trim leading whitespace
2098 while (linestart < lineend && *linestart <= ' ')
2100 // check if this is a comment
2101 if (linestart + 2 <= lineend && !strncmp(linestart, "//", 2))
2103 linetext = linestart;
2105 for (i = 0;i < limit;i++)
2107 if (linetext >= lineend)
2109 // note: a missing number is interpreted as 0
2111 mins[i] = atof(linetext);
2113 maxs[i - 3] = atof(linetext);
2114 // now advance past the number
2115 while (linetext < lineend && *linetext > ' ' && *linetext != ',')
2117 // advance through whitespace
2118 if (linetext < lineend)
2120 if (*linetext == ',')
2124 // note: comma can be followed by whitespace
2126 if (*linetext <= ' ')
2129 while (linetext < lineend && *linetext <= ' ')
2134 // if this is a quoted name, remove the quotes
2137 if (linetext >= lineend || *linetext != '"')
2138 continue; // proquake location names are always quoted
2141 len = min(lineend - linetext, (int)sizeof(name) - 1);
2142 memcpy(name, linetext, len);
2144 // add the box to the list
2145 CL_Locs_AddNode(mins, maxs, name);
2147 // if a point was parsed, it needs to be scaled down by 8 (since
2148 // point-based loc files were invented by a proxy which dealt
2149 // directly with quake protocol coordinates, which are *8), turn
2153 // interpret silly fuhquake macros
2154 for (len = 0;len < (int)sizeof(name) - 1 && linetext < lineend;)
2156 if (*linetext == '$')
2158 if (linetext + 18 <= lineend && !strncmp(linetext, "$loc_name_separator", 19)) {s = " ";linetext += 19;}
2159 else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_ssg", 13)) {s = "SSG";linetext += 13;}
2160 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ng", 12)) {s = "NG";linetext += 12;}
2161 else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_sng", 13)) {s = "SNG";linetext += 13;}
2162 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_gl", 12)) {s = "GL";linetext += 12;}
2163 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_rl", 12)) {s = "RL";linetext += 12;}
2164 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_lg", 12)) {s = "LG";linetext += 12;}
2165 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ga", 12)) {s = "GA";linetext += 12;}
2166 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ya", 12)) {s = "YA";linetext += 12;}
2167 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ra", 12)) {s = "RA";linetext += 12;}
2168 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_mh", 12)) {s = "MEGA";linetext += 12;}
2172 while (len < (int)sizeof(name) - 1 && *s)
2177 name[len++] = *linetext++;
2180 // add the point to the list
2181 VectorScale(mins, (1.0 / 8.0), mins);
2182 CL_Locs_AddNode(mins, mins, name);
2194 void CL_Shutdown (void)
2196 CL_Screen_Shutdown();
2197 CL_Particles_Shutdown();
2198 CL_Parse_Shutdown();
2200 Mem_FreePool (&cls.permanentmempool);
2201 Mem_FreePool (&cls.levelmempool);
2211 cls.levelmempool = Mem_AllocPool("client (per-level memory)", 0, NULL);
2212 cls.permanentmempool = Mem_AllocPool("client (long term memory)", 0, NULL);
2214 memset(&r_refdef, 0, sizeof(r_refdef));
2215 // max entities sent to renderer per frame
2216 r_refdef.scene.maxentities = MAX_EDICTS + 256 + 512;
2217 r_refdef.scene.entities = (entity_render_t **)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t *) * r_refdef.scene.maxentities);
2219 r_refdef.scene.maxtempentities = 512;
2220 r_refdef.scene.tempentities = (entity_render_t *)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t) * r_refdef.scene.maxtempentities);
2225 // register our commands
2227 Cvar_RegisterVariable (&cl_upspeed);
2228 Cvar_RegisterVariable (&cl_forwardspeed);
2229 Cvar_RegisterVariable (&cl_backspeed);
2230 Cvar_RegisterVariable (&cl_sidespeed);
2231 Cvar_RegisterVariable (&cl_movespeedkey);
2232 Cvar_RegisterVariable (&cl_yawspeed);
2233 Cvar_RegisterVariable (&cl_pitchspeed);
2234 Cvar_RegisterVariable (&cl_anglespeedkey);
2235 Cvar_RegisterVariable (&cl_shownet);
2236 Cvar_RegisterVariable (&cl_nolerp);
2237 Cvar_RegisterVariable (&lookspring);
2238 Cvar_RegisterVariable (&lookstrafe);
2239 Cvar_RegisterVariable (&sensitivity);
2240 Cvar_RegisterVariable (&freelook);
2242 Cvar_RegisterVariable (&m_pitch);
2243 Cvar_RegisterVariable (&m_yaw);
2244 Cvar_RegisterVariable (&m_forward);
2245 Cvar_RegisterVariable (&m_side);
2247 Cvar_RegisterVariable (&cl_itembobspeed);
2248 Cvar_RegisterVariable (&cl_itembobheight);
2250 Cmd_AddCommand ("entities", CL_PrintEntities_f, "print information on network entities known to client");
2251 Cmd_AddCommand ("disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
2252 Cmd_AddCommand ("record", CL_Record_f, "record a demo");
2253 Cmd_AddCommand ("stop", CL_Stop_f, "stop recording or playing a demo");
2254 Cmd_AddCommand ("playdemo", CL_PlayDemo_f, "watch a demo file");
2255 Cmd_AddCommand ("timedemo", CL_TimeDemo_f, "play back a demo as fast as possible and save statistics to benchmark.log");
2257 // Support Client-side Model Index List
2258 Cmd_AddCommand ("cl_modelindexlist", CL_ModelIndexList_f, "list information on all models in the client modelindex");
2259 // Support Client-side Sound Index List
2260 Cmd_AddCommand ("cl_soundindexlist", CL_SoundIndexList_f, "list all sounds in the client soundindex");
2262 Cvar_RegisterVariable (&cl_autodemo);
2263 Cvar_RegisterVariable (&cl_autodemo_nameformat);
2265 Cmd_AddCommand ("fog", CL_Fog_f, "set global fog parameters (density red green blue [alpha [mindist maxdist]])");
2267 // LordHavoc: added pausedemo
2268 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)");
2270 Cmd_AddCommand ("cl_areastats", CL_AreaStats_f, "prints statistics on entity culling during collision traces");
2272 Cvar_RegisterVariable(&r_draweffects);
2273 Cvar_RegisterVariable(&cl_explosions_alpha_start);
2274 Cvar_RegisterVariable(&cl_explosions_alpha_end);
2275 Cvar_RegisterVariable(&cl_explosions_size_start);
2276 Cvar_RegisterVariable(&cl_explosions_size_end);
2277 Cvar_RegisterVariable(&cl_explosions_lifetime);
2278 Cvar_RegisterVariable(&cl_stainmaps);
2279 Cvar_RegisterVariable(&cl_stainmaps_clearonload);
2280 Cvar_RegisterVariable(&cl_beams_polygons);
2281 Cvar_RegisterVariable(&cl_beams_quakepositionhack);
2282 Cvar_RegisterVariable(&cl_beams_instantaimhack);
2283 Cvar_RegisterVariable(&cl_beams_lightatend);
2284 Cvar_RegisterVariable(&cl_noplayershadow);
2285 Cvar_RegisterVariable(&cl_dlights_decayradius);
2286 Cvar_RegisterVariable(&cl_dlights_decaybrightness);
2288 Cvar_RegisterVariable(&cl_prydoncursor);
2290 Cvar_RegisterVariable(&cl_deathnoviewmodel);
2292 // for QW connections
2293 Cvar_RegisterVariable(&qport);
2294 Cvar_SetValueQuick(&qport, (rand() * RAND_MAX + rand()) & 0xffff);
2296 Cmd_AddCommand("timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs");
2298 Cvar_RegisterVariable(&cl_locs_enable);
2299 Cvar_RegisterVariable(&cl_locs_show);
2300 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)");
2301 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)");
2302 Cmd_AddCommand("locs_clear", CL_Locs_Clear_f, "remove all loc points/boxes");
2303 Cmd_AddCommand("locs_reload", CL_Locs_Reload_f, "reload .loc file for this map");
2304 Cmd_AddCommand("locs_save", CL_Locs_Save_f, "save .loc file for this map containing currently defined points and boxes");
2307 CL_Particles_Init();