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_VM_ShutDown (void);
99 void CL_ClearState(void)
106 // wipe the entire cl structure
107 Mem_EmptyPool(cls.levelmempool);
108 memset (&cl, 0, sizeof(cl));
112 // reset the view zoom interpolation
113 cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
114 cl.sensitivityscale = 1.0f;
116 // enable rendering of the world and such
117 cl.csqc_vidvars.drawworld = true;
118 cl.csqc_vidvars.drawenginesbar = true;
119 cl.csqc_vidvars.drawcrosshair = true;
121 // set up the float version of the stats array for easier access to float stats
122 cl.statsf = (float *)cl.stats;
125 cl.num_static_entities = 0;
126 cl.num_brushmodel_entities = 0;
128 // tweak these if the game runs out
129 cl.max_entities = 256;
130 cl.max_static_entities = 256;
131 cl.max_effects = 256;
133 cl.max_dlights = MAX_DLIGHTS;
134 cl.max_lightstyle = MAX_LIGHTSTYLES;
135 cl.max_brushmodel_entities = MAX_EDICTS;
136 cl.max_particles = 8192; // grows dynamically
137 cl.max_decals = 2048; // grows dynamically
144 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
145 cl.entities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char));
146 cl.static_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_static_entities * sizeof(entity_t));
147 cl.effects = (cl_effect_t *)Mem_Alloc(cls.levelmempool, cl.max_effects * sizeof(cl_effect_t));
148 cl.beams = (beam_t *)Mem_Alloc(cls.levelmempool, cl.max_beams * sizeof(beam_t));
149 cl.dlights = (dlight_t *)Mem_Alloc(cls.levelmempool, cl.max_dlights * sizeof(dlight_t));
150 cl.lightstyle = (lightstyle_t *)Mem_Alloc(cls.levelmempool, cl.max_lightstyle * sizeof(lightstyle_t));
151 cl.brushmodel_entities = (int *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(int));
152 cl.particles = (particle_t *) Mem_Alloc(cls.levelmempool, cl.max_particles * sizeof(particle_t));
153 cl.decals = (decal_t *) Mem_Alloc(cls.levelmempool, cl.max_decals * sizeof(decal_t));
156 // LordHavoc: have to set up the baseline info for alpha and other stuff
157 for (i = 0;i < cl.max_entities;i++)
159 cl.entities[i].state_baseline = defaultstate;
160 cl.entities[i].state_previous = defaultstate;
161 cl.entities[i].state_current = defaultstate;
164 if (gamemode == GAME_NEXUIZ)
166 VectorSet(cl.playerstandmins, -16, -16, -24);
167 VectorSet(cl.playerstandmaxs, 16, 16, 45);
168 VectorSet(cl.playercrouchmins, -16, -16, -24);
169 VectorSet(cl.playercrouchmaxs, 16, 16, 25);
173 VectorSet(cl.playerstandmins, -16, -16, -24);
174 VectorSet(cl.playerstandmaxs, 16, 16, 24);
175 VectorSet(cl.playercrouchmins, -16, -16, -24);
176 VectorSet(cl.playercrouchmaxs, 16, 16, 24);
179 // disable until we get textures for it
182 ent = &cl.entities[0];
183 // entire entity array was cleared, so just fill in a few fields
184 ent->state_current.active = true;
185 ent->render.model = cl.worldmodel = NULL; // no world model yet
186 ent->render.alpha = 1;
187 ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
188 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, 0, 0, 0, 0, 0, 0, 1);
189 CL_UpdateRenderEntity(&ent->render);
191 // noclip is turned off at start
192 noclip_anglehack = false;
194 // mark all frames invalid for delta
195 memset(cl.qw_deltasequence, -1, sizeof(cl.qw_deltasequence));
197 // set bestweapon data back to Quake data
198 IN_BestWeapon_ResetData();
203 void CL_SetInfo(const char *key, const char *value, qboolean send, qboolean allowstarkey, qboolean allowmodel, qboolean quiet)
206 qboolean fail = false;
207 if (!allowstarkey && key[0] == '*')
209 if (!allowmodel && (!strcasecmp(key, "pmodel") || !strcasecmp(key, "emodel")))
211 for (i = 0;key[i];i++)
212 if (ISWHITESPACE(key[i]) || key[i] == '\"')
214 for (i = 0;value[i];i++)
215 if (value[i] == '\r' || value[i] == '\n' || value[i] == '\"')
220 Con_Printf("Can't setinfo \"%s\" \"%s\"\n", key, value);
223 InfoString_SetValue(cls.userinfo, sizeof(cls.userinfo), key, value);
224 if (cls.state == ca_connected && cls.netcon)
226 if (cls.protocol == PROTOCOL_QUAKEWORLD)
228 MSG_WriteByte(&cls.netcon->message, qw_clc_stringcmd);
229 MSG_WriteString(&cls.netcon->message, va("setinfo \"%s\" \"%s\"", key, value));
231 else if (!strcasecmp(key, "name"))
233 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
234 MSG_WriteString(&cls.netcon->message, va("name \"%s\"", value));
236 else if (!strcasecmp(key, "playermodel"))
238 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
239 MSG_WriteString(&cls.netcon->message, va("playermodel \"%s\"", value));
241 else if (!strcasecmp(key, "playerskin"))
243 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
244 MSG_WriteString(&cls.netcon->message, va("playerskin \"%s\"", value));
246 else if (!strcasecmp(key, "topcolor"))
248 // don't send anything, the combined color code will be updated manually
250 else if (!strcasecmp(key, "bottomcolor"))
252 // don't send anything, the combined color code will be updated manually
254 else if (!strcasecmp(key, "rate"))
256 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
257 MSG_WriteString(&cls.netcon->message, va("rate \"%s\"", value));
262 void CL_ExpandEntities(int num)
264 int i, oldmaxentities;
265 entity_t *oldentities;
266 if (num >= cl.max_entities)
269 Sys_Error("CL_ExpandEntities: cl.entities not initialized");
270 if (num >= MAX_EDICTS)
271 Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
272 oldmaxentities = cl.max_entities;
273 oldentities = cl.entities;
274 cl.max_entities = (num & ~255) + 256;
275 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
276 memcpy(cl.entities, oldentities, oldmaxentities * sizeof(entity_t));
277 Mem_Free(oldentities);
278 for (i = oldmaxentities;i < cl.max_entities;i++)
280 cl.entities[i].state_baseline = defaultstate;
281 cl.entities[i].state_previous = defaultstate;
282 cl.entities[i].state_current = defaultstate;
288 =====================
291 Sends a disconnect message to the server
292 This is also called on Host_Error, so it shouldn't cause any errors
293 =====================
295 void CL_Disconnect(void)
297 if (cls.state == ca_dedicated)
300 if (COM_CheckParm("-profilegameonly"))
301 Sys_AllowProfiling(false);
303 Curl_Clear_forthismap();
305 Con_DPrintf("CL_Disconnect\n");
307 Cvar_SetValueQuick(&csqc_progcrc, -1);
308 Cvar_SetValueQuick(&csqc_progsize, -1);
310 // stop sounds (especially looping!)
313 cl.parsingtextexpectingpingforscores = 0; // just in case no reply has come yet
315 // clear contents blends
316 cl.cshifts[0].percent = 0;
317 cl.cshifts[1].percent = 0;
318 cl.cshifts[2].percent = 0;
319 cl.cshifts[3].percent = 0;
321 cl.worldmodel = NULL;
323 CL_Parse_ErrorCleanUp();
325 if (cls.demoplayback)
330 unsigned char bufdata[8];
331 if (cls.demorecording)
334 // send disconnect message 3 times to improve chances of server
335 // receiving it (but it still fails sometimes)
336 memset(&buf, 0, sizeof(buf));
338 buf.maxsize = sizeof(bufdata);
339 if (cls.protocol == PROTOCOL_QUAKEWORLD)
341 Con_DPrint("Sending drop command\n");
342 MSG_WriteByte(&buf, qw_clc_stringcmd);
343 MSG_WriteString(&buf, "drop");
347 Con_DPrint("Sending clc_disconnect\n");
348 MSG_WriteByte(&buf, clc_disconnect);
350 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
351 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
352 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
353 NetConn_Close(cls.netcon);
356 cls.state = ca_disconnected;
358 cls.demoplayback = cls.timedemo = false;
362 void CL_Disconnect_f(void)
366 Host_ShutdownServer ();
373 =====================
374 CL_EstablishConnection
376 Host should be either "local" or a net address
377 =====================
379 void CL_EstablishConnection(const char *host)
381 if (cls.state == ca_dedicated)
384 // clear menu's connect error message
385 M_Update_Return_Reason("");
388 // stop demo loop in case this fails
389 if (cls.demoplayback)
392 // if downloads are running, cancel their finishing action
393 Curl_Clear_forthismap();
395 // make sure the client ports are open before attempting to connect
396 NetConn_UpdateSockets();
398 // run a network frame
399 //NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
401 if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
403 cls.connect_trying = true;
404 cls.connect_remainingtries = 3;
405 cls.connect_nextsendtime = 0;
406 M_Update_Return_Reason("Trying to connect...");
407 // run several network frames to jump into the game quickly
410 // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
411 // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
412 // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
413 // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
418 Con_Print("Unable to find a suitable network socket to connect to server.\n");
419 M_Update_Return_Reason("No network");
428 static void CL_PrintEntities_f(void)
433 for (i = 0, ent = cl.entities;i < cl.num_entities;i++, ent++)
435 const char* modelname;
437 if (!ent->state_current.active)
440 if (ent->render.model)
441 modelname = ent->render.model->name;
443 modelname = "--no model--";
444 Con_Printf("%3i: %-25s:%4i (%5i %5i %5i) [%3i %3i %3i] %4.2f %5.3f\n", i, modelname, ent->render.frame2, (int) ent->state_current.origin[0], (int) ent->state_current.origin[1], (int) ent->state_current.origin[2], (int) ent->state_current.angles[0] % 360, (int) ent->state_current.angles[1] % 360, (int) ent->state_current.angles[2] % 360, ent->render.scale, ent->render.alpha);
452 List information on all models in the client modelindex
455 static void CL_ModelIndexList_f(void)
460 Con_Printf("%3s: %-30s %-8s %-8s\n", "ID", "Name", "Type", "Triangles");
462 while(cl.model_precache[i] && i != MAX_MODELS)
464 if(cl.model_precache[i]->loaded || cl.model_precache[i]->isworldmodel)
465 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);
467 Con_Printf("%3i: %-30s %-30s\n", i, cl.model_precache[i]->name, "--no local model found--");
476 List all sounds in the client soundindex
479 static void CL_SoundIndexList_f(void)
483 while(cl.sound_precache[i] && i != MAX_SOUNDS)
485 Con_Printf("%i : %s\n", i, cl.sound_precache[i]->name);
490 static void CL_UpdateRenderEntity_Lighting(entity_render_t *ent)
492 vec3_t tempdiffusenormal;
494 // fetch the lighting from the worldmodel data
495 VectorSet(ent->modellight_ambient, r_refdef.scene.ambient * (2.0f / 128.0f), r_refdef.scene.ambient * (2.0f / 128.0f), r_refdef.scene.ambient * (2.0f / 128.0f));
496 VectorClear(ent->modellight_diffuse);
497 VectorClear(tempdiffusenormal);
498 if ((ent->flags & RENDER_LIGHT) && cl.worldmodel && cl.worldmodel->brush.LightPoint)
501 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
502 cl.worldmodel->brush.LightPoint(cl.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
505 VectorSet(ent->modellight_ambient, 1, 1, 1);
507 // move the light direction into modelspace coordinates for lighting code
508 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
509 if(VectorLength2(ent->modellight_lightdir) <= 0)
510 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
511 VectorNormalize(ent->modellight_lightdir);
514 //static const vec3_t nomodelmins = {-16, -16, -16};
515 //static const vec3_t nomodelmaxs = {16, 16, 16};
516 void CL_UpdateRenderEntity(entity_render_t *ent)
520 dp_model_t *model = ent->model;
521 // update the inverse matrix for the renderer
522 Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
523 // update the animation blend state
524 R_LerpAnimation(ent);
525 // we need the matrix origin to center the box
526 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
527 // update entity->render.scale because the renderer needs it
528 ent->scale = scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
531 // NOTE: this directly extracts vector components from the matrix, which relies on the matrix orientation!
532 #ifdef MATRIX4x4_OPENGLORIENTATION
533 if (ent->matrix.m[0][2] != 0 || ent->matrix.m[1][2] != 0)
535 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
539 VectorMA(org, scale, model->rotatedmins, ent->mins);
540 VectorMA(org, scale, model->rotatedmaxs, ent->maxs);
542 #ifdef MATRIX4x4_OPENGLORIENTATION
543 else if (ent->matrix.m[1][0] != 0 || ent->matrix.m[0][1] != 0)
545 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
549 VectorMA(org, scale, model->yawmins, ent->mins);
550 VectorMA(org, scale, model->yawmaxs, ent->maxs);
554 VectorMA(org, scale, model->normalmins, ent->mins);
555 VectorMA(org, scale, model->normalmaxs, ent->maxs);
560 ent->mins[0] = org[0] - 16;
561 ent->mins[1] = org[1] - 16;
562 ent->mins[2] = org[2] - 16;
563 ent->maxs[0] = org[0] + 16;
564 ent->maxs[1] = org[1] + 16;
565 ent->maxs[2] = org[2] + 16;
567 CL_UpdateRenderEntity_Lighting(ent);
574 Determines the fraction between the last two messages that the objects
578 static float CL_LerpPoint(void)
582 if (cl_nettimesyncboundmode.integer == 1)
583 cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
585 // LordHavoc: lerp in listen games as the server is being capped below the client (usually)
586 if (cl.mtime[0] <= cl.mtime[1])
588 cl.time = cl.mtime[0];
592 f = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]);
593 return bound(0, f, 1);
596 void CL_ClearTempEntities (void)
598 r_refdef.scene.numtempentities = 0;
601 entity_render_t *CL_NewTempEntity(void)
603 entity_render_t *render;
605 if (r_refdef.scene.numentities >= r_refdef.scene.maxentities)
607 if (r_refdef.scene.numtempentities >= r_refdef.scene.maxtempentities)
609 render = &r_refdef.scene.tempentities[r_refdef.scene.numtempentities++];
610 memset (render, 0, sizeof(*render));
611 r_refdef.scene.entities[r_refdef.scene.numentities++] = render;
614 VectorSet(render->colormod, 1, 1, 1);
618 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
622 if (!modelindex) // sanity check
626 Con_Printf("CL_Effect: framerate %f is < 1\n", framerate);
631 Con_Printf("CL_Effect: framecount %i is < 1\n", framecount);
634 for (i = 0, e = cl.effects;i < cl.max_effects;i++, e++)
639 VectorCopy(org, e->origin);
640 e->modelindex = modelindex;
641 e->starttime = cl.time;
642 e->startframe = startframe;
643 e->endframe = startframe + framecount;
644 e->framerate = framerate;
647 e->frame1time = cl.time;
648 e->frame2time = cl.time;
649 cl.num_effects = max(cl.num_effects, i + 1);
654 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)
659 // then look for anything else
661 for (i = 0;i < cl.max_dlights;i++, dl++)
665 // unable to find one
666 if (i == cl.max_dlights)
669 //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
670 memset (dl, 0, sizeof(*dl));
671 cl.num_dlights = max(cl.num_dlights, i + 1);
672 Matrix4x4_Normalize(&dl->matrix, matrix);
674 Matrix4x4_OriginFromMatrix(&dl->matrix, dl->origin);
675 CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
676 Matrix4x4_SetOrigin(&dl->matrix, dl->origin[0], dl->origin[1], dl->origin[2]);
679 dl->color[1] = green;
681 dl->initialradius = radius;
682 dl->initialcolor[0] = red;
683 dl->initialcolor[1] = green;
684 dl->initialcolor[2] = blue;
685 dl->decay = decay / radius; // changed decay to be a percentage decrease
686 dl->intensity = 1; // this is what gets decayed
688 dl->die = cl.time + lifetime;
692 dpsnprintf(dl->cubemapname, sizeof(dl->cubemapname), "cubemaps/%i", cubemapnum);
694 dl->cubemapname[0] = 0;
696 dl->shadow = shadowenable;
699 dl->coronasizescale = coronasizescale;
700 dl->ambientscale = ambientscale;
701 dl->diffusescale = diffusescale;
702 dl->specularscale = specularscale;
705 void CL_DecayLightFlashes(void)
711 time = bound(0, cl.time - cl.oldtime, 0.1);
712 oldmax = cl.num_dlights;
714 for (i = 0, dl = cl.dlights;i < oldmax;i++, dl++)
718 dl->intensity -= time * dl->decay;
719 if (cl.time < dl->die && dl->intensity > 0)
721 if (cl_dlights_decayradius.integer)
722 dl->radius = dl->initialradius * dl->intensity;
724 dl->radius = dl->initialradius;
725 if (cl_dlights_decaybrightness.integer)
726 VectorScale(dl->initialcolor, dl->intensity, dl->color);
728 VectorCopy(dl->initialcolor, dl->color);
729 cl.num_dlights = i + 1;
737 // called before entity relinking
738 void CL_RelinkLightFlashes(void)
743 matrix4x4_t tempmatrix;
745 if (r_dynamic.integer)
747 for (i = 0, dl = cl.dlights;i < cl.num_dlights && r_refdef.scene.numlights < MAX_DLIGHTS;i++, dl++)
751 tempmatrix = dl->matrix;
752 Matrix4x4_Scale(&tempmatrix, dl->radius, 1);
753 // we need the corona fading to be persistent
754 R_RTLight_Update(&dl->rtlight, false, &tempmatrix, dl->color, dl->style, dl->cubemapname, dl->shadow, dl->corona, dl->coronasizescale, dl->ambientscale, dl->diffusescale, dl->specularscale, dl->flags);
755 r_refdef.scene.lights[r_refdef.scene.numlights++] = &dl->rtlight;
761 // 'm' is normal light, 'a' is no light, 'z' is double bright
765 for (j = 0;j < cl.max_lightstyle;j++)
767 if (!cl.lightstyle || !cl.lightstyle[j].length)
769 r_refdef.scene.rtlightstylevalue[j] = 1;
770 r_refdef.scene.lightstylevalue[j] = 256;
773 k = i % cl.lightstyle[j].length;
774 l = (i-1) % cl.lightstyle[j].length;
775 k = cl.lightstyle[j].map[k] - 'a';
776 l = cl.lightstyle[j].map[l] - 'a';
777 // rtlightstylevalue is always interpolated because it has no bad
778 // consequences for performance
779 // lightstylevalue is subject to a cvar for performance reasons;
780 // skipping lightmap updates on most rendered frames substantially
781 // improves framerates (but makes light fades look bad)
782 r_refdef.scene.rtlightstylevalue[j] = ((k*frac)+(l*(1-frac)))*(22/256.0f);
783 r_refdef.scene.lightstylevalue[j] = r_lerplightstyles.integer ? (unsigned short)(((k*frac)+(l*(1-frac)))*22) : k*22;
787 void CL_AddQWCTFFlagModel(entity_t *player, int skin)
790 entity_render_t *flagrender;
791 matrix4x4_t flagmatrix;
793 // this code taken from QuakeWorld
795 if (player->render.frame2 >= 29 && player->render.frame2 <= 40)
797 if (player->render.frame2 >= 29 && player->render.frame2 <= 34)
799 if (player->render.frame2 == 29) f = f + 2;
800 else if (player->render.frame2 == 30) f = f + 8;
801 else if (player->render.frame2 == 31) f = f + 12;
802 else if (player->render.frame2 == 32) f = f + 11;
803 else if (player->render.frame2 == 33) f = f + 10;
804 else if (player->render.frame2 == 34) f = f + 4;
806 else if (player->render.frame2 >= 35 && player->render.frame2 <= 40)
808 if (player->render.frame2 == 35) f = f + 2;
809 else if (player->render.frame2 == 36) f = f + 10;
810 else if (player->render.frame2 == 37) f = f + 10;
811 else if (player->render.frame2 == 38) f = f + 8;
812 else if (player->render.frame2 == 39) f = f + 4;
813 else if (player->render.frame2 == 40) f = f + 2;
816 else if (player->render.frame2 >= 103 && player->render.frame2 <= 118)
818 if (player->render.frame2 >= 103 && player->render.frame2 <= 104) f = f + 6; //nailattack
819 else if (player->render.frame2 >= 105 && player->render.frame2 <= 106) f = f + 6; //light
820 else if (player->render.frame2 >= 107 && player->render.frame2 <= 112) f = f + 7; //rocketattack
821 else if (player->render.frame2 >= 112 && player->render.frame2 <= 118) f = f + 7; //shotattack
823 // end of code taken from QuakeWorld
825 flagrender = CL_NewTempEntity();
829 flagrender->model = cl.model_precache[cl.qw_modelindex_flag];
830 flagrender->skinnum = skin;
831 flagrender->alpha = 1;
832 VectorSet(flagrender->colormod, 1, 1, 1);
833 // attach the flag to the player matrix
834 Matrix4x4_CreateFromQuakeEntity(&flagmatrix, -f, -22, 0, 0, 0, -45, 1);
835 Matrix4x4_Concat(&flagrender->matrix, &player->render.matrix, &flagmatrix);
836 CL_UpdateRenderEntity(flagrender);
839 matrix4x4_t viewmodelmatrix;
841 static const vec3_t muzzleflashorigin = {18, 0, 0};
843 extern void V_DriftPitch(void);
844 extern void V_FadeViewFlashs(void);
845 extern void V_CalcViewBlend(void);
846 extern void V_CalcRefdef(void);
848 void CL_SetEntityColormapColors(entity_render_t *ent, int colormap)
850 const unsigned char *cbcolor;
853 cbcolor = palette_rgb_pantscolormap[colormap & 0xF];
854 VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_pantscolor);
855 cbcolor = palette_rgb_shirtcolormap[(colormap & 0xF0) >> 4];
856 VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_shirtcolor);
860 VectorClear(ent->colormap_pantscolor);
861 VectorClear(ent->colormap_shirtcolor);
865 // note this is a recursive function, recursionlimit should be 32 or so on the initial call
866 void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolate)
868 const matrix4x4_t *matrix;
869 matrix4x4_t blendmatrix, tempmatrix, matrix2;
871 float origin[3], angles[3], delta[3], lerp, d;
874 //entity_persistent_t *p = &e->persistent;
875 //entity_render_t *r = &e->render;
876 // skip inactive entities and world
877 if (!e->state_current.active || e == cl.entities)
879 if (recursionlimit < 1)
881 e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
882 e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
883 e->render.flags = e->state_current.flags;
884 e->render.effects = e->state_current.effects;
885 VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
886 if(e >= cl.entities && e < cl.entities + cl.num_entities)
887 e->render.entitynumber = e - cl.entities;
889 e->render.entitynumber = 0;
890 if (e->state_current.flags & RENDER_COLORMAPPED)
891 CL_SetEntityColormapColors(&e->render, e->state_current.colormap);
892 else if (e->state_current.colormap > 0 && e->state_current.colormap <= cl.maxclients && cl.scores != NULL)
893 CL_SetEntityColormapColors(&e->render, cl.scores[e->state_current.colormap-1].colors);
895 CL_SetEntityColormapColors(&e->render, -1);
896 e->render.skinnum = e->state_current.skin;
897 if (e->state_current.tagentity)
899 // attached entity (gun held in player model's hand, etc)
900 // if the tag entity is currently impossible, skip it
901 if (e->state_current.tagentity >= cl.num_entities)
903 t = cl.entities + e->state_current.tagentity;
904 // if the tag entity is inactive, skip it
905 if (!t->state_current.active)
907 // update the parent first
908 CL_UpdateNetworkEntity(t, recursionlimit - 1, interpolate);
909 // make relative to the entity
910 matrix = &t->render.matrix;
911 // some properties of the tag entity carry over
912 e->render.flags |= t->render.flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
913 // if a valid tagindex is used, make it relative to that tag instead
914 // FIXME: use a model function to get tag info (need to handle skeletal)
915 if (e->state_current.tagentity && e->state_current.tagindex >= 1 && (model = t->render.model))
917 // blend the matrices
918 memset(&blendmatrix, 0, sizeof(blendmatrix));
919 for (j = 0;j < 4 && t->render.frameblend[j].lerp > 0;j++)
921 matrix4x4_t tagmatrix;
922 Mod_Alias_GetTagMatrix(model, t->render.frameblend[j].frame, e->state_current.tagindex - 1, &tagmatrix);
923 d = t->render.frameblend[j].lerp;
924 for (l = 0;l < 4;l++)
925 for (k = 0;k < 4;k++)
926 blendmatrix.m[l][k] += d * tagmatrix.m[l][k];
928 // concat the tag matrices onto the entity matrix
929 Matrix4x4_Concat(&tempmatrix, &t->render.matrix, &blendmatrix);
930 // use the constructed tag matrix
931 matrix = &tempmatrix;
934 else if (e->render.flags & RENDER_VIEWMODEL)
936 // view-relative entity (guns and such)
937 if (e->render.effects & EF_NOGUNBOB)
938 matrix = &r_refdef.view.matrix; // really attached to view
940 matrix = &viewmodelmatrix; // attached to gun bob matrix
944 // world-relative entity (the normal kind)
945 matrix = &identitymatrix;
949 // if it's the predicted player entity, update according to client movement
950 // but don't lerp if going through a teleporter as it causes a bad lerp
951 // also don't use the predicted location if fixangle was set on both of
952 // the most recent server messages, as that cause means you are spectating
953 // someone or watching a cutscene of some sort
954 if (cl_nolerp.integer || cls.timedemo)
956 if (e == cl.entities + cl.playerentity && cl.movement_predicted && (!cl.fixangle[1] || !cl.fixangle[0]))
958 VectorCopy(cl.movement_origin, origin);
959 VectorSet(angles, 0, cl.viewangles[1], 0);
961 else if (interpolate && e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1)
963 // interpolate the origin and angles
965 VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
966 VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
967 if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
968 if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
969 if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
970 VectorMA(e->persistent.oldangles, lerp, delta, angles);
975 VectorCopy(e->persistent.neworigin, origin);
976 VectorCopy(e->persistent.newangles, angles);
979 // model setup and some modelflags
980 frame = e->state_current.frame;
981 if (e->state_current.modelindex < MAX_MODELS)
982 e->render.model = cl.model_precache[e->state_current.modelindex];
984 e->render.model = NULL;
987 if (e->render.skinnum >= e->render.model->numskins)
988 e->render.skinnum = 0;
989 if (frame >= e->render.model->numframes)
991 // models can set flags such as EF_ROCKET
992 // this 0xFF800000 mask is EF_NOMODELFLAGS plus all the higher EF_ flags such as EF_ROCKET
993 if (!(e->render.effects & 0xFF800000))
994 e->render.effects |= e->render.model->effects;
995 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
996 if (e->render.model->type == mod_alias)
997 angles[0] = -angles[0];
998 if ((e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
999 VectorScale(e->render.colormod, 2, e->render.colormod);
1001 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
1002 else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
1003 angles[0] = -angles[0];
1005 if ((e->render.effects & EF_ROTATE) && !(e->render.flags & RENDER_VIEWMODEL))
1007 angles[1] = ANGLEMOD(100*cl.time);
1008 if (cl_itembobheight.value)
1009 origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
1013 if (e->render.frame2 == frame)
1015 // update frame lerp fraction
1016 e->render.framelerp = 1;
1017 if (e->render.frame2time > e->render.frame1time)
1019 // make sure frame lerp won't last longer than 100ms
1020 // (this mainly helps with models that use framegroups and
1021 // switch between them infrequently)
1022 e->render.framelerp = (cl.time - e->render.frame2time) / min(e->render.frame2time - e->render.frame1time, 0.1);
1023 e->render.framelerp = bound(0, e->render.framelerp, 1);
1028 // begin a new frame lerp
1029 e->render.frame1 = e->render.frame2;
1030 e->render.frame1time = e->render.frame2time;
1031 e->render.frame2 = frame;
1032 e->render.frame2time = cl.time;
1033 e->render.framelerp = 0;
1036 // set up the render matrix
1039 // attached entity, this requires a matrix multiply (concat)
1040 // FIXME: e->render.scale should go away
1041 Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1042 // concat the matrices to make the entity relative to its tag
1043 Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
1044 // get the origin from the new matrix
1045 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1049 // unattached entities are faster to process
1050 Matrix4x4_CreateFromQuakeEntity(&e->render.matrix, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1053 // tenebrae's sprites are all additive mode (weird)
1054 if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
1055 e->render.effects |= EF_ADDITIVE;
1056 // player model is only shown with chase_active on
1057 if (e->state_current.number == cl.viewentity)
1058 e->render.flags |= RENDER_EXTERIORMODEL;
1059 // either fullbright or lit
1060 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1061 e->render.flags |= RENDER_LIGHT;
1062 // hide player shadow during intermission or nehahra movie
1063 if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST))
1064 && (e->render.alpha >= 1)
1065 && !(e->render.flags & RENDER_VIEWMODEL)
1066 && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
1067 e->render.flags |= RENDER_SHADOW;
1068 if (e->render.flags & RENDER_VIEWMODEL)
1069 e->render.flags |= RENDER_NOSELFSHADOW;
1070 if (e->render.effects & EF_NOSELFSHADOW)
1071 e->render.flags |= RENDER_NOSELFSHADOW;
1073 // make the other useful stuff
1074 CL_UpdateRenderEntity(&e->render);
1077 // creates light and trails from an entity
1078 void CL_UpdateNetworkEntityTrail(entity_t *e)
1080 effectnameindex_t trailtype;
1083 // bmodels are treated specially since their origin is usually '0 0 0' and
1084 // their actual geometry is far from '0 0 0'
1085 if (e->render.model && e->render.model->soundfromcenter)
1088 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1089 Matrix4x4_Transform(&e->render.matrix, o, origin);
1092 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1094 // handle particle trails and such effects now that we know where this
1095 // entity is in the world...
1096 trailtype = EFFECT_NONE;
1097 // LordHavoc: if the entity has no effects, don't check each
1098 if (e->render.effects & (EF_BRIGHTFIELD | EF_FLAME | EF_STARDUST))
1100 if (e->render.effects & EF_BRIGHTFIELD)
1102 if (gamemode == GAME_NEXUIZ)
1103 trailtype = EFFECT_TR_NEXUIZPLASMA;
1105 CL_EntityParticles(e);
1107 if (e->render.effects & EF_FLAME)
1108 CL_ParticleTrail(EFFECT_EF_FLAME, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true);
1109 if (e->render.effects & EF_STARDUST)
1110 CL_ParticleTrail(EFFECT_EF_STARDUST, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true);
1112 if (e->render.internaleffects & (INTEF_FLAG1QW | INTEF_FLAG2QW))
1114 // these are only set on player entities
1115 CL_AddQWCTFFlagModel(e, (e->render.internaleffects & INTEF_FLAG2QW) != 0);
1117 // muzzleflash fades over time
1118 if (e->persistent.muzzleflash > 0)
1119 e->persistent.muzzleflash -= bound(0, cl.time - cl.oldtime, 0.1) * 20;
1120 // LordHavoc: if the entity has no effects, don't check each
1121 if (e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1123 if (e->render.effects & EF_GIB)
1124 trailtype = EFFECT_TR_BLOOD;
1125 else if (e->render.effects & EF_ZOMGIB)
1126 trailtype = EFFECT_TR_SLIGHTBLOOD;
1127 else if (e->render.effects & EF_TRACER)
1128 trailtype = EFFECT_TR_WIZSPIKE;
1129 else if (e->render.effects & EF_TRACER2)
1130 trailtype = EFFECT_TR_KNIGHTSPIKE;
1131 else if (e->render.effects & EF_ROCKET)
1132 trailtype = EFFECT_TR_ROCKET;
1133 else if (e->render.effects & EF_GRENADE)
1135 // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1136 trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1138 else if (e->render.effects & EF_TRACER3)
1139 trailtype = EFFECT_TR_VORESPIKE;
1142 if (e->render.flags & RENDER_GLOWTRAIL)
1143 trailtype = EFFECT_TR_GLOWTRAIL;
1144 // check if a trail is allowed (it is not after a teleport for example)
1145 if (trailtype && e->persistent.trail_allowed)
1149 VectorSubtract(e->state_current.origin, e->state_previous.origin, vel);
1150 len = e->state_current.time - e->state_previous.time;
1153 VectorScale(vel, len, vel);
1154 CL_ParticleTrail(trailtype, 1, e->persistent.trail_origin, origin, vel, vel, e, e->state_current.glowcolor, false, true);
1156 // now that the entity has survived one trail update it is allowed to
1157 // leave a real trail on later frames
1158 e->persistent.trail_allowed = true;
1159 VectorCopy(origin, e->persistent.trail_origin);
1165 CL_UpdateViewEntities
1168 void CL_UpdateViewEntities(void)
1171 // update any RENDER_VIEWMODEL entities to use the new view matrix
1172 for (i = 1;i < cl.num_entities;i++)
1174 if (cl.entities_active[i])
1176 entity_t *ent = cl.entities + i;
1177 if ((ent->render.flags & RENDER_VIEWMODEL) || ent->state_current.tagentity)
1178 CL_UpdateNetworkEntity(ent, 32, true);
1181 // and of course the engine viewmodel needs updating as well
1182 CL_UpdateNetworkEntity(&cl.viewent, 32, true);
1187 CL_UpdateNetworkCollisionEntities
1190 void CL_UpdateNetworkCollisionEntities(void)
1195 // start on the entity after the world
1196 cl.num_brushmodel_entities = 0;
1197 for (i = cl.maxclients + 1;i < cl.num_entities;i++)
1199 if (cl.entities_active[i])
1201 ent = cl.entities + i;
1202 if (ent->state_current.active && ent->render.model && ent->render.model->name[0] == '*' && ent->render.model->TraceBox)
1204 // do not interpolate the bmodels for this
1205 CL_UpdateNetworkEntity(ent, 32, false);
1206 cl.brushmodel_entities[cl.num_brushmodel_entities++] = i;
1214 CL_UpdateNetworkEntities
1217 void CL_UpdateNetworkEntities(void)
1222 // start on the entity after the world
1223 for (i = 1;i < cl.num_entities;i++)
1225 if (cl.entities_active[i])
1227 ent = cl.entities + i;
1228 if (ent->state_current.active)
1230 CL_UpdateNetworkEntity(ent, 32, true);
1231 // view models should never create light/trails
1232 if (!(ent->render.flags & RENDER_VIEWMODEL))
1233 CL_UpdateNetworkEntityTrail(ent);
1236 cl.entities_active[i] = false;
1241 void CL_UpdateViewModel(void)
1245 ent->state_previous = ent->state_current;
1246 ent->state_current = defaultstate;
1247 ent->state_current.time = cl.time;
1248 ent->state_current.number = -1;
1249 ent->state_current.active = true;
1250 ent->state_current.modelindex = cl.stats[STAT_WEAPON];
1251 ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
1252 ent->state_current.flags = RENDER_VIEWMODEL;
1253 if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
1254 ent->state_current.modelindex = 0;
1255 else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
1257 if (gamemode == GAME_TRANSFUSION)
1258 ent->state_current.alpha = 128;
1260 ent->state_current.modelindex = 0;
1262 ent->state_current.alpha = cl.entities[cl.viewentity].state_current.alpha;
1263 ent->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB));
1265 // reset animation interpolation on weaponmodel if model changed
1266 if (ent->state_previous.modelindex != ent->state_current.modelindex)
1268 ent->render.frame1 = ent->render.frame2 = ent->state_current.frame;
1269 ent->render.frame1time = ent->render.frame2time = cl.time;
1270 ent->render.framelerp = 1;
1272 CL_UpdateNetworkEntity(ent, 32, true);
1275 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
1276 void CL_LinkNetworkEntity(entity_t *e)
1278 effectnameindex_t trailtype;
1283 // skip inactive entities and world
1284 if (!e->state_current.active || e == cl.entities)
1286 if (e->state_current.tagentity)
1288 // if the tag entity is currently impossible, skip it
1289 if (e->state_current.tagentity >= cl.num_entities)
1291 // if the tag entity is inactive, skip it
1292 if (!cl.entities[e->state_current.tagentity].state_current.active)
1296 // create entity dlights associated with this entity
1297 if (e->render.model && e->render.model->soundfromcenter)
1299 // bmodels are treated specially since their origin is usually '0 0 0'
1301 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1302 Matrix4x4_Transform(&e->render.matrix, o, origin);
1305 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1306 trailtype = EFFECT_NONE;
1311 // LordHavoc: if the entity has no effects, don't check each
1312 if (e->render.effects & (EF_BRIGHTFIELD | EF_DIMLIGHT | EF_BRIGHTLIGHT | EF_RED | EF_BLUE | EF_FLAME | EF_STARDUST))
1314 if (e->render.effects & EF_BRIGHTFIELD)
1316 if (gamemode == GAME_NEXUIZ)
1317 trailtype = EFFECT_TR_NEXUIZPLASMA;
1319 if (e->render.effects & EF_DIMLIGHT)
1321 dlightradius = max(dlightradius, 200);
1322 dlightcolor[0] += 1.50f;
1323 dlightcolor[1] += 1.50f;
1324 dlightcolor[2] += 1.50f;
1326 if (e->render.effects & EF_BRIGHTLIGHT)
1328 dlightradius = max(dlightradius, 400);
1329 dlightcolor[0] += 3.00f;
1330 dlightcolor[1] += 3.00f;
1331 dlightcolor[2] += 3.00f;
1333 // LordHavoc: more effects
1334 if (e->render.effects & EF_RED) // red
1336 dlightradius = max(dlightradius, 200);
1337 dlightcolor[0] += 1.50f;
1338 dlightcolor[1] += 0.15f;
1339 dlightcolor[2] += 0.15f;
1341 if (e->render.effects & EF_BLUE) // blue
1343 dlightradius = max(dlightradius, 200);
1344 dlightcolor[0] += 0.15f;
1345 dlightcolor[1] += 0.15f;
1346 dlightcolor[2] += 1.50f;
1348 if (e->render.effects & EF_FLAME)
1349 CL_ParticleTrail(EFFECT_EF_FLAME, 0, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false);
1350 if (e->render.effects & EF_STARDUST)
1351 CL_ParticleTrail(EFFECT_EF_STARDUST, 0, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false);
1353 // muzzleflash fades over time, and is offset a bit
1354 if (e->persistent.muzzleflash > 0 && r_refdef.scene.numlights < MAX_DLIGHTS)
1359 matrix4x4_t tempmatrix;
1360 Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
1361 trace = CL_Move(origin, vec3_origin, vec3_origin, v2, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, true, false, NULL, false);
1362 Matrix4x4_Normalize(&tempmatrix, &e->render.matrix);
1363 Matrix4x4_SetOrigin(&tempmatrix, trace.endpos[0], trace.endpos[1], trace.endpos[2]);
1364 Matrix4x4_Scale(&tempmatrix, 150, 1);
1365 VectorSet(color, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f);
1366 R_RTLight_Update(&r_refdef.scene.templights[r_refdef.scene.numlights], false, &tempmatrix, color, -1, NULL, true, 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1367 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights++];
1369 // LordHavoc: if the model has no flags, don't check each
1370 if (e->render.model && e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1372 if (e->render.effects & EF_GIB)
1373 trailtype = EFFECT_TR_BLOOD;
1374 else if (e->render.effects & EF_ZOMGIB)
1375 trailtype = EFFECT_TR_SLIGHTBLOOD;
1376 else if (e->render.effects & EF_TRACER)
1377 trailtype = EFFECT_TR_WIZSPIKE;
1378 else if (e->render.effects & EF_TRACER2)
1379 trailtype = EFFECT_TR_KNIGHTSPIKE;
1380 else if (e->render.effects & EF_ROCKET)
1381 trailtype = EFFECT_TR_ROCKET;
1382 else if (e->render.effects & EF_GRENADE)
1384 // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1385 trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1387 else if (e->render.effects & EF_TRACER3)
1388 trailtype = EFFECT_TR_VORESPIKE;
1390 // LordHavoc: customizable glow
1391 if (e->state_current.glowsize)
1393 // * 4 for the expansion from 0-255 to 0-1023 range,
1394 // / 255 to scale down byte colors
1395 dlightradius = max(dlightradius, e->state_current.glowsize * 4);
1396 VectorMA(dlightcolor, (1.0f / 255.0f), palette_rgb[e->state_current.glowcolor], dlightcolor);
1399 if ((e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) && r_refdef.scene.numlights < MAX_DLIGHTS)
1401 matrix4x4_t dlightmatrix;
1403 VectorScale(e->state_current.light, (1.0f / 256.0f), light);
1404 light[3] = e->state_current.light[3];
1405 if (light[0] == 0 && light[1] == 0 && light[2] == 0)
1406 VectorSet(light, 1, 1, 1);
1409 // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
1410 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1411 Matrix4x4_Scale(&dlightmatrix, light[3], 1);
1412 R_RTLight_Update(&r_refdef.scene.templights[r_refdef.scene.numlights], false, &dlightmatrix, light, e->state_current.lightstyle, e->state_current.skin > 0 ? va("cubemaps/%i", e->state_current.skin) : NULL, !(e->state_current.lightpflags & PFLAGS_NOSHADOW), (e->state_current.lightpflags & PFLAGS_CORONA) != 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1413 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights++];
1415 // make the glow dlight
1416 else if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL) && r_refdef.scene.numlights < MAX_DLIGHTS)
1418 matrix4x4_t dlightmatrix;
1419 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1420 // hack to make glowing player light shine on their gun
1421 //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
1422 // Matrix4x4_AdjustOrigin(&dlightmatrix, 0, 0, 30);
1423 Matrix4x4_Scale(&dlightmatrix, dlightradius, 1);
1424 R_RTLight_Update(&r_refdef.scene.templights[r_refdef.scene.numlights], false, &dlightmatrix, dlightcolor, -1, NULL, true, 1, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1425 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights++];
1428 if (e->render.flags & RENDER_GLOWTRAIL)
1429 trailtype = EFFECT_TR_GLOWTRAIL;
1431 CL_ParticleTrail(trailtype, 0, origin, origin, vec3_origin, vec3_origin, NULL, e->state_current.glowcolor, true, false);
1433 // don't show viewmodels in certain situations
1434 if (e->render.flags & RENDER_VIEWMODEL)
1435 if (!r_drawviewmodel.integer || chase_active.integer || r_refdef.envmap)
1437 // don't show entities with no modelindex (note: this still shows
1438 // entities which have a modelindex that resolved to a NULL model)
1439 if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.scene.numentities < r_refdef.scene.maxentities)
1440 r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
1441 //if (cl.viewentity && e->state_current.number == cl.viewentity)
1442 // Matrix4x4_Print(&e->render.matrix);
1445 void CL_RelinkWorld(void)
1447 entity_t *ent = &cl.entities[0];
1448 // FIXME: this should be done at load
1449 ent->render.matrix = identitymatrix;
1450 ent->render.flags = RENDER_SHADOW;
1451 if (!r_fullbright.integer)
1452 ent->render.flags |= RENDER_LIGHT;
1453 VectorSet(ent->render.colormod, 1, 1, 1);
1454 CL_UpdateRenderEntity(&ent->render);
1455 r_refdef.scene.worldentity = &ent->render;
1456 r_refdef.scene.worldmodel = cl.worldmodel;
1459 static void CL_RelinkStaticEntities(void)
1463 for (i = 0, e = cl.static_entities;i < cl.num_static_entities && r_refdef.scene.numentities < r_refdef.scene.maxentities;i++, e++)
1465 e->render.flags = 0;
1466 // if the model was not loaded when the static entity was created we
1467 // need to re-fetch the model pointer
1468 e->render.model = cl.model_precache[e->state_baseline.modelindex];
1469 // either fullbright or lit
1470 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1471 e->render.flags |= RENDER_LIGHT;
1472 // hide player shadow during intermission or nehahra movie
1473 if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST)) && (e->render.alpha >= 1))
1474 e->render.flags |= RENDER_SHADOW;
1475 VectorSet(e->render.colormod, 1, 1, 1);
1476 R_LerpAnimation(&e->render);
1477 CL_UpdateRenderEntity(&e->render);
1478 r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
1487 static void CL_RelinkNetworkEntities(void)
1492 // start on the entity after the world
1493 for (i = 1;i < cl.num_entities;i++)
1495 if (cl.entities_active[i])
1497 ent = cl.entities + i;
1498 if (ent->state_current.active)
1499 CL_LinkNetworkEntity(ent);
1501 cl.entities_active[i] = false;
1506 static void CL_RelinkEffects(void)
1510 entity_render_t *entrender;
1513 for (i = 0, e = cl.effects;i < cl.num_effects;i++, e++)
1517 frame = (cl.time - e->starttime) * e->framerate + e->startframe;
1518 intframe = (int)frame;
1519 if (intframe < 0 || intframe >= e->endframe)
1521 memset(e, 0, sizeof(*e));
1522 while (cl.num_effects > 0 && !cl.effects[cl.num_effects - 1].active)
1527 if (intframe != e->frame)
1529 e->frame = intframe;
1530 e->frame1time = e->frame2time;
1531 e->frame2time = cl.time;
1534 // if we're drawing effects, get a new temp entity
1535 // (NewTempEntity adds it to the render entities list for us)
1536 if (r_draweffects.integer && (entrender = CL_NewTempEntity()))
1538 // interpolation stuff
1539 entrender->frame1 = intframe;
1540 entrender->frame2 = intframe + 1;
1541 if (entrender->frame2 >= e->endframe)
1542 entrender->frame2 = -1; // disappear
1543 entrender->framelerp = frame - intframe;
1544 entrender->frame1time = e->frame1time;
1545 entrender->frame2time = e->frame2time;
1548 if(e->modelindex < MAX_MODELS)
1549 entrender->model = cl.model_precache[e->modelindex];
1551 entrender->model = cl.csqc_model_precache[-(e->modelindex+1)];
1552 entrender->alpha = 1;
1553 VectorSet(entrender->colormod, 1, 1, 1);
1555 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
1556 CL_UpdateRenderEntity(entrender);
1562 void CL_Beam_CalculatePositions(const beam_t *b, vec3_t start, vec3_t end)
1564 VectorCopy(b->start, start);
1565 VectorCopy(b->end, end);
1567 // if coming from the player, update the start position
1568 if (b->entity == cl.viewentity)
1570 if (cl_beams_quakepositionhack.integer && !chase_active.integer)
1572 // LordHavoc: this is a stupid hack from Quake that makes your
1573 // lightning appear to come from your waist and cover less of your
1575 // in Quake this hack was applied to all players (causing the
1576 // infamous crotch-lightning), but in darkplaces and QuakeWorld it
1577 // only applies to your own lightning, and only in first person
1578 Matrix4x4_OriginFromMatrix(&cl.entities[cl.viewentity].render.matrix, start);
1580 if (cl_beams_instantaimhack.integer)
1582 vec3_t dir, localend;
1584 // LordHavoc: this updates the beam direction to match your
1586 VectorSubtract(end, start, dir);
1587 len = VectorLength(dir);
1588 VectorNormalize(dir);
1589 VectorSet(localend, len, 0, 0);
1590 Matrix4x4_Transform(&r_refdef.view.matrix, localend, end);
1595 void CL_RelinkBeams(void)
1599 vec3_t dist, org, start, end;
1601 entity_render_t *entrender;
1604 matrix4x4_t tempmatrix;
1606 for (i = 0, b = cl.beams;i < cl.num_beams;i++, b++)
1610 if (b->endtime < cl.time)
1616 CL_Beam_CalculatePositions(b, start, end);
1620 if (cl_beams_lightatend.integer && r_refdef.scene.numlights < MAX_DLIGHTS)
1622 // FIXME: create a matrix from the beam start/end orientation
1624 VectorSet(dlightcolor, 0.3, 0.7, 1);
1625 Matrix4x4_CreateFromQuakeEntity(&tempmatrix, end[0], end[1], end[2], 0, 0, 0, 200);
1626 R_RTLight_Update(&r_refdef.scene.templights[r_refdef.scene.numlights], false, &tempmatrix, dlightcolor, -1, NULL, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1627 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights++];
1629 if (cl_beams_polygons.integer)
1633 // calculate pitch and yaw
1634 // (this is similar to the QuakeC builtin function vectoangles)
1635 VectorSubtract(end, start, dist);
1636 if (dist[1] == 0 && dist[0] == 0)
1646 yaw = atan2(dist[1], dist[0]) * 180 / M_PI;
1650 forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1651 pitch = atan2(dist[2], forward) * 180 / M_PI;
1656 // add new entities for the lightning
1657 VectorCopy (start, org);
1658 d = VectorNormalizeLength(dist);
1661 entrender = CL_NewTempEntity ();
1664 //VectorCopy (org, ent->render.origin);
1665 entrender->model = b->model;
1666 //ent->render.effects = EF_FULLBRIGHT;
1667 //ent->render.angles[0] = pitch;
1668 //ent->render.angles[1] = yaw;
1669 //ent->render.angles[2] = rand()%360;
1670 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1671 CL_UpdateRenderEntity(entrender);
1672 VectorMA(org, 30, dist, org);
1677 while (cl.num_beams > 0 && !cl.beams[cl.num_beams - 1].model)
1681 static void CL_RelinkQWNails(void)
1685 entity_render_t *entrender;
1687 for (i = 0;i < cl.qw_num_nails;i++)
1691 // if we're drawing effects, get a new temp entity
1692 // (NewTempEntity adds it to the render entities list for us)
1693 if (!(entrender = CL_NewTempEntity()))
1697 entrender->model = cl.model_precache[cl.qw_modelindex_spike];
1698 entrender->alpha = 1;
1699 VectorSet(entrender->colormod, 1, 1, 1);
1701 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1);
1702 CL_UpdateRenderEntity(entrender);
1706 void CL_LerpPlayer(float frac)
1710 cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
1711 for (i = 0;i < 3;i++)
1713 cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
1714 cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
1715 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
1718 // interpolate the angles if playing a demo or spectating someone
1719 if (cls.demoplayback || cl.fixangle[0])
1721 for (i = 0;i < 3;i++)
1723 float d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
1728 cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
1733 void CSQC_RelinkAllEntities (int drawmask)
1737 CL_RelinkStaticEntities();
1742 if (drawmask & ENTMASK_ENGINE)
1744 CL_RelinkNetworkEntities();
1745 if (drawmask & ENTMASK_ENGINEVIEWMODELS)
1746 CL_LinkNetworkEntity(&cl.viewent); // link gun model
1750 // update view blend
1758 Update client game world for a new frame
1761 void CL_UpdateWorld(void)
1763 r_refdef.scene.extraupdate = !r_speeds.integer;
1764 r_refdef.scene.numentities = 0;
1765 r_refdef.scene.numlights = 0;
1766 r_refdef.view.matrix = identitymatrix;
1767 r_refdef.view.quality = 1;
1769 cl.num_brushmodel_entities = 0;
1771 if (cls.state == ca_connected && cls.signon == SIGNONS)
1773 // prepare for a new frame
1774 CL_LerpPlayer(CL_LerpPoint());
1775 CL_DecayLightFlashes();
1776 CL_ClearTempEntities();
1780 // if prediction is enabled we have to update all the collidable
1781 // network entities before the prediction code can be run
1782 CL_UpdateNetworkCollisionEntities();
1784 // now update the player prediction
1785 CL_ClientMovement_Replay();
1787 // update the player entity (which may be predicted)
1788 CL_UpdateNetworkEntity(cl.entities + cl.viewentity, 32, true);
1790 // now update the view (which depends on that player entity)
1793 // now update all the network entities and create particle trails
1794 // (some entities may depend on the view)
1795 CL_UpdateNetworkEntities();
1797 // update the engine-based viewmodel
1798 CL_UpdateViewModel();
1800 CL_RelinkLightFlashes();
1801 CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS);
1803 // decals, particles, and explosions will be updated during rneder
1806 r_refdef.scene.time = cl.time;
1809 // LordHavoc: pausedemo command
1810 static void CL_PauseDemo_f (void)
1812 cls.demopaused = !cls.demopaused;
1814 Con_Print("Demo paused\n");
1816 Con_Print("Demo unpaused\n");
1820 ======================
1822 ======================
1824 static void CL_Fog_f (void)
1826 if (Cmd_Argc () == 1)
1828 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);
1831 r_refdef.fog_start = 0;
1832 r_refdef.fog_end = 16384;
1833 r_refdef.fog_alpha = 1;
1835 r_refdef.fog_density = atof(Cmd_Argv(1));
1837 r_refdef.fog_red = atof(Cmd_Argv(2));
1839 r_refdef.fog_green = atof(Cmd_Argv(3));
1841 r_refdef.fog_blue = atof(Cmd_Argv(4));
1843 r_refdef.fog_alpha = atof(Cmd_Argv(5));
1845 r_refdef.fog_start = atof(Cmd_Argv(6));
1847 r_refdef.fog_end = atof(Cmd_Argv(7));
1851 ====================
1854 For program optimization
1855 ====================
1857 static void CL_TimeRefresh_f (void)
1860 float timestart, timedelta;
1862 r_refdef.scene.extraupdate = false;
1864 timestart = Sys_DoubleTime();
1865 for (i = 0;i < 128;i++)
1867 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);
1868 r_refdef.view.quality = 1;
1871 timedelta = Sys_DoubleTime() - timestart;
1873 Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
1876 void CL_AreaStats_f(void)
1878 World_PrintAreaStats(&cl.world, "client");
1881 cl_locnode_t *CL_Locs_FindNearest(const vec3_t point)
1886 vec3_t nearestpoint;
1887 vec_t dist, bestdist;
1890 for (loc = cl.locnodes;loc;loc = loc->next)
1892 for (i = 0;i < 3;i++)
1893 nearestpoint[i] = bound(loc->mins[i], point[i], loc->maxs[i]);
1894 dist = VectorDistance2(nearestpoint, point);
1895 if (bestdist > dist || !best)
1906 void CL_Locs_FindLocationName(char *buffer, size_t buffersize, vec3_t point)
1909 loc = CL_Locs_FindNearest(point);
1911 strlcpy(buffer, loc->name, buffersize);
1913 dpsnprintf(buffer, buffersize, "LOC=%.0f:%.0f:%.0f", point[0], point[1], point[2]);
1916 void CL_Locs_FreeNode(cl_locnode_t *node)
1918 cl_locnode_t **pointer, **next;
1919 for (pointer = &cl.locnodes;*pointer;pointer = next)
1921 next = &(*pointer)->next;
1922 if (*pointer == node)
1924 *pointer = node->next;
1928 Con_Printf("CL_Locs_FreeNode: no such node! (%p)\n", node);
1931 void CL_Locs_AddNode(vec3_t mins, vec3_t maxs, const char *name)
1933 cl_locnode_t *node, **pointer;
1937 namelen = strlen(name);
1938 node = (cl_locnode_t *) Mem_Alloc(cls.levelmempool, sizeof(cl_locnode_t) + namelen + 1);
1939 VectorSet(node->mins, min(mins[0], maxs[0]), min(mins[1], maxs[1]), min(mins[2], maxs[2]));
1940 VectorSet(node->maxs, max(mins[0], maxs[0]), max(mins[1], maxs[1]), max(mins[2], maxs[2]));
1941 node->name = (char *)(node + 1);
1942 memcpy(node->name, name, namelen);
1943 node->name[namelen] = 0;
1944 // link it into the tail of the list to preserve the order
1945 for (pointer = &cl.locnodes;*pointer;pointer = &(*pointer)->next)
1950 void CL_Locs_Add_f(void)
1953 if (Cmd_Argc() != 5 && Cmd_Argc() != 8)
1955 Con_Printf("usage: %s x y z[ x y z] name\n", Cmd_Argv(0));
1958 mins[0] = atof(Cmd_Argv(1));
1959 mins[1] = atof(Cmd_Argv(2));
1960 mins[2] = atof(Cmd_Argv(3));
1961 if (Cmd_Argc() == 8)
1963 maxs[0] = atof(Cmd_Argv(4));
1964 maxs[1] = atof(Cmd_Argv(5));
1965 maxs[2] = atof(Cmd_Argv(6));
1966 CL_Locs_AddNode(mins, maxs, Cmd_Argv(7));
1969 CL_Locs_AddNode(mins, mins, Cmd_Argv(4));
1972 void CL_Locs_RemoveNearest_f(void)
1975 loc = CL_Locs_FindNearest(r_refdef.view.origin);
1977 CL_Locs_FreeNode(loc);
1979 Con_Printf("no loc point or box found for your location\n");
1982 void CL_Locs_Clear_f(void)
1985 CL_Locs_FreeNode(cl.locnodes);
1988 void CL_Locs_Save_f(void)
1992 char locfilename[MAX_QPATH];
1995 Con_Printf("No loc points/boxes exist!\n");
1998 if (cls.state != ca_connected || !cl.worldmodel)
2000 Con_Printf("No level loaded!\n");
2003 FS_StripExtension(cl.worldmodel->name, locfilename, sizeof(locfilename));
2004 strlcat(locfilename, ".loc", sizeof(locfilename));
2006 outfile = FS_OpenRealFile(locfilename, "w", false);
2009 // if any boxes are used then this is a proquake-format loc file, which
2010 // allows comments, so add some relevant information at the start
2011 for (loc = cl.locnodes;loc;loc = loc->next)
2012 if (!VectorCompare(loc->mins, loc->maxs))
2016 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);
2017 for (loc = cl.locnodes;loc;loc = loc->next)
2018 if (VectorCompare(loc->mins, loc->maxs))
2021 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");
2023 for (loc = cl.locnodes;loc;loc = loc->next)
2025 if (VectorCompare(loc->mins, loc->maxs))
2029 const char *in = loc->name;
2030 char name[MAX_INPUTLINE];
2031 for (len = 0;len < (int)sizeof(name) - 1 && *in;)
2033 if (*in == ' ') {s = "$loc_name_separator";in++;}
2034 else if (!strncmp(in, "SSG", 3)) {s = "$loc_name_ssg";in += 3;}
2035 else if (!strncmp(in, "NG", 2)) {s = "$loc_name_ng";in += 2;}
2036 else if (!strncmp(in, "SNG", 3)) {s = "$loc_name_sng";in += 3;}
2037 else if (!strncmp(in, "GL", 2)) {s = "$loc_name_gl";in += 2;}
2038 else if (!strncmp(in, "RL", 2)) {s = "$loc_name_rl";in += 2;}
2039 else if (!strncmp(in, "LG", 2)) {s = "$loc_name_lg";in += 2;}
2040 else if (!strncmp(in, "GA", 2)) {s = "$loc_name_ga";in += 2;}
2041 else if (!strncmp(in, "YA", 2)) {s = "$loc_name_ya";in += 2;}
2042 else if (!strncmp(in, "RA", 2)) {s = "$loc_name_ra";in += 2;}
2043 else if (!strncmp(in, "MEGA", 4)) {s = "$loc_name_mh";in += 4;}
2047 while (len < (int)sizeof(name) - 1 && *s)
2051 name[len++] = *in++;
2054 FS_Printf(outfile, "%.0f %.0f %.0f %s\n", loc->mins[0]*8, loc->mins[1]*8, loc->mins[2]*8, name);
2057 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);
2062 void CL_Locs_Reload_f(void)
2064 int i, linenumber, limit, len;
2066 char *filedata, *text, *textend, *linestart, *linetext, *lineend;
2067 fs_offset_t filesize;
2069 char locfilename[MAX_QPATH];
2070 char name[MAX_INPUTLINE];
2072 if (cls.state != ca_connected || !cl.worldmodel)
2074 Con_Printf("No level loaded!\n");
2080 // try maps/something.loc first (LordHavoc: where I think they should be)
2081 FS_StripExtension(cl.worldmodel->name, locfilename, sizeof(locfilename));
2082 strlcat(locfilename, ".loc", sizeof(locfilename));
2083 filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2086 // try proquake name as well (LordHavoc: I hate path mangling)
2087 FS_StripExtension(va("locs/%s", FS_FileWithoutPath(cl.worldmodel->name)), locfilename, sizeof(locfilename));
2088 strlcat(locfilename, ".loc", sizeof(locfilename));
2089 filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2094 textend = filedata + filesize;
2095 for (linenumber = 1;text < textend;linenumber++)
2098 for (;text < textend && *text != '\r' && *text != '\n';text++)
2101 if (text + 1 < textend && *text == '\r' && text[1] == '\n')
2105 // trim trailing whitespace
2106 while (lineend > linestart && ISWHITESPACE(lineend[-1]))
2108 // trim leading whitespace
2109 while (linestart < lineend && ISWHITESPACE(*linestart))
2111 // check if this is a comment
2112 if (linestart + 2 <= lineend && !strncmp(linestart, "//", 2))
2114 linetext = linestart;
2116 for (i = 0;i < limit;i++)
2118 if (linetext >= lineend)
2120 // note: a missing number is interpreted as 0
2122 mins[i] = atof(linetext);
2124 maxs[i - 3] = atof(linetext);
2125 // now advance past the number
2126 while (linetext < lineend && !ISWHITESPACE(*linetext) && *linetext != ',')
2128 // advance through whitespace
2129 if (linetext < lineend)
2131 if (*linetext == ',')
2135 // note: comma can be followed by whitespace
2137 if (ISWHITESPACE(*linetext))
2140 while (linetext < lineend && ISWHITESPACE(*linetext))
2145 // if this is a quoted name, remove the quotes
2148 if (linetext >= lineend || *linetext != '"')
2149 continue; // proquake location names are always quoted
2152 len = min(lineend - linetext, (int)sizeof(name) - 1);
2153 memcpy(name, linetext, len);
2155 // add the box to the list
2156 CL_Locs_AddNode(mins, maxs, name);
2158 // if a point was parsed, it needs to be scaled down by 8 (since
2159 // point-based loc files were invented by a proxy which dealt
2160 // directly with quake protocol coordinates, which are *8), turn
2164 // interpret silly fuhquake macros
2165 for (len = 0;len < (int)sizeof(name) - 1 && linetext < lineend;)
2167 if (*linetext == '$')
2169 if (linetext + 18 <= lineend && !strncmp(linetext, "$loc_name_separator", 19)) {s = " ";linetext += 19;}
2170 else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_ssg", 13)) {s = "SSG";linetext += 13;}
2171 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ng", 12)) {s = "NG";linetext += 12;}
2172 else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_sng", 13)) {s = "SNG";linetext += 13;}
2173 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_gl", 12)) {s = "GL";linetext += 12;}
2174 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_rl", 12)) {s = "RL";linetext += 12;}
2175 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_lg", 12)) {s = "LG";linetext += 12;}
2176 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ga", 12)) {s = "GA";linetext += 12;}
2177 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ya", 12)) {s = "YA";linetext += 12;}
2178 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ra", 12)) {s = "RA";linetext += 12;}
2179 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_mh", 12)) {s = "MEGA";linetext += 12;}
2183 while (len < (int)sizeof(name) - 1 && *s)
2188 name[len++] = *linetext++;
2191 // add the point to the list
2192 VectorScale(mins, (1.0 / 8.0), mins);
2193 CL_Locs_AddNode(mins, mins, name);
2205 void CL_Shutdown (void)
2207 CL_Screen_Shutdown();
2208 CL_Particles_Shutdown();
2209 CL_Parse_Shutdown();
2211 Mem_FreePool (&cls.permanentmempool);
2212 Mem_FreePool (&cls.levelmempool);
2222 cls.levelmempool = Mem_AllocPool("client (per-level memory)", 0, NULL);
2223 cls.permanentmempool = Mem_AllocPool("client (long term memory)", 0, NULL);
2225 memset(&r_refdef, 0, sizeof(r_refdef));
2226 // max entities sent to renderer per frame
2227 r_refdef.scene.maxentities = MAX_EDICTS + 256 + 512;
2228 r_refdef.scene.entities = (entity_render_t **)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t *) * r_refdef.scene.maxentities);
2230 r_refdef.scene.maxtempentities = 4096; // FIXME: make this grow
2231 r_refdef.scene.tempentities = (entity_render_t *)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t) * r_refdef.scene.maxtempentities);
2236 // register our commands
2238 Cvar_RegisterVariable (&cl_upspeed);
2239 Cvar_RegisterVariable (&cl_forwardspeed);
2240 Cvar_RegisterVariable (&cl_backspeed);
2241 Cvar_RegisterVariable (&cl_sidespeed);
2242 Cvar_RegisterVariable (&cl_movespeedkey);
2243 Cvar_RegisterVariable (&cl_yawspeed);
2244 Cvar_RegisterVariable (&cl_pitchspeed);
2245 Cvar_RegisterVariable (&cl_anglespeedkey);
2246 Cvar_RegisterVariable (&cl_shownet);
2247 Cvar_RegisterVariable (&cl_nolerp);
2248 Cvar_RegisterVariable (&lookspring);
2249 Cvar_RegisterVariable (&lookstrafe);
2250 Cvar_RegisterVariable (&sensitivity);
2251 Cvar_RegisterVariable (&freelook);
2253 Cvar_RegisterVariable (&m_pitch);
2254 Cvar_RegisterVariable (&m_yaw);
2255 Cvar_RegisterVariable (&m_forward);
2256 Cvar_RegisterVariable (&m_side);
2258 Cvar_RegisterVariable (&cl_itembobspeed);
2259 Cvar_RegisterVariable (&cl_itembobheight);
2261 Cmd_AddCommand ("entities", CL_PrintEntities_f, "print information on network entities known to client");
2262 Cmd_AddCommand ("disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
2263 Cmd_AddCommand ("record", CL_Record_f, "record a demo");
2264 Cmd_AddCommand ("stop", CL_Stop_f, "stop recording or playing a demo");
2265 Cmd_AddCommand ("playdemo", CL_PlayDemo_f, "watch a demo file");
2266 Cmd_AddCommand ("timedemo", CL_TimeDemo_f, "play back a demo as fast as possible and save statistics to benchmark.log");
2268 // Support Client-side Model Index List
2269 Cmd_AddCommand ("cl_modelindexlist", CL_ModelIndexList_f, "list information on all models in the client modelindex");
2270 // Support Client-side Sound Index List
2271 Cmd_AddCommand ("cl_soundindexlist", CL_SoundIndexList_f, "list all sounds in the client soundindex");
2273 Cvar_RegisterVariable (&cl_autodemo);
2274 Cvar_RegisterVariable (&cl_autodemo_nameformat);
2276 Cmd_AddCommand ("fog", CL_Fog_f, "set global fog parameters (density red green blue [alpha [mindist maxdist]])");
2278 // LordHavoc: added pausedemo
2279 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)");
2281 Cmd_AddCommand ("cl_areastats", CL_AreaStats_f, "prints statistics on entity culling during collision traces");
2283 Cvar_RegisterVariable(&r_draweffects);
2284 Cvar_RegisterVariable(&cl_explosions_alpha_start);
2285 Cvar_RegisterVariable(&cl_explosions_alpha_end);
2286 Cvar_RegisterVariable(&cl_explosions_size_start);
2287 Cvar_RegisterVariable(&cl_explosions_size_end);
2288 Cvar_RegisterVariable(&cl_explosions_lifetime);
2289 Cvar_RegisterVariable(&cl_stainmaps);
2290 Cvar_RegisterVariable(&cl_stainmaps_clearonload);
2291 Cvar_RegisterVariable(&cl_beams_polygons);
2292 Cvar_RegisterVariable(&cl_beams_quakepositionhack);
2293 Cvar_RegisterVariable(&cl_beams_instantaimhack);
2294 Cvar_RegisterVariable(&cl_beams_lightatend);
2295 Cvar_RegisterVariable(&cl_noplayershadow);
2296 Cvar_RegisterVariable(&cl_dlights_decayradius);
2297 Cvar_RegisterVariable(&cl_dlights_decaybrightness);
2299 Cvar_RegisterVariable(&cl_prydoncursor);
2301 Cvar_RegisterVariable(&cl_deathnoviewmodel);
2303 // for QW connections
2304 Cvar_RegisterVariable(&qport);
2305 Cvar_SetValueQuick(&qport, (rand() * RAND_MAX + rand()) & 0xffff);
2307 Cmd_AddCommand("timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs");
2309 Cvar_RegisterVariable(&cl_locs_enable);
2310 Cvar_RegisterVariable(&cl_locs_show);
2311 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)");
2312 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)");
2313 Cmd_AddCommand("locs_clear", CL_Locs_Clear_f, "remove all loc points/boxes");
2314 Cmd_AddCommand("locs_reload", CL_Locs_Reload_f, "reload .loc file for this map");
2315 Cmd_AddCommand("locs_save", CL_Locs_Save_f, "save .loc file for this map containing currently defined points and boxes");
2318 CL_Particles_Init();