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 (the date is encoded using strftime escapes)" };
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_deathfade = {CVAR_SAVE, "cl_deathfade", "0", "fade screen to dark red when dead, value = how fast the fade is"};
77 cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0","hide player shadow"};
79 cvar_t cl_dlights_decayradius = {CVAR_SAVE, "cl_dlights_decayradius", "1", "reduces size of light flashes over time"};
80 cvar_t cl_dlights_decaybrightness = {CVAR_SAVE, "cl_dlights_decaybrightness", "1", "reduces brightness of light flashes over time"};
82 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)"};
84 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"};
86 cvar_t cl_deathnoviewmodel = {0, "cl_deathnoviewmodel", "1", "hides gun model when dead"};
88 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)"};
89 cvar_t cl_locs_show = {0, "locs_show", "0", "shows defined locations for editing purposes"};
100 void CL_VM_ShutDown (void);
101 void CL_ClearState(void)
108 // wipe the entire cl structure
109 Mem_EmptyPool(cls.levelmempool);
110 memset (&cl, 0, sizeof(cl));
114 // reset the view zoom interpolation
115 cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
116 cl.sensitivityscale = 1.0f;
118 // enable rendering of the world and such
119 cl.csqc_vidvars.drawworld = true;
120 cl.csqc_vidvars.drawenginesbar = true;
121 cl.csqc_vidvars.drawcrosshair = true;
123 // set up the float version of the stats array for easier access to float stats
124 cl.statsf = (float *)cl.stats;
127 cl.num_static_entities = 0;
128 cl.num_brushmodel_entities = 0;
130 // tweak these if the game runs out
131 cl.max_entities = 256;
132 cl.max_static_entities = 256;
133 cl.max_effects = 256;
135 cl.max_dlights = MAX_DLIGHTS;
136 cl.max_lightstyle = MAX_LIGHTSTYLES;
137 cl.max_brushmodel_entities = MAX_EDICTS;
138 cl.max_particles = 8192; // grows dynamically
139 cl.max_decals = 2048; // grows dynamically
146 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
147 cl.entities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char));
148 cl.static_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_static_entities * sizeof(entity_t));
149 cl.effects = (cl_effect_t *)Mem_Alloc(cls.levelmempool, cl.max_effects * sizeof(cl_effect_t));
150 cl.beams = (beam_t *)Mem_Alloc(cls.levelmempool, cl.max_beams * sizeof(beam_t));
151 cl.dlights = (dlight_t *)Mem_Alloc(cls.levelmempool, cl.max_dlights * sizeof(dlight_t));
152 cl.lightstyle = (lightstyle_t *)Mem_Alloc(cls.levelmempool, cl.max_lightstyle * sizeof(lightstyle_t));
153 cl.brushmodel_entities = (int *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(int));
154 cl.particles = (particle_t *) Mem_Alloc(cls.levelmempool, cl.max_particles * sizeof(particle_t));
155 cl.decals = (decal_t *) Mem_Alloc(cls.levelmempool, cl.max_decals * sizeof(decal_t));
158 // LordHavoc: have to set up the baseline info for alpha and other stuff
159 for (i = 0;i < cl.max_entities;i++)
161 cl.entities[i].state_baseline = defaultstate;
162 cl.entities[i].state_previous = defaultstate;
163 cl.entities[i].state_current = defaultstate;
166 if (gamemode == GAME_NEXUIZ)
168 VectorSet(cl.playerstandmins, -16, -16, -24);
169 VectorSet(cl.playerstandmaxs, 16, 16, 45);
170 VectorSet(cl.playercrouchmins, -16, -16, -24);
171 VectorSet(cl.playercrouchmaxs, 16, 16, 25);
175 VectorSet(cl.playerstandmins, -16, -16, -24);
176 VectorSet(cl.playerstandmaxs, 16, 16, 24);
177 VectorSet(cl.playercrouchmins, -16, -16, -24);
178 VectorSet(cl.playercrouchmaxs, 16, 16, 24);
181 // disable until we get textures for it
184 ent = &cl.entities[0];
185 // entire entity array was cleared, so just fill in a few fields
186 ent->state_current.active = true;
187 ent->render.model = cl.worldmodel = NULL; // no world model yet
188 ent->render.alpha = 1;
189 ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
190 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, 0, 0, 0, 0, 0, 0, 1);
191 CL_UpdateRenderEntity(&ent->render);
193 // noclip is turned off at start
194 noclip_anglehack = false;
196 // mark all frames invalid for delta
197 memset(cl.qw_deltasequence, -1, sizeof(cl.qw_deltasequence));
199 // set bestweapon data back to Quake data
200 IN_BestWeapon_ResetData();
205 void CL_SetInfo(const char *key, const char *value, qboolean send, qboolean allowstarkey, qboolean allowmodel, qboolean quiet)
208 qboolean fail = false;
209 if (!allowstarkey && key[0] == '*')
211 if (!allowmodel && (!strcasecmp(key, "pmodel") || !strcasecmp(key, "emodel")))
213 for (i = 0;key[i];i++)
214 if (ISWHITESPACE(key[i]) || key[i] == '\"')
216 for (i = 0;value[i];i++)
217 if (value[i] == '\r' || value[i] == '\n' || value[i] == '\"')
222 Con_Printf("Can't setinfo \"%s\" \"%s\"\n", key, value);
225 InfoString_SetValue(cls.userinfo, sizeof(cls.userinfo), key, value);
226 if (cls.state == ca_connected && cls.netcon)
228 if (cls.protocol == PROTOCOL_QUAKEWORLD)
230 MSG_WriteByte(&cls.netcon->message, qw_clc_stringcmd);
231 MSG_WriteString(&cls.netcon->message, va("setinfo \"%s\" \"%s\"", key, value));
233 else if (!strcasecmp(key, "name"))
235 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
236 MSG_WriteString(&cls.netcon->message, va("name \"%s\"", value));
238 else if (!strcasecmp(key, "playermodel"))
240 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
241 MSG_WriteString(&cls.netcon->message, va("playermodel \"%s\"", value));
243 else if (!strcasecmp(key, "playerskin"))
245 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
246 MSG_WriteString(&cls.netcon->message, va("playerskin \"%s\"", value));
248 else if (!strcasecmp(key, "topcolor"))
250 // don't send anything, the combined color code will be updated manually
252 else if (!strcasecmp(key, "bottomcolor"))
254 // don't send anything, the combined color code will be updated manually
256 else if (!strcasecmp(key, "rate"))
258 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
259 MSG_WriteString(&cls.netcon->message, va("rate \"%s\"", value));
264 void CL_ExpandEntities(int num)
266 int i, oldmaxentities;
267 entity_t *oldentities;
268 if (num >= cl.max_entities)
271 Sys_Error("CL_ExpandEntities: cl.entities not initialized");
272 if (num >= MAX_EDICTS)
273 Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
274 oldmaxentities = cl.max_entities;
275 oldentities = cl.entities;
276 cl.max_entities = (num & ~255) + 256;
277 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
278 memcpy(cl.entities, oldentities, oldmaxentities * sizeof(entity_t));
279 Mem_Free(oldentities);
280 for (i = oldmaxentities;i < cl.max_entities;i++)
282 cl.entities[i].state_baseline = defaultstate;
283 cl.entities[i].state_previous = defaultstate;
284 cl.entities[i].state_current = defaultstate;
290 =====================
293 Sends a disconnect message to the server
294 This is also called on Host_Error, so it shouldn't cause any errors
295 =====================
297 void CL_Disconnect(void)
299 if (cls.state == ca_dedicated)
302 if (COM_CheckParm("-profilegameonly"))
303 Sys_AllowProfiling(false);
305 Curl_Clear_forthismap();
307 Con_DPrintf("CL_Disconnect\n");
309 Cvar_SetValueQuick(&csqc_progcrc, -1);
310 Cvar_SetValueQuick(&csqc_progsize, -1);
312 // stop sounds (especially looping!)
315 cl.parsingtextexpectingpingforscores = 0; // just in case no reply has come yet
317 // clear contents blends
318 cl.cshifts[0].percent = 0;
319 cl.cshifts[1].percent = 0;
320 cl.cshifts[2].percent = 0;
321 cl.cshifts[3].percent = 0;
323 cl.worldmodel = NULL;
325 CL_Parse_ErrorCleanUp();
327 if (cls.demoplayback)
332 unsigned char bufdata[8];
333 if (cls.demorecording)
336 // send disconnect message 3 times to improve chances of server
337 // receiving it (but it still fails sometimes)
338 memset(&buf, 0, sizeof(buf));
340 buf.maxsize = sizeof(bufdata);
341 if (cls.protocol == PROTOCOL_QUAKEWORLD)
343 Con_DPrint("Sending drop command\n");
344 MSG_WriteByte(&buf, qw_clc_stringcmd);
345 MSG_WriteString(&buf, "drop");
349 Con_DPrint("Sending clc_disconnect\n");
350 MSG_WriteByte(&buf, clc_disconnect);
352 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
353 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
354 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
355 NetConn_Close(cls.netcon);
358 cls.state = ca_disconnected;
360 cls.demoplayback = cls.timedemo = false;
364 void CL_Disconnect_f(void)
368 Host_ShutdownServer ();
375 =====================
376 CL_EstablishConnection
378 Host should be either "local" or a net address
379 =====================
381 void CL_EstablishConnection(const char *host)
383 if (cls.state == ca_dedicated)
386 // clear menu's connect error message
387 M_Update_Return_Reason("");
390 // stop demo loop in case this fails
391 if (cls.demoplayback)
394 // if downloads are running, cancel their finishing action
395 Curl_Clear_forthismap();
397 // make sure the client ports are open before attempting to connect
398 NetConn_UpdateSockets();
400 // run a network frame
401 //NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
403 if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
405 cls.connect_trying = true;
406 cls.connect_remainingtries = 3;
407 cls.connect_nextsendtime = 0;
408 M_Update_Return_Reason("Trying to connect...");
409 // run several network frames to jump into the game quickly
412 // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
413 // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
414 // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
415 // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
420 Con_Print("Unable to find a suitable network socket to connect to server.\n");
421 M_Update_Return_Reason("No network");
430 static void CL_PrintEntities_f(void)
435 for (i = 0, ent = cl.entities;i < cl.num_entities;i++, ent++)
437 const char* modelname;
439 if (!ent->state_current.active)
442 if (ent->render.model)
443 modelname = ent->render.model->name;
445 modelname = "--no model--";
446 Con_Printf("%3i: %-25s:%4i (%5i %5i %5i) [%3i %3i %3i] %4.2f %5.3f\n", i, modelname, ent->render.framegroupblend[0].frame, (int) ent->state_current.origin[0], (int) ent->state_current.origin[1], (int) ent->state_current.origin[2], (int) ent->state_current.angles[0] % 360, (int) ent->state_current.angles[1] % 360, (int) ent->state_current.angles[2] % 360, ent->render.scale, ent->render.alpha);
454 List information on all models in the client modelindex
457 static void CL_ModelIndexList_f(void)
462 Con_Printf("%3s: %-30s %-8s %-8s\n", "ID", "Name", "Type", "Triangles");
464 while(cl.model_precache[i] && i != MAX_MODELS)
466 if(cl.model_precache[i]->loaded || i == 1)
467 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);
469 Con_Printf("%3i: %-30s %-30s\n", i, cl.model_precache[i]->name, "--no local model found--");
478 List all sounds in the client soundindex
481 static void CL_SoundIndexList_f(void)
485 while(cl.sound_precache[i] && i != MAX_SOUNDS)
487 Con_Printf("%i : %s\n", i, cl.sound_precache[i]->name);
494 CL_UpdateRenderEntity
496 Updates inversematrix, animation interpolation factors, scale, and mins/maxs
499 void CL_UpdateRenderEntity(entity_render_t *ent)
503 dp_model_t *model = ent->model;
504 // update the inverse matrix for the renderer
505 Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
506 // update the animation blend state
507 R_LerpAnimation(ent);
508 // we need the matrix origin to center the box
509 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
510 // update entity->render.scale because the renderer needs it
511 ent->scale = scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
514 // NOTE: this directly extracts vector components from the matrix, which relies on the matrix orientation!
515 #ifdef MATRIX4x4_OPENGLORIENTATION
516 if (ent->matrix.m[0][2] != 0 || ent->matrix.m[1][2] != 0)
518 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
522 VectorMA(org, scale, model->rotatedmins, ent->mins);
523 VectorMA(org, scale, model->rotatedmaxs, ent->maxs);
525 #ifdef MATRIX4x4_OPENGLORIENTATION
526 else if (ent->matrix.m[1][0] != 0 || ent->matrix.m[0][1] != 0)
528 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
532 VectorMA(org, scale, model->yawmins, ent->mins);
533 VectorMA(org, scale, model->yawmaxs, ent->maxs);
537 VectorMA(org, scale, model->normalmins, ent->mins);
538 VectorMA(org, scale, model->normalmaxs, ent->maxs);
543 ent->mins[0] = org[0] - 16;
544 ent->mins[1] = org[1] - 16;
545 ent->mins[2] = org[2] - 16;
546 ent->maxs[0] = org[0] + 16;
547 ent->maxs[1] = org[1] + 16;
548 ent->maxs[2] = org[2] + 16;
556 Determines the fraction between the last two messages that the objects
560 static float CL_LerpPoint(void)
564 if (cl_nettimesyncboundmode.integer == 1)
565 cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
567 // LordHavoc: lerp in listen games as the server is being capped below the client (usually)
568 if (cl.mtime[0] <= cl.mtime[1])
570 cl.time = cl.mtime[0];
574 f = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]);
575 return bound(0, f, 1);
578 void CL_ClearTempEntities (void)
580 r_refdef.scene.numtempentities = 0;
583 entity_render_t *CL_NewTempEntity(double shadertime)
585 entity_render_t *render;
587 if (r_refdef.scene.numentities >= r_refdef.scene.maxentities)
589 if (r_refdef.scene.numtempentities >= r_refdef.scene.maxtempentities)
591 render = &r_refdef.scene.tempentities[r_refdef.scene.numtempentities++];
592 memset (render, 0, sizeof(*render));
593 r_refdef.scene.entities[r_refdef.scene.numentities++] = render;
595 render->shadertime = shadertime;
597 VectorSet(render->colormod, 1, 1, 1);
601 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
605 if (!modelindex) // sanity check
609 Con_Printf("CL_Effect: framerate %f is < 1\n", framerate);
614 Con_Printf("CL_Effect: framecount %i is < 1\n", framecount);
617 for (i = 0, e = cl.effects;i < cl.max_effects;i++, e++)
622 VectorCopy(org, e->origin);
623 e->modelindex = modelindex;
624 e->starttime = cl.time;
625 e->startframe = startframe;
626 e->endframe = startframe + framecount;
627 e->framerate = framerate;
630 e->frame1time = cl.time;
631 e->frame2time = cl.time;
632 cl.num_effects = max(cl.num_effects, i + 1);
637 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)
642 // then look for anything else
644 for (i = 0;i < cl.max_dlights;i++, dl++)
648 // unable to find one
649 if (i == cl.max_dlights)
652 //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
653 memset (dl, 0, sizeof(*dl));
654 cl.num_dlights = max(cl.num_dlights, i + 1);
655 Matrix4x4_Normalize(&dl->matrix, matrix);
657 Matrix4x4_OriginFromMatrix(&dl->matrix, dl->origin);
658 CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
659 Matrix4x4_SetOrigin(&dl->matrix, dl->origin[0], dl->origin[1], dl->origin[2]);
662 dl->color[1] = green;
664 dl->initialradius = radius;
665 dl->initialcolor[0] = red;
666 dl->initialcolor[1] = green;
667 dl->initialcolor[2] = blue;
668 dl->decay = decay / radius; // changed decay to be a percentage decrease
669 dl->intensity = 1; // this is what gets decayed
671 dl->die = cl.time + lifetime;
675 dpsnprintf(dl->cubemapname, sizeof(dl->cubemapname), "cubemaps/%i", cubemapnum);
677 dl->cubemapname[0] = 0;
679 dl->shadow = shadowenable;
682 dl->coronasizescale = coronasizescale;
683 dl->ambientscale = ambientscale;
684 dl->diffusescale = diffusescale;
685 dl->specularscale = specularscale;
688 void CL_DecayLightFlashes(void)
694 time = bound(0, cl.time - cl.oldtime, 0.1);
695 oldmax = cl.num_dlights;
697 for (i = 0, dl = cl.dlights;i < oldmax;i++, dl++)
701 dl->intensity -= time * dl->decay;
702 if (cl.time < dl->die && dl->intensity > 0)
704 if (cl_dlights_decayradius.integer)
705 dl->radius = dl->initialradius * dl->intensity;
707 dl->radius = dl->initialradius;
708 if (cl_dlights_decaybrightness.integer)
709 VectorScale(dl->initialcolor, dl->intensity, dl->color);
711 VectorCopy(dl->initialcolor, dl->color);
712 cl.num_dlights = i + 1;
720 // called before entity relinking
721 void CL_RelinkLightFlashes(void)
726 matrix4x4_t tempmatrix;
728 if (r_dynamic.integer)
730 for (i = 0, dl = cl.dlights;i < cl.num_dlights && r_refdef.scene.numlights < MAX_DLIGHTS;i++, dl++)
734 tempmatrix = dl->matrix;
735 Matrix4x4_Scale(&tempmatrix, dl->radius, 1);
736 // we need the corona fading to be persistent
737 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);
738 r_refdef.scene.lights[r_refdef.scene.numlights++] = &dl->rtlight;
744 // 'm' is normal light, 'a' is no light, 'z' is double bright
748 for (j = 0;j < cl.max_lightstyle;j++)
750 if (!cl.lightstyle || !cl.lightstyle[j].length)
752 r_refdef.scene.rtlightstylevalue[j] = 1;
753 r_refdef.scene.lightstylevalue[j] = 256;
756 k = i % cl.lightstyle[j].length;
757 l = (i-1) % cl.lightstyle[j].length;
758 k = cl.lightstyle[j].map[k] - 'a';
759 l = cl.lightstyle[j].map[l] - 'a';
760 // rtlightstylevalue is always interpolated because it has no bad
761 // consequences for performance
762 // lightstylevalue is subject to a cvar for performance reasons;
763 // skipping lightmap updates on most rendered frames substantially
764 // improves framerates (but makes light fades look bad)
765 r_refdef.scene.rtlightstylevalue[j] = ((k*frac)+(l*(1-frac)))*(22/256.0f);
766 r_refdef.scene.lightstylevalue[j] = r_lerplightstyles.integer ? (unsigned short)(((k*frac)+(l*(1-frac)))*22) : k*22;
770 void CL_AddQWCTFFlagModel(entity_t *player, int skin)
772 int frame = player->render.framegroupblend[0].frame;
774 entity_render_t *flagrender;
775 matrix4x4_t flagmatrix;
777 // this code taken from QuakeWorld
779 if (frame >= 29 && frame <= 40)
781 if (frame >= 29 && frame <= 34)
783 if (frame == 29) f = f + 2;
784 else if (frame == 30) f = f + 8;
785 else if (frame == 31) f = f + 12;
786 else if (frame == 32) f = f + 11;
787 else if (frame == 33) f = f + 10;
788 else if (frame == 34) f = f + 4;
790 else if (frame >= 35 && frame <= 40)
792 if (frame == 35) f = f + 2;
793 else if (frame == 36) f = f + 10;
794 else if (frame == 37) f = f + 10;
795 else if (frame == 38) f = f + 8;
796 else if (frame == 39) f = f + 4;
797 else if (frame == 40) f = f + 2;
800 else if (frame >= 103 && frame <= 118)
802 if (frame >= 103 && frame <= 104) f = f + 6; //nailattack
803 else if (frame >= 105 && frame <= 106) f = f + 6; //light
804 else if (frame >= 107 && frame <= 112) f = f + 7; //rocketattack
805 else if (frame >= 112 && frame <= 118) f = f + 7; //shotattack
807 // end of code taken from QuakeWorld
809 flagrender = CL_NewTempEntity(player->render.shadertime);
813 flagrender->model = cl.model_precache[cl.qw_modelindex_flag];
814 flagrender->skinnum = skin;
815 flagrender->alpha = 1;
816 VectorSet(flagrender->colormod, 1, 1, 1);
817 // attach the flag to the player matrix
818 Matrix4x4_CreateFromQuakeEntity(&flagmatrix, -f, -22, 0, 0, 0, -45, 1);
819 Matrix4x4_Concat(&flagrender->matrix, &player->render.matrix, &flagmatrix);
820 CL_UpdateRenderEntity(flagrender);
823 matrix4x4_t viewmodelmatrix;
825 static const vec3_t muzzleflashorigin = {18, 0, 0};
827 extern void V_DriftPitch(void);
828 extern void V_FadeViewFlashs(void);
829 extern void V_CalcViewBlend(void);
830 extern void V_CalcRefdef(void);
832 void CL_SetEntityColormapColors(entity_render_t *ent, int colormap)
834 const unsigned char *cbcolor;
837 cbcolor = palette_rgb_pantscolormap[colormap & 0xF];
838 VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_pantscolor);
839 cbcolor = palette_rgb_shirtcolormap[(colormap & 0xF0) >> 4];
840 VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_shirtcolor);
844 VectorClear(ent->colormap_pantscolor);
845 VectorClear(ent->colormap_shirtcolor);
849 // note this is a recursive function, recursionlimit should be 32 or so on the initial call
850 void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolate)
852 const matrix4x4_t *matrix;
853 matrix4x4_t blendmatrix, tempmatrix, matrix2;
855 float origin[3], angles[3], delta[3], lerp, d;
858 //entity_persistent_t *p = &e->persistent;
859 //entity_render_t *r = &e->render;
860 // skip inactive entities and world
861 if (!e->state_current.active || e == cl.entities)
863 if (recursionlimit < 1)
865 e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
866 e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
867 e->render.flags = e->state_current.flags;
868 e->render.effects = e->state_current.effects;
869 VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
870 if(e >= cl.entities && e < cl.entities + cl.num_entities)
871 e->render.entitynumber = e - cl.entities;
873 e->render.entitynumber = 0;
874 if (e->state_current.flags & RENDER_COLORMAPPED)
875 CL_SetEntityColormapColors(&e->render, e->state_current.colormap);
876 else if (e->state_current.colormap > 0 && e->state_current.colormap <= cl.maxclients && cl.scores != NULL)
877 CL_SetEntityColormapColors(&e->render, cl.scores[e->state_current.colormap-1].colors);
879 CL_SetEntityColormapColors(&e->render, -1);
880 e->render.skinnum = e->state_current.skin;
881 if (e->state_current.tagentity)
883 // attached entity (gun held in player model's hand, etc)
884 // if the tag entity is currently impossible, skip it
885 if (e->state_current.tagentity >= cl.num_entities)
887 t = cl.entities + e->state_current.tagentity;
888 // if the tag entity is inactive, skip it
889 if (!t->state_current.active)
891 // update the parent first
892 CL_UpdateNetworkEntity(t, recursionlimit - 1, interpolate);
893 // make relative to the entity
894 matrix = &t->render.matrix;
895 // some properties of the tag entity carry over
896 e->render.flags |= t->render.flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
897 // if a valid tagindex is used, make it relative to that tag instead
898 // FIXME: use a model function to get tag info (need to handle skeletal)
899 if (e->state_current.tagentity && e->state_current.tagindex >= 1 && (model = t->render.model))
901 // blend the matrices
902 memset(&blendmatrix, 0, sizeof(blendmatrix));
903 for (j = 0;j < MAX_FRAMEBLENDS && t->render.frameblend[j].lerp > 0;j++)
905 matrix4x4_t tagmatrix;
906 Mod_Alias_GetTagMatrix(model, t->render.frameblend[j].subframe, e->state_current.tagindex - 1, &tagmatrix);
907 d = t->render.frameblend[j].lerp;
908 for (l = 0;l < 4;l++)
909 for (k = 0;k < 4;k++)
910 blendmatrix.m[l][k] += d * tagmatrix.m[l][k];
912 // concat the tag matrices onto the entity matrix
913 Matrix4x4_Concat(&tempmatrix, &t->render.matrix, &blendmatrix);
914 // use the constructed tag matrix
915 matrix = &tempmatrix;
918 else if (e->render.flags & RENDER_VIEWMODEL)
920 // view-relative entity (guns and such)
921 if (e->render.effects & EF_NOGUNBOB)
922 matrix = &r_refdef.view.matrix; // really attached to view
924 matrix = &viewmodelmatrix; // attached to gun bob matrix
928 // world-relative entity (the normal kind)
929 matrix = &identitymatrix;
933 // if it's the predicted player entity, update according to client movement
934 // but don't lerp if going through a teleporter as it causes a bad lerp
935 // also don't use the predicted location if fixangle was set on both of
936 // the most recent server messages, as that cause means you are spectating
937 // someone or watching a cutscene of some sort
938 if (cl_nolerp.integer || cls.timedemo)
940 if (e == cl.entities + cl.playerentity && cl.movement_predicted && (!cl.fixangle[1] || !cl.fixangle[0]))
942 VectorCopy(cl.movement_origin, origin);
943 VectorSet(angles, 0, cl.viewangles[1], 0);
945 else if (interpolate && e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1)
947 // interpolate the origin and angles
949 VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
950 VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
951 if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
952 if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
953 if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
954 VectorMA(e->persistent.oldangles, lerp, delta, angles);
959 VectorCopy(e->persistent.neworigin, origin);
960 VectorCopy(e->persistent.newangles, angles);
963 // model setup and some modelflags
964 frame = e->state_current.frame;
965 if (e->state_current.modelindex < MAX_MODELS)
966 e->render.model = cl.model_precache[e->state_current.modelindex];
968 e->render.model = NULL;
971 if (e->render.skinnum >= e->render.model->numskins)
972 e->render.skinnum = 0;
973 if (frame >= e->render.model->numframes)
975 // models can set flags such as EF_ROCKET
976 // this 0xFF800000 mask is EF_NOMODELFLAGS plus all the higher EF_ flags such as EF_ROCKET
977 if (!(e->render.effects & 0xFF800000))
978 e->render.effects |= e->render.model->effects;
979 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
980 if (e->render.model->type == mod_alias)
981 angles[0] = -angles[0];
982 if ((e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
983 VectorScale(e->render.colormod, 2, e->render.colormod);
985 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
986 else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
987 angles[0] = -angles[0];
989 if ((e->render.effects & EF_ROTATE) && !(e->render.flags & RENDER_VIEWMODEL))
991 angles[1] = ANGLEMOD(100*cl.time);
992 if (cl_itembobheight.value)
993 origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
997 if (e->render.framegroupblend[0].frame == frame)
999 // update frame lerp fraction
1000 e->render.framegroupblend[0].lerp = 1;
1001 e->render.framegroupblend[1].lerp = 0;
1002 if (e->render.framegroupblend[0].start > e->render.framegroupblend[1].start)
1004 // make sure frame lerp won't last longer than 100ms
1005 // (this mainly helps with models that use framegroups and
1006 // switch between them infrequently)
1007 e->render.framegroupblend[0].lerp = (cl.time - e->render.framegroupblend[0].start) / min(e->render.framegroupblend[0].start - e->render.framegroupblend[1].start, 0.1);
1008 e->render.framegroupblend[0].lerp = bound(0, e->render.framegroupblend[0].lerp, 1);
1009 e->render.framegroupblend[1].lerp = 1 - e->render.framegroupblend[0].lerp;
1014 // begin a new frame lerp
1015 e->render.framegroupblend[1] = e->render.framegroupblend[0];
1016 e->render.framegroupblend[1].lerp = 1;
1017 e->render.framegroupblend[0].frame = frame;
1018 e->render.framegroupblend[0].start = cl.time;
1019 e->render.framegroupblend[0].lerp = 0;
1022 // set up the render matrix
1025 // attached entity, this requires a matrix multiply (concat)
1026 // FIXME: e->render.scale should go away
1027 Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1028 // concat the matrices to make the entity relative to its tag
1029 Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
1030 // get the origin from the new matrix
1031 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1035 // unattached entities are faster to process
1036 Matrix4x4_CreateFromQuakeEntity(&e->render.matrix, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1039 // tenebrae's sprites are all additive mode (weird)
1040 if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
1041 e->render.effects |= EF_ADDITIVE;
1042 // player model is only shown with chase_active on
1043 if (e->state_current.number == cl.viewentity)
1044 e->render.flags |= RENDER_EXTERIORMODEL;
1045 // either fullbright or lit
1046 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1047 e->render.flags |= RENDER_LIGHT;
1048 // hide player shadow during intermission or nehahra movie
1049 if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST))
1050 && (e->render.alpha >= 1)
1051 && !(e->render.flags & RENDER_VIEWMODEL)
1052 && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
1053 e->render.flags |= RENDER_SHADOW;
1054 if (e->render.flags & RENDER_VIEWMODEL)
1055 e->render.flags |= RENDER_NOSELFSHADOW;
1056 if (e->render.effects & EF_NOSELFSHADOW)
1057 e->render.flags |= RENDER_NOSELFSHADOW;
1059 // make the other useful stuff
1060 CL_UpdateRenderEntity(&e->render);
1063 // creates light and trails from an entity
1064 void CL_UpdateNetworkEntityTrail(entity_t *e)
1066 effectnameindex_t trailtype;
1069 // bmodels are treated specially since their origin is usually '0 0 0' and
1070 // their actual geometry is far from '0 0 0'
1071 if (e->render.model && e->render.model->soundfromcenter)
1074 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1075 Matrix4x4_Transform(&e->render.matrix, o, origin);
1078 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1080 // handle particle trails and such effects now that we know where this
1081 // entity is in the world...
1082 trailtype = EFFECT_NONE;
1083 // LordHavoc: if the entity has no effects, don't check each
1084 if (e->render.effects & (EF_BRIGHTFIELD | EF_FLAME | EF_STARDUST))
1086 if (e->render.effects & EF_BRIGHTFIELD)
1088 if (gamemode == GAME_NEXUIZ)
1089 trailtype = EFFECT_TR_NEXUIZPLASMA;
1091 CL_EntityParticles(e);
1093 if (e->render.effects & EF_FLAME)
1094 CL_ParticleTrail(EFFECT_EF_FLAME, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true);
1095 if (e->render.effects & EF_STARDUST)
1096 CL_ParticleTrail(EFFECT_EF_STARDUST, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true);
1098 if (e->render.internaleffects & (INTEF_FLAG1QW | INTEF_FLAG2QW))
1100 // these are only set on player entities
1101 CL_AddQWCTFFlagModel(e, (e->render.internaleffects & INTEF_FLAG2QW) != 0);
1103 // muzzleflash fades over time
1104 if (e->persistent.muzzleflash > 0)
1105 e->persistent.muzzleflash -= bound(0, cl.time - cl.oldtime, 0.1) * 20;
1106 // LordHavoc: if the entity has no effects, don't check each
1107 if (e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1109 if (e->render.effects & EF_GIB)
1110 trailtype = EFFECT_TR_BLOOD;
1111 else if (e->render.effects & EF_ZOMGIB)
1112 trailtype = EFFECT_TR_SLIGHTBLOOD;
1113 else if (e->render.effects & EF_TRACER)
1114 trailtype = EFFECT_TR_WIZSPIKE;
1115 else if (e->render.effects & EF_TRACER2)
1116 trailtype = EFFECT_TR_KNIGHTSPIKE;
1117 else if (e->render.effects & EF_ROCKET)
1118 trailtype = EFFECT_TR_ROCKET;
1119 else if (e->render.effects & EF_GRENADE)
1121 // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1122 trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1124 else if (e->render.effects & EF_TRACER3)
1125 trailtype = EFFECT_TR_VORESPIKE;
1128 if (e->render.flags & RENDER_GLOWTRAIL)
1129 trailtype = EFFECT_TR_GLOWTRAIL;
1130 // check if a trail is allowed (it is not after a teleport for example)
1131 if (trailtype && e->persistent.trail_allowed)
1135 VectorSubtract(e->state_current.origin, e->state_previous.origin, vel);
1136 len = e->state_current.time - e->state_previous.time;
1139 VectorScale(vel, len, vel);
1140 CL_ParticleTrail(trailtype, 1, e->persistent.trail_origin, origin, vel, vel, e, e->state_current.glowcolor, false, true);
1142 // now that the entity has survived one trail update it is allowed to
1143 // leave a real trail on later frames
1144 e->persistent.trail_allowed = true;
1145 VectorCopy(origin, e->persistent.trail_origin);
1151 CL_UpdateViewEntities
1154 void CL_UpdateViewEntities(void)
1157 // update any RENDER_VIEWMODEL entities to use the new view matrix
1158 for (i = 1;i < cl.num_entities;i++)
1160 if (cl.entities_active[i])
1162 entity_t *ent = cl.entities + i;
1163 if ((ent->render.flags & RENDER_VIEWMODEL) || ent->state_current.tagentity)
1164 CL_UpdateNetworkEntity(ent, 32, true);
1167 // and of course the engine viewmodel needs updating as well
1168 CL_UpdateNetworkEntity(&cl.viewent, 32, true);
1173 CL_UpdateNetworkCollisionEntities
1176 void CL_UpdateNetworkCollisionEntities(void)
1181 // start on the entity after the world
1182 cl.num_brushmodel_entities = 0;
1183 for (i = cl.maxclients + 1;i < cl.num_entities;i++)
1185 if (cl.entities_active[i])
1187 ent = cl.entities + i;
1188 if (ent->state_current.active && ent->render.model && ent->render.model->name[0] == '*' && ent->render.model->TraceBox)
1190 // do not interpolate the bmodels for this
1191 CL_UpdateNetworkEntity(ent, 32, false);
1192 cl.brushmodel_entities[cl.num_brushmodel_entities++] = i;
1200 CL_UpdateNetworkEntities
1203 void CL_UpdateNetworkEntities(void)
1208 // start on the entity after the world
1209 for (i = 1;i < cl.num_entities;i++)
1211 if (cl.entities_active[i])
1213 ent = cl.entities + i;
1214 if (ent->state_current.active)
1216 CL_UpdateNetworkEntity(ent, 32, true);
1217 // view models should never create light/trails
1218 if (!(ent->render.flags & RENDER_VIEWMODEL))
1219 CL_UpdateNetworkEntityTrail(ent);
1222 cl.entities_active[i] = false;
1227 void CL_UpdateViewModel(void)
1231 ent->state_previous = ent->state_current;
1232 ent->state_current = defaultstate;
1233 ent->state_current.time = cl.time;
1234 ent->state_current.number = (unsigned short)-1;
1235 ent->state_current.active = true;
1236 ent->state_current.modelindex = cl.stats[STAT_WEAPON];
1237 ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
1238 ent->state_current.flags = RENDER_VIEWMODEL;
1239 if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
1240 ent->state_current.modelindex = 0;
1241 else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
1243 if (gamemode == GAME_TRANSFUSION)
1244 ent->state_current.alpha = 128;
1246 ent->state_current.modelindex = 0;
1248 ent->state_current.alpha = cl.entities[cl.viewentity].state_current.alpha;
1249 ent->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB));
1251 // reset animation interpolation on weaponmodel if model changed
1252 if (ent->state_previous.modelindex != ent->state_current.modelindex)
1254 ent->render.framegroupblend[0].frame = ent->render.framegroupblend[1].frame = ent->state_current.frame;
1255 ent->render.framegroupblend[0].start = ent->render.framegroupblend[1].start = cl.time;
1256 ent->render.framegroupblend[0].lerp = 1;ent->render.framegroupblend[1].lerp = 0;
1258 CL_UpdateNetworkEntity(ent, 32, true);
1261 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
1262 void CL_LinkNetworkEntity(entity_t *e)
1264 effectnameindex_t trailtype;
1269 // skip inactive entities and world
1270 if (!e->state_current.active || e == cl.entities)
1272 if (e->state_current.tagentity)
1274 // if the tag entity is currently impossible, skip it
1275 if (e->state_current.tagentity >= cl.num_entities)
1277 // if the tag entity is inactive, skip it
1278 if (!cl.entities[e->state_current.tagentity].state_current.active)
1282 // create entity dlights associated with this entity
1283 if (e->render.model && e->render.model->soundfromcenter)
1285 // bmodels are treated specially since their origin is usually '0 0 0'
1287 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1288 Matrix4x4_Transform(&e->render.matrix, o, origin);
1291 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1292 trailtype = EFFECT_NONE;
1297 // LordHavoc: if the entity has no effects, don't check each
1298 if (e->render.effects & (EF_BRIGHTFIELD | EF_DIMLIGHT | EF_BRIGHTLIGHT | EF_RED | EF_BLUE | EF_FLAME | EF_STARDUST))
1300 if (e->render.effects & EF_BRIGHTFIELD)
1302 if (gamemode == GAME_NEXUIZ)
1303 trailtype = EFFECT_TR_NEXUIZPLASMA;
1305 if (e->render.effects & EF_DIMLIGHT)
1307 dlightradius = max(dlightradius, 200);
1308 dlightcolor[0] += 1.50f;
1309 dlightcolor[1] += 1.50f;
1310 dlightcolor[2] += 1.50f;
1312 if (e->render.effects & EF_BRIGHTLIGHT)
1314 dlightradius = max(dlightradius, 400);
1315 dlightcolor[0] += 3.00f;
1316 dlightcolor[1] += 3.00f;
1317 dlightcolor[2] += 3.00f;
1319 // LordHavoc: more effects
1320 if (e->render.effects & EF_RED) // red
1322 dlightradius = max(dlightradius, 200);
1323 dlightcolor[0] += 1.50f;
1324 dlightcolor[1] += 0.15f;
1325 dlightcolor[2] += 0.15f;
1327 if (e->render.effects & EF_BLUE) // blue
1329 dlightradius = max(dlightradius, 200);
1330 dlightcolor[0] += 0.15f;
1331 dlightcolor[1] += 0.15f;
1332 dlightcolor[2] += 1.50f;
1334 if (e->render.effects & EF_FLAME)
1335 CL_ParticleTrail(EFFECT_EF_FLAME, 0, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false);
1336 if (e->render.effects & EF_STARDUST)
1337 CL_ParticleTrail(EFFECT_EF_STARDUST, 0, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false);
1339 // muzzleflash fades over time, and is offset a bit
1340 if (e->persistent.muzzleflash > 0 && r_refdef.scene.numlights < MAX_DLIGHTS)
1345 matrix4x4_t tempmatrix;
1346 Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
1347 trace = CL_Move(origin, vec3_origin, vec3_origin, v2, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, true, false, NULL, false);
1348 Matrix4x4_Normalize(&tempmatrix, &e->render.matrix);
1349 Matrix4x4_SetOrigin(&tempmatrix, trace.endpos[0], trace.endpos[1], trace.endpos[2]);
1350 Matrix4x4_Scale(&tempmatrix, 150, 1);
1351 VectorSet(color, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f);
1352 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);
1353 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights++];
1355 // LordHavoc: if the model has no flags, don't check each
1356 if (e->render.model && e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1358 if (e->render.effects & EF_GIB)
1359 trailtype = EFFECT_TR_BLOOD;
1360 else if (e->render.effects & EF_ZOMGIB)
1361 trailtype = EFFECT_TR_SLIGHTBLOOD;
1362 else if (e->render.effects & EF_TRACER)
1363 trailtype = EFFECT_TR_WIZSPIKE;
1364 else if (e->render.effects & EF_TRACER2)
1365 trailtype = EFFECT_TR_KNIGHTSPIKE;
1366 else if (e->render.effects & EF_ROCKET)
1367 trailtype = EFFECT_TR_ROCKET;
1368 else if (e->render.effects & EF_GRENADE)
1370 // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1371 trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1373 else if (e->render.effects & EF_TRACER3)
1374 trailtype = EFFECT_TR_VORESPIKE;
1376 // LordHavoc: customizable glow
1377 if (e->state_current.glowsize)
1379 // * 4 for the expansion from 0-255 to 0-1023 range,
1380 // / 255 to scale down byte colors
1381 dlightradius = max(dlightradius, e->state_current.glowsize * 4);
1382 VectorMA(dlightcolor, (1.0f / 255.0f), palette_rgb[e->state_current.glowcolor], dlightcolor);
1385 if ((e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) && r_refdef.scene.numlights < MAX_DLIGHTS)
1387 matrix4x4_t dlightmatrix;
1389 VectorScale(e->state_current.light, (1.0f / 256.0f), light);
1390 light[3] = e->state_current.light[3];
1391 if (light[0] == 0 && light[1] == 0 && light[2] == 0)
1392 VectorSet(light, 1, 1, 1);
1395 // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
1396 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1397 Matrix4x4_Scale(&dlightmatrix, light[3], 1);
1398 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);
1399 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights++];
1401 // make the glow dlight
1402 else if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL) && r_refdef.scene.numlights < MAX_DLIGHTS)
1404 matrix4x4_t dlightmatrix;
1405 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1406 // hack to make glowing player light shine on their gun
1407 //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
1408 // Matrix4x4_AdjustOrigin(&dlightmatrix, 0, 0, 30);
1409 Matrix4x4_Scale(&dlightmatrix, dlightradius, 1);
1410 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);
1411 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights++];
1414 if (e->render.flags & RENDER_GLOWTRAIL)
1415 trailtype = EFFECT_TR_GLOWTRAIL;
1417 CL_ParticleTrail(trailtype, 0, origin, origin, vec3_origin, vec3_origin, NULL, e->state_current.glowcolor, true, false);
1419 // don't show viewmodels in certain situations
1420 if (e->render.flags & RENDER_VIEWMODEL)
1421 if (!r_drawviewmodel.integer || chase_active.integer || r_refdef.envmap)
1423 // don't show entities with no modelindex (note: this still shows
1424 // entities which have a modelindex that resolved to a NULL model)
1425 if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.scene.numentities < r_refdef.scene.maxentities)
1426 r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
1427 //if (cl.viewentity && e->state_current.number == cl.viewentity)
1428 // Matrix4x4_Print(&e->render.matrix);
1431 void CL_RelinkWorld(void)
1433 entity_t *ent = &cl.entities[0];
1434 // FIXME: this should be done at load
1435 ent->render.matrix = identitymatrix;
1436 ent->render.flags = RENDER_SHADOW;
1437 if (!r_fullbright.integer)
1438 ent->render.flags |= RENDER_LIGHT;
1439 VectorSet(ent->render.colormod, 1, 1, 1);
1440 CL_UpdateRenderEntity(&ent->render);
1441 r_refdef.scene.worldentity = &ent->render;
1442 r_refdef.scene.worldmodel = cl.worldmodel;
1445 static void CL_RelinkStaticEntities(void)
1449 for (i = 0, e = cl.static_entities;i < cl.num_static_entities && r_refdef.scene.numentities < r_refdef.scene.maxentities;i++, e++)
1451 e->render.flags = 0;
1452 // if the model was not loaded when the static entity was created we
1453 // need to re-fetch the model pointer
1454 e->render.model = cl.model_precache[e->state_baseline.modelindex];
1455 // either fullbright or lit
1456 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1457 e->render.flags |= RENDER_LIGHT;
1458 // hide player shadow during intermission or nehahra movie
1459 if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST)) && (e->render.alpha >= 1))
1460 e->render.flags |= RENDER_SHADOW;
1461 VectorSet(e->render.colormod, 1, 1, 1);
1462 R_LerpAnimation(&e->render);
1463 CL_UpdateRenderEntity(&e->render);
1464 r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
1473 static void CL_RelinkNetworkEntities(void)
1478 // start on the entity after the world
1479 for (i = 1;i < cl.num_entities;i++)
1481 if (cl.entities_active[i])
1483 ent = cl.entities + i;
1484 if (ent->state_current.active)
1485 CL_LinkNetworkEntity(ent);
1487 cl.entities_active[i] = false;
1492 static void CL_RelinkEffects(void)
1496 entity_render_t *entrender;
1499 for (i = 0, e = cl.effects;i < cl.num_effects;i++, e++)
1503 frame = (cl.time - e->starttime) * e->framerate + e->startframe;
1504 intframe = (int)frame;
1505 if (intframe < 0 || intframe >= e->endframe)
1507 memset(e, 0, sizeof(*e));
1508 while (cl.num_effects > 0 && !cl.effects[cl.num_effects - 1].active)
1513 if (intframe != e->frame)
1515 e->frame = intframe;
1516 e->frame1time = e->frame2time;
1517 e->frame2time = cl.time;
1520 // if we're drawing effects, get a new temp entity
1521 // (NewTempEntity adds it to the render entities list for us)
1522 if (r_draweffects.integer && (entrender = CL_NewTempEntity(e->starttime)))
1524 // interpolation stuff
1525 entrender->framegroupblend[0].frame = intframe;
1526 entrender->framegroupblend[0].lerp = 1 - frame - intframe;
1527 entrender->framegroupblend[0].start = e->frame1time;
1528 if (intframe + 1 >= e->endframe)
1530 entrender->framegroupblend[1].frame = 0; // disappear
1531 entrender->framegroupblend[1].lerp = 0;
1532 entrender->framegroupblend[1].start = 0;
1536 entrender->framegroupblend[1].frame = intframe + 1;
1537 entrender->framegroupblend[1].lerp = frame - intframe;
1538 entrender->framegroupblend[1].start = e->frame2time;
1542 if(e->modelindex < MAX_MODELS)
1543 entrender->model = cl.model_precache[e->modelindex];
1545 entrender->model = cl.csqc_model_precache[-(e->modelindex+1)];
1546 entrender->alpha = 1;
1547 VectorSet(entrender->colormod, 1, 1, 1);
1549 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
1550 CL_UpdateRenderEntity(entrender);
1556 void CL_Beam_CalculatePositions(const beam_t *b, vec3_t start, vec3_t end)
1558 VectorCopy(b->start, start);
1559 VectorCopy(b->end, end);
1561 // if coming from the player, update the start position
1562 if (b->entity == cl.viewentity)
1564 if (cl_beams_quakepositionhack.integer && !chase_active.integer)
1566 // LordHavoc: this is a stupid hack from Quake that makes your
1567 // lightning appear to come from your waist and cover less of your
1569 // in Quake this hack was applied to all players (causing the
1570 // infamous crotch-lightning), but in darkplaces and QuakeWorld it
1571 // only applies to your own lightning, and only in first person
1572 Matrix4x4_OriginFromMatrix(&cl.entities[cl.viewentity].render.matrix, start);
1574 if (cl_beams_instantaimhack.integer)
1576 vec3_t dir, localend;
1578 // LordHavoc: this updates the beam direction to match your
1580 VectorSubtract(end, start, dir);
1581 len = VectorLength(dir);
1582 VectorNormalize(dir);
1583 VectorSet(localend, len, 0, 0);
1584 Matrix4x4_Transform(&r_refdef.view.matrix, localend, end);
1589 void CL_RelinkBeams(void)
1593 vec3_t dist, org, start, end;
1595 entity_render_t *entrender;
1598 matrix4x4_t tempmatrix;
1600 for (i = 0, b = cl.beams;i < cl.num_beams;i++, b++)
1604 if (b->endtime < cl.time)
1610 CL_Beam_CalculatePositions(b, start, end);
1614 if (cl_beams_lightatend.integer && r_refdef.scene.numlights < MAX_DLIGHTS)
1616 // FIXME: create a matrix from the beam start/end orientation
1618 VectorSet(dlightcolor, 0.3, 0.7, 1);
1619 Matrix4x4_CreateFromQuakeEntity(&tempmatrix, end[0], end[1], end[2], 0, 0, 0, 200);
1620 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);
1621 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights++];
1623 if (cl_beams_polygons.integer)
1627 // calculate pitch and yaw
1628 // (this is similar to the QuakeC builtin function vectoangles)
1629 VectorSubtract(end, start, dist);
1630 if (dist[1] == 0 && dist[0] == 0)
1640 yaw = atan2(dist[1], dist[0]) * 180 / M_PI;
1644 forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1645 pitch = atan2(dist[2], forward) * 180 / M_PI;
1650 // add new entities for the lightning
1651 VectorCopy (start, org);
1652 d = VectorNormalizeLength(dist);
1655 entrender = CL_NewTempEntity (0);
1658 //VectorCopy (org, ent->render.origin);
1659 entrender->model = b->model;
1660 //ent->render.effects = EF_FULLBRIGHT;
1661 //ent->render.angles[0] = pitch;
1662 //ent->render.angles[1] = yaw;
1663 //ent->render.angles[2] = rand()%360;
1664 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1665 CL_UpdateRenderEntity(entrender);
1666 VectorMA(org, 30, dist, org);
1671 while (cl.num_beams > 0 && !cl.beams[cl.num_beams - 1].model)
1675 static void CL_RelinkQWNails(void)
1679 entity_render_t *entrender;
1681 for (i = 0;i < cl.qw_num_nails;i++)
1685 // if we're drawing effects, get a new temp entity
1686 // (NewTempEntity adds it to the render entities list for us)
1687 if (!(entrender = CL_NewTempEntity(0)))
1691 entrender->model = cl.model_precache[cl.qw_modelindex_spike];
1692 entrender->alpha = 1;
1693 VectorSet(entrender->colormod, 1, 1, 1);
1695 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1);
1696 CL_UpdateRenderEntity(entrender);
1700 void CL_LerpPlayer(float frac)
1704 cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
1705 for (i = 0;i < 3;i++)
1707 cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
1708 cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
1709 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
1712 // interpolate the angles if playing a demo or spectating someone
1713 if (cls.demoplayback || cl.fixangle[0])
1715 for (i = 0;i < 3;i++)
1717 float d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
1722 cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
1727 void CSQC_RelinkAllEntities (int drawmask)
1731 CL_RelinkStaticEntities();
1736 if (drawmask & ENTMASK_ENGINE)
1738 CL_RelinkNetworkEntities();
1739 if (drawmask & ENTMASK_ENGINEVIEWMODELS)
1740 CL_LinkNetworkEntity(&cl.viewent); // link gun model
1744 // update view blend
1752 Update client game world for a new frame
1755 void CL_UpdateWorld(void)
1757 r_refdef.scene.extraupdate = !r_speeds.integer;
1758 r_refdef.scene.numentities = 0;
1759 r_refdef.scene.numlights = 0;
1760 r_refdef.view.matrix = identitymatrix;
1761 r_refdef.view.quality = 1;
1763 cl.num_brushmodel_entities = 0;
1765 if (cls.state == ca_connected && cls.signon == SIGNONS)
1767 // prepare for a new frame
1768 CL_LerpPlayer(CL_LerpPoint());
1769 CL_DecayLightFlashes();
1770 CL_ClearTempEntities();
1774 // if prediction is enabled we have to update all the collidable
1775 // network entities before the prediction code can be run
1776 CL_UpdateNetworkCollisionEntities();
1778 // now update the player prediction
1779 CL_ClientMovement_Replay();
1781 // update the player entity (which may be predicted)
1782 CL_UpdateNetworkEntity(cl.entities + cl.viewentity, 32, true);
1784 // now update the view (which depends on that player entity)
1787 // now update all the network entities and create particle trails
1788 // (some entities may depend on the view)
1789 CL_UpdateNetworkEntities();
1791 // update the engine-based viewmodel
1792 CL_UpdateViewModel();
1794 CL_RelinkLightFlashes();
1795 CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS);
1797 // decals, particles, and explosions will be updated during rneder
1800 r_refdef.scene.time = cl.time;
1803 // LordHavoc: pausedemo command
1804 static void CL_PauseDemo_f (void)
1806 cls.demopaused = !cls.demopaused;
1808 Con_Print("Demo paused\n");
1810 Con_Print("Demo unpaused\n");
1814 ======================
1816 ======================
1818 static void CL_Fog_f (void)
1820 if (Cmd_Argc () == 1)
1822 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);
1825 r_refdef.fog_start = 0;
1826 r_refdef.fog_end = 16384;
1827 r_refdef.fog_alpha = 1;
1829 r_refdef.fog_density = atof(Cmd_Argv(1));
1831 r_refdef.fog_red = atof(Cmd_Argv(2));
1833 r_refdef.fog_green = atof(Cmd_Argv(3));
1835 r_refdef.fog_blue = atof(Cmd_Argv(4));
1837 r_refdef.fog_alpha = atof(Cmd_Argv(5));
1839 r_refdef.fog_start = atof(Cmd_Argv(6));
1841 r_refdef.fog_end = atof(Cmd_Argv(7));
1845 ====================
1848 For program optimization
1849 ====================
1851 static void CL_TimeRefresh_f (void)
1854 float timestart, timedelta;
1856 r_refdef.scene.extraupdate = false;
1858 timestart = Sys_DoubleTime();
1859 for (i = 0;i < 128;i++)
1861 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);
1862 r_refdef.view.quality = 1;
1865 timedelta = Sys_DoubleTime() - timestart;
1867 Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
1870 void CL_AreaStats_f(void)
1872 World_PrintAreaStats(&cl.world, "client");
1875 cl_locnode_t *CL_Locs_FindNearest(const vec3_t point)
1880 vec3_t nearestpoint;
1881 vec_t dist, bestdist;
1884 for (loc = cl.locnodes;loc;loc = loc->next)
1886 for (i = 0;i < 3;i++)
1887 nearestpoint[i] = bound(loc->mins[i], point[i], loc->maxs[i]);
1888 dist = VectorDistance2(nearestpoint, point);
1889 if (bestdist > dist || !best)
1900 void CL_Locs_FindLocationName(char *buffer, size_t buffersize, vec3_t point)
1903 loc = CL_Locs_FindNearest(point);
1905 strlcpy(buffer, loc->name, buffersize);
1907 dpsnprintf(buffer, buffersize, "LOC=%.0f:%.0f:%.0f", point[0], point[1], point[2]);
1910 void CL_Locs_FreeNode(cl_locnode_t *node)
1912 cl_locnode_t **pointer, **next;
1913 for (pointer = &cl.locnodes;*pointer;pointer = next)
1915 next = &(*pointer)->next;
1916 if (*pointer == node)
1918 *pointer = node->next;
1923 Con_Printf("CL_Locs_FreeNode: no such node! (%p)\n", (void *)node);
1926 void CL_Locs_AddNode(vec3_t mins, vec3_t maxs, const char *name)
1928 cl_locnode_t *node, **pointer;
1932 namelen = strlen(name);
1933 node = (cl_locnode_t *) Mem_Alloc(cls.levelmempool, sizeof(cl_locnode_t) + namelen + 1);
1934 VectorSet(node->mins, min(mins[0], maxs[0]), min(mins[1], maxs[1]), min(mins[2], maxs[2]));
1935 VectorSet(node->maxs, max(mins[0], maxs[0]), max(mins[1], maxs[1]), max(mins[2], maxs[2]));
1936 node->name = (char *)(node + 1);
1937 memcpy(node->name, name, namelen);
1938 node->name[namelen] = 0;
1939 // link it into the tail of the list to preserve the order
1940 for (pointer = &cl.locnodes;*pointer;pointer = &(*pointer)->next)
1945 void CL_Locs_Add_f(void)
1948 if (Cmd_Argc() != 5 && Cmd_Argc() != 8)
1950 Con_Printf("usage: %s x y z[ x y z] name\n", Cmd_Argv(0));
1953 mins[0] = atof(Cmd_Argv(1));
1954 mins[1] = atof(Cmd_Argv(2));
1955 mins[2] = atof(Cmd_Argv(3));
1956 if (Cmd_Argc() == 8)
1958 maxs[0] = atof(Cmd_Argv(4));
1959 maxs[1] = atof(Cmd_Argv(5));
1960 maxs[2] = atof(Cmd_Argv(6));
1961 CL_Locs_AddNode(mins, maxs, Cmd_Argv(7));
1964 CL_Locs_AddNode(mins, mins, Cmd_Argv(4));
1967 void CL_Locs_RemoveNearest_f(void)
1970 loc = CL_Locs_FindNearest(r_refdef.view.origin);
1972 CL_Locs_FreeNode(loc);
1974 Con_Printf("no loc point or box found for your location\n");
1977 void CL_Locs_Clear_f(void)
1980 CL_Locs_FreeNode(cl.locnodes);
1983 void CL_Locs_Save_f(void)
1987 char locfilename[MAX_QPATH];
1990 Con_Printf("No loc points/boxes exist!\n");
1993 if (cls.state != ca_connected || !cl.worldmodel)
1995 Con_Printf("No level loaded!\n");
1998 FS_StripExtension(cl.worldmodel->name, locfilename, sizeof(locfilename));
1999 strlcat(locfilename, ".loc", sizeof(locfilename));
2001 outfile = FS_OpenRealFile(locfilename, "w", false);
2004 // if any boxes are used then this is a proquake-format loc file, which
2005 // allows comments, so add some relevant information at the start
2006 for (loc = cl.locnodes;loc;loc = loc->next)
2007 if (!VectorCompare(loc->mins, loc->maxs))
2011 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);
2012 for (loc = cl.locnodes;loc;loc = loc->next)
2013 if (VectorCompare(loc->mins, loc->maxs))
2016 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");
2018 for (loc = cl.locnodes;loc;loc = loc->next)
2020 if (VectorCompare(loc->mins, loc->maxs))
2024 const char *in = loc->name;
2025 char name[MAX_INPUTLINE];
2026 for (len = 0;len < (int)sizeof(name) - 1 && *in;)
2028 if (*in == ' ') {s = "$loc_name_separator";in++;}
2029 else if (!strncmp(in, "SSG", 3)) {s = "$loc_name_ssg";in += 3;}
2030 else if (!strncmp(in, "NG", 2)) {s = "$loc_name_ng";in += 2;}
2031 else if (!strncmp(in, "SNG", 3)) {s = "$loc_name_sng";in += 3;}
2032 else if (!strncmp(in, "GL", 2)) {s = "$loc_name_gl";in += 2;}
2033 else if (!strncmp(in, "RL", 2)) {s = "$loc_name_rl";in += 2;}
2034 else if (!strncmp(in, "LG", 2)) {s = "$loc_name_lg";in += 2;}
2035 else if (!strncmp(in, "GA", 2)) {s = "$loc_name_ga";in += 2;}
2036 else if (!strncmp(in, "YA", 2)) {s = "$loc_name_ya";in += 2;}
2037 else if (!strncmp(in, "RA", 2)) {s = "$loc_name_ra";in += 2;}
2038 else if (!strncmp(in, "MEGA", 4)) {s = "$loc_name_mh";in += 4;}
2042 while (len < (int)sizeof(name) - 1 && *s)
2046 name[len++] = *in++;
2049 FS_Printf(outfile, "%.0f %.0f %.0f %s\n", loc->mins[0]*8, loc->mins[1]*8, loc->mins[2]*8, name);
2052 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);
2057 void CL_Locs_Reload_f(void)
2059 int i, linenumber, limit, len;
2061 char *filedata, *text, *textend, *linestart, *linetext, *lineend;
2062 fs_offset_t filesize;
2064 char locfilename[MAX_QPATH];
2065 char name[MAX_INPUTLINE];
2067 if (cls.state != ca_connected || !cl.worldmodel)
2069 Con_Printf("No level loaded!\n");
2075 // try maps/something.loc first (LordHavoc: where I think they should be)
2076 FS_StripExtension(cl.worldmodel->name, locfilename, sizeof(locfilename));
2077 strlcat(locfilename, ".loc", sizeof(locfilename));
2078 filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2081 // try proquake name as well (LordHavoc: I hate path mangling)
2082 FS_StripExtension(va("locs/%s", FS_FileWithoutPath(cl.worldmodel->name)), locfilename, sizeof(locfilename));
2083 strlcat(locfilename, ".loc", sizeof(locfilename));
2084 filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2089 textend = filedata + filesize;
2090 for (linenumber = 1;text < textend;linenumber++)
2093 for (;text < textend && *text != '\r' && *text != '\n';text++)
2096 if (text + 1 < textend && *text == '\r' && text[1] == '\n')
2100 // trim trailing whitespace
2101 while (lineend > linestart && ISWHITESPACE(lineend[-1]))
2103 // trim leading whitespace
2104 while (linestart < lineend && ISWHITESPACE(*linestart))
2106 // check if this is a comment
2107 if (linestart + 2 <= lineend && !strncmp(linestart, "//", 2))
2109 linetext = linestart;
2111 for (i = 0;i < limit;i++)
2113 if (linetext >= lineend)
2115 // note: a missing number is interpreted as 0
2117 mins[i] = atof(linetext);
2119 maxs[i - 3] = atof(linetext);
2120 // now advance past the number
2121 while (linetext < lineend && !ISWHITESPACE(*linetext) && *linetext != ',')
2123 // advance through whitespace
2124 if (linetext < lineend)
2126 if (*linetext == ',')
2130 // note: comma can be followed by whitespace
2132 if (ISWHITESPACE(*linetext))
2135 while (linetext < lineend && ISWHITESPACE(*linetext))
2140 // if this is a quoted name, remove the quotes
2143 if (linetext >= lineend || *linetext != '"')
2144 continue; // proquake location names are always quoted
2147 len = min(lineend - linetext, (int)sizeof(name) - 1);
2148 memcpy(name, linetext, len);
2150 // add the box to the list
2151 CL_Locs_AddNode(mins, maxs, name);
2153 // if a point was parsed, it needs to be scaled down by 8 (since
2154 // point-based loc files were invented by a proxy which dealt
2155 // directly with quake protocol coordinates, which are *8), turn
2159 // interpret silly fuhquake macros
2160 for (len = 0;len < (int)sizeof(name) - 1 && linetext < lineend;)
2162 if (*linetext == '$')
2164 if (linetext + 18 <= lineend && !strncmp(linetext, "$loc_name_separator", 19)) {s = " ";linetext += 19;}
2165 else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_ssg", 13)) {s = "SSG";linetext += 13;}
2166 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ng", 12)) {s = "NG";linetext += 12;}
2167 else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_sng", 13)) {s = "SNG";linetext += 13;}
2168 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_gl", 12)) {s = "GL";linetext += 12;}
2169 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_rl", 12)) {s = "RL";linetext += 12;}
2170 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_lg", 12)) {s = "LG";linetext += 12;}
2171 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ga", 12)) {s = "GA";linetext += 12;}
2172 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ya", 12)) {s = "YA";linetext += 12;}
2173 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ra", 12)) {s = "RA";linetext += 12;}
2174 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_mh", 12)) {s = "MEGA";linetext += 12;}
2178 while (len < (int)sizeof(name) - 1 && *s)
2183 name[len++] = *linetext++;
2186 // add the point to the list
2187 VectorScale(mins, (1.0 / 8.0), mins);
2188 CL_Locs_AddNode(mins, mins, name);
2200 void CL_Shutdown (void)
2202 CL_Screen_Shutdown();
2203 CL_Particles_Shutdown();
2204 CL_Parse_Shutdown();
2206 Mem_FreePool (&cls.permanentmempool);
2207 Mem_FreePool (&cls.levelmempool);
2217 cls.levelmempool = Mem_AllocPool("client (per-level memory)", 0, NULL);
2218 cls.permanentmempool = Mem_AllocPool("client (long term memory)", 0, NULL);
2220 memset(&r_refdef, 0, sizeof(r_refdef));
2221 // max entities sent to renderer per frame
2222 r_refdef.scene.maxentities = MAX_EDICTS + 256 + 512;
2223 r_refdef.scene.entities = (entity_render_t **)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t *) * r_refdef.scene.maxentities);
2225 r_refdef.scene.maxtempentities = 4096; // FIXME: make this grow
2226 r_refdef.scene.tempentities = (entity_render_t *)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t) * r_refdef.scene.maxtempentities);
2231 // register our commands
2233 Cvar_RegisterVariable (&cl_upspeed);
2234 Cvar_RegisterVariable (&cl_forwardspeed);
2235 Cvar_RegisterVariable (&cl_backspeed);
2236 Cvar_RegisterVariable (&cl_sidespeed);
2237 Cvar_RegisterVariable (&cl_movespeedkey);
2238 Cvar_RegisterVariable (&cl_yawspeed);
2239 Cvar_RegisterVariable (&cl_pitchspeed);
2240 Cvar_RegisterVariable (&cl_anglespeedkey);
2241 Cvar_RegisterVariable (&cl_shownet);
2242 Cvar_RegisterVariable (&cl_nolerp);
2243 Cvar_RegisterVariable (&cl_deathfade);
2244 Cvar_RegisterVariable (&lookspring);
2245 Cvar_RegisterVariable (&lookstrafe);
2246 Cvar_RegisterVariable (&sensitivity);
2247 Cvar_RegisterVariable (&freelook);
2249 Cvar_RegisterVariable (&m_pitch);
2250 Cvar_RegisterVariable (&m_yaw);
2251 Cvar_RegisterVariable (&m_forward);
2252 Cvar_RegisterVariable (&m_side);
2254 Cvar_RegisterVariable (&cl_itembobspeed);
2255 Cvar_RegisterVariable (&cl_itembobheight);
2257 Cmd_AddCommand ("entities", CL_PrintEntities_f, "print information on network entities known to client");
2258 Cmd_AddCommand ("disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
2259 Cmd_AddCommand ("record", CL_Record_f, "record a demo");
2260 Cmd_AddCommand ("stop", CL_Stop_f, "stop recording or playing a demo");
2261 Cmd_AddCommand ("playdemo", CL_PlayDemo_f, "watch a demo file");
2262 Cmd_AddCommand ("timedemo", CL_TimeDemo_f, "play back a demo as fast as possible and save statistics to benchmark.log");
2264 // Support Client-side Model Index List
2265 Cmd_AddCommand ("cl_modelindexlist", CL_ModelIndexList_f, "list information on all models in the client modelindex");
2266 // Support Client-side Sound Index List
2267 Cmd_AddCommand ("cl_soundindexlist", CL_SoundIndexList_f, "list all sounds in the client soundindex");
2269 Cvar_RegisterVariable (&cl_autodemo);
2270 Cvar_RegisterVariable (&cl_autodemo_nameformat);
2272 Cmd_AddCommand ("fog", CL_Fog_f, "set global fog parameters (density red green blue [alpha [mindist maxdist]])");
2274 // LordHavoc: added pausedemo
2275 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)");
2277 Cmd_AddCommand ("cl_areastats", CL_AreaStats_f, "prints statistics on entity culling during collision traces");
2279 Cvar_RegisterVariable(&r_draweffects);
2280 Cvar_RegisterVariable(&cl_explosions_alpha_start);
2281 Cvar_RegisterVariable(&cl_explosions_alpha_end);
2282 Cvar_RegisterVariable(&cl_explosions_size_start);
2283 Cvar_RegisterVariable(&cl_explosions_size_end);
2284 Cvar_RegisterVariable(&cl_explosions_lifetime);
2285 Cvar_RegisterVariable(&cl_stainmaps);
2286 Cvar_RegisterVariable(&cl_stainmaps_clearonload);
2287 Cvar_RegisterVariable(&cl_beams_polygons);
2288 Cvar_RegisterVariable(&cl_beams_quakepositionhack);
2289 Cvar_RegisterVariable(&cl_beams_instantaimhack);
2290 Cvar_RegisterVariable(&cl_beams_lightatend);
2291 Cvar_RegisterVariable(&cl_noplayershadow);
2292 Cvar_RegisterVariable(&cl_dlights_decayradius);
2293 Cvar_RegisterVariable(&cl_dlights_decaybrightness);
2295 Cvar_RegisterVariable(&cl_prydoncursor);
2297 Cvar_RegisterVariable(&cl_deathnoviewmodel);
2299 // for QW connections
2300 Cvar_RegisterVariable(&qport);
2301 Cvar_SetValueQuick(&qport, (rand() * RAND_MAX + rand()) & 0xffff);
2303 Cmd_AddCommand("timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs");
2305 Cvar_RegisterVariable(&cl_locs_enable);
2306 Cvar_RegisterVariable(&cl_locs_show);
2307 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)");
2308 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)");
2309 Cmd_AddCommand("locs_clear", CL_Locs_Clear_f, "remove all loc points/boxes");
2310 Cmd_AddCommand("locs_reload", CL_Locs_Reload_f, "reload .loc file for this map");
2311 Cmd_AddCommand("locs_save", CL_Locs_Save_f, "save .loc file for this map containing currently defined points and boxes");
2314 CL_Particles_Init();