2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
20 // cl_main.c -- client main loop
23 #include "cl_collision.h"
31 // we need to declare some mouse variables here, because the menu system
32 // references them even when on a unix system.
34 cvar_t csqc_progname = {0, "csqc_progname","csprogs.dat","name of csprogs.dat file to load"};
35 cvar_t csqc_progcrc = {CVAR_READONLY, "csqc_progcrc","-1","CRC of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1"};
36 cvar_t csqc_progsize = {CVAR_READONLY, "csqc_progsize","-1","file size of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1"};
38 cvar_t cl_shownet = {0, "cl_shownet","0","1 = print packet size, 2 = print packet message list"};
39 cvar_t cl_nolerp = {0, "cl_nolerp", "0","network update smoothing"};
41 cvar_t cl_itembobheight = {0, "cl_itembobheight", "0","how much items bob up and down (try 8)"};
42 cvar_t cl_itembobspeed = {0, "cl_itembobspeed", "0.5","how frequently items bob up and down"};
44 cvar_t lookspring = {CVAR_SAVE, "lookspring","0","returns pitch to level with the floor when no longer holding a pitch key"};
45 cvar_t lookstrafe = {CVAR_SAVE, "lookstrafe","0","move instead of turning"};
46 cvar_t sensitivity = {CVAR_SAVE, "sensitivity","3","mouse speed multiplier"};
48 cvar_t m_pitch = {CVAR_SAVE, "m_pitch","0.022","mouse pitch speed multiplier"};
49 cvar_t m_yaw = {CVAR_SAVE, "m_yaw","0.022","mouse yaw speed multiplier"};
50 cvar_t m_forward = {CVAR_SAVE, "m_forward","1","mouse forward speed multiplier"};
51 cvar_t m_side = {CVAR_SAVE, "m_side","0.8","mouse side speed multiplier"};
53 cvar_t freelook = {CVAR_SAVE, "freelook", "1","mouse controls pitch instead of forward/back"};
55 cvar_t cl_autodemo = {CVAR_SAVE, "cl_autodemo", "0", "records every game played, using the date/time and map name to name the demo file" };
56 cvar_t cl_autodemo_nameformat = {CVAR_SAVE, "cl_autodemo_nameformat", "autodemos/%Y-%m-%d_%H-%M", "The format of the cl_autodemo filename, followed by the map name" };
58 cvar_t r_draweffects = {0, "r_draweffects", "1","renders temporary sprite effects"};
60 cvar_t cl_explosions_alpha_start = {CVAR_SAVE, "cl_explosions_alpha_start", "1.5","starting alpha of an explosion shell"};
61 cvar_t cl_explosions_alpha_end = {CVAR_SAVE, "cl_explosions_alpha_end", "0","end alpha of an explosion shell (just before it disappears)"};
62 cvar_t cl_explosions_size_start = {CVAR_SAVE, "cl_explosions_size_start", "16","starting size of an explosion shell"};
63 cvar_t cl_explosions_size_end = {CVAR_SAVE, "cl_explosions_size_end", "128","ending alpha of an explosion shell (just before it disappears)"};
64 cvar_t cl_explosions_lifetime = {CVAR_SAVE, "cl_explosions_lifetime", "0.5","how long an explosion shell lasts"};
66 cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "1","stains lightmaps, much faster than decals but blurred"};
67 cvar_t cl_stainmaps_clearonload = {CVAR_SAVE, "cl_stainmaps_clearonload", "1","clear stainmaps on map restart"};
69 cvar_t cl_beams_polygons = {CVAR_SAVE, "cl_beams_polygons", "1","use beam polygons instead of models"};
70 cvar_t cl_beams_quakepositionhack = {CVAR_SAVE, "cl_beams_quakepositionhack", "1", "makes your lightning gun appear to fire from your waist (as in Quake and QuakeWorld)"};
71 cvar_t cl_beams_instantaimhack = {CVAR_SAVE, "cl_beams_instantaimhack", "0", "makes your lightning gun aiming update instantly"};
72 cvar_t cl_beams_lightatend = {CVAR_SAVE, "cl_beams_lightatend", "0", "make a light at the end of the beam"};
74 cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0","hide player shadow"};
76 cvar_t cl_dlights_decayradius = {CVAR_SAVE, "cl_dlights_decayradius", "1", "reduces size of light flashes over time"};
77 cvar_t cl_dlights_decaybrightness = {CVAR_SAVE, "cl_dlights_decaybrightness", "1", "reduces brightness of light flashes over time"};
79 cvar_t qport = {0, "qport", "0", "identification key for playing on qw servers (allows you to maintain a connection to a quakeworld server even if your port changes)"};
81 cvar_t cl_prydoncursor = {0, "cl_prydoncursor", "0", "enables a mouse pointer which is able to click on entities in the world, useful for point and click mods, see PRYDON_CLIENTCURSOR extension in dpextensions.qc"};
83 cvar_t cl_deathnoviewmodel = {0, "cl_deathnoviewmodel", "1", "hides gun model when dead"};
85 cvar_t cl_locs_enable = {CVAR_SAVE, "locs_enable", "1", "enables replacement of certain % codes in chat messages: %l (location), %d (last death location), %h (health), %a (armor), %x (rockets), %c (cells), %r (rocket launcher status), %p (powerup status), %w (weapon status), %t (current time in level)"};
86 cvar_t cl_locs_show = {0, "locs_show", "0", "shows defined locations for editing purposes"};
91 #define MAX_PARTICLES 32768 // default max # of particles at one time
92 #define ABSOLUTE_MIN_PARTICLES 512 // no fewer than this no matter what's on the command line
100 void CL_ClearState(void)
105 // wipe the entire cl structure
106 Mem_EmptyPool(cls.levelmempool);
107 memset (&cl, 0, sizeof(cl));
111 // reset the view zoom interpolation
112 cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
114 // enable rendering of the world and such
115 cl.csqc_vidvars.drawworld = true;
116 cl.csqc_vidvars.drawenginesbar = true;
117 cl.csqc_vidvars.drawcrosshair = true;
119 // set up the float version of the stats array for easier access to float stats
120 cl.statsf = (float *)cl.stats;
123 cl.num_static_entities = 0;
124 cl.num_temp_entities = 0;
125 cl.num_brushmodel_entities = 0;
127 // tweak these if the game runs out
128 cl.max_entities = 256;
129 cl.max_static_entities = 256;
130 cl.max_temp_entities = 512;
131 cl.max_effects = 256;
133 cl.max_dlights = MAX_DLIGHTS;
134 cl.max_lightstyle = MAX_LIGHTSTYLES;
135 cl.max_brushmodel_entities = MAX_EDICTS;
136 cl.max_particles = MAX_PARTICLES;
138 // COMMANDLINEOPTION: Client: -particles <number> changes maximum number of particles at once, default 32768
139 i = COM_CheckParm ("-particles");
140 if (i && i < com_argc - 1)
142 cl.max_particles = (int)(atoi(com_argv[i+1]));
143 if (cl.max_particles < ABSOLUTE_MIN_PARTICLES)
144 cl.max_particles = ABSOLUTE_MIN_PARTICLES;
151 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
152 cl.entities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char));
153 cl.static_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_static_entities * sizeof(entity_t));
154 cl.temp_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_temp_entities * sizeof(entity_t));
155 cl.effects = (cl_effect_t *)Mem_Alloc(cls.levelmempool, cl.max_effects * sizeof(cl_effect_t));
156 cl.beams = (beam_t *)Mem_Alloc(cls.levelmempool, cl.max_beams * sizeof(beam_t));
157 cl.dlights = (dlight_t *)Mem_Alloc(cls.levelmempool, cl.max_dlights * sizeof(dlight_t));
158 cl.lightstyle = (lightstyle_t *)Mem_Alloc(cls.levelmempool, cl.max_lightstyle * sizeof(lightstyle_t));
159 cl.brushmodel_entities = (int *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(int));
160 cl.particles = (particle_t *) Mem_Alloc(cls.levelmempool, cl.max_particles * sizeof(particle_t));
162 // LordHavoc: have to set up the baseline info for alpha and other stuff
163 for (i = 0;i < cl.max_entities;i++)
165 cl.entities[i].state_baseline = defaultstate;
166 cl.entities[i].state_previous = defaultstate;
167 cl.entities[i].state_current = defaultstate;
170 if (gamemode == GAME_NEXUIZ)
172 VectorSet(cl.playerstandmins, -16, -16, -24);
173 VectorSet(cl.playerstandmaxs, 16, 16, 45);
174 VectorSet(cl.playercrouchmins, -16, -16, -24);
175 VectorSet(cl.playercrouchmaxs, 16, 16, 25);
179 VectorSet(cl.playerstandmins, -16, -16, -24);
180 VectorSet(cl.playerstandmaxs, 16, 16, 24);
181 VectorSet(cl.playercrouchmins, -16, -16, -24);
182 VectorSet(cl.playercrouchmaxs, 16, 16, 24);
185 // disable until we get textures for it
188 ent = &cl.entities[0];
189 // entire entity array was cleared, so just fill in a few fields
190 ent->state_current.active = true;
191 ent->render.model = cl.worldmodel = NULL; // no world model yet
192 ent->render.alpha = 1;
193 ent->render.colormap = -1; // no special coloring
194 ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
195 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, 0, 0, 0, 0, 0, 0, 1);
196 CL_UpdateRenderEntity(&ent->render);
198 // noclip is turned off at start
199 noclip_anglehack = false;
201 // mark all frames invalid for delta
202 memset(cl.qw_deltasequence, -1, sizeof(cl.qw_deltasequence));
204 // set bestweapon data back to Quake data
205 IN_BestWeapon_ResetData();
210 void CL_SetInfo(const char *key, const char *value, qboolean send, qboolean allowstarkey, qboolean allowmodel, qboolean quiet)
213 qboolean fail = false;
214 if (!allowstarkey && key[0] == '*')
216 if (!allowmodel && (!strcasecmp(key, "pmodel") || !strcasecmp(key, "emodel")))
218 for (i = 0;key[i];i++)
219 if (key[i] <= ' ' || key[i] == '\"')
221 for (i = 0;value[i];i++)
222 if (value[i] == '\r' || value[i] == '\n' || value[i] == '\"')
227 Con_Printf("Can't setinfo \"%s\" \"%s\"\n", key, value);
230 InfoString_SetValue(cls.userinfo, sizeof(cls.userinfo), key, value);
231 if (cls.state == ca_connected && cls.netcon)
233 if (cls.protocol == PROTOCOL_QUAKEWORLD)
235 MSG_WriteByte(&cls.netcon->message, qw_clc_stringcmd);
236 MSG_WriteString(&cls.netcon->message, va("setinfo \"%s\" \"%s\"", key, value));
238 else if (!strcasecmp(key, "name"))
240 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
241 MSG_WriteString(&cls.netcon->message, va("name \"%s\"", value));
243 else if (!strcasecmp(key, "playermodel"))
245 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
246 MSG_WriteString(&cls.netcon->message, va("playermodel \"%s\"", value));
248 else if (!strcasecmp(key, "playerskin"))
250 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
251 MSG_WriteString(&cls.netcon->message, va("playerskin \"%s\"", value));
253 else if (!strcasecmp(key, "topcolor"))
255 // don't send anything, the combined color code will be updated manually
257 else if (!strcasecmp(key, "bottomcolor"))
259 // don't send anything, the combined color code will be updated manually
261 else if (!strcasecmp(key, "rate"))
263 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
264 MSG_WriteString(&cls.netcon->message, va("rate \"%s\"", value));
269 void CL_ExpandEntities(int num)
271 int i, oldmaxentities;
272 entity_t *oldentities;
273 if (num >= cl.max_entities)
276 Sys_Error("CL_ExpandEntities: cl.entities not initialized");
277 if (num >= MAX_EDICTS)
278 Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
279 oldmaxentities = cl.max_entities;
280 oldentities = cl.entities;
281 cl.max_entities = (num & ~255) + 256;
282 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
283 memcpy(cl.entities, oldentities, oldmaxentities * sizeof(entity_t));
284 Mem_Free(oldentities);
285 for (i = oldmaxentities;i < cl.max_entities;i++)
287 cl.entities[i].state_baseline = defaultstate;
288 cl.entities[i].state_previous = defaultstate;
289 cl.entities[i].state_current = defaultstate;
294 void CL_VM_ShutDown (void);
296 =====================
299 Sends a disconnect message to the server
300 This is also called on Host_Error, so it shouldn't cause any errors
301 =====================
303 void CL_Disconnect(void)
305 if (cls.state == ca_dedicated)
308 Curl_Clear_forthismap();
310 Con_DPrintf("CL_Disconnect\n");
313 // stop sounds (especially looping!)
316 cl.parsingtextexpectingpingforscores = 0; // just in case no reply has come yet
318 // clear contents blends
319 cl.cshifts[0].percent = 0;
320 cl.cshifts[1].percent = 0;
321 cl.cshifts[2].percent = 0;
322 cl.cshifts[3].percent = 0;
324 cl.worldmodel = NULL;
326 CL_Parse_ErrorCleanUp();
328 if (cls.demoplayback)
333 unsigned char bufdata[8];
334 if (cls.demorecording)
337 // send disconnect message 3 times to improve chances of server
338 // receiving it (but it still fails sometimes)
339 memset(&buf, 0, sizeof(buf));
341 buf.maxsize = sizeof(bufdata);
342 if (cls.protocol == PROTOCOL_QUAKEWORLD)
344 Con_DPrint("Sending drop command\n");
345 MSG_WriteByte(&buf, qw_clc_stringcmd);
346 MSG_WriteString(&buf, "drop");
350 Con_DPrint("Sending clc_disconnect\n");
351 MSG_WriteByte(&buf, clc_disconnect);
353 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
354 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
355 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
356 NetConn_Close(cls.netcon);
359 cls.state = ca_disconnected;
361 cls.demoplayback = cls.timedemo = false;
365 void CL_Disconnect_f(void)
369 Host_ShutdownServer ();
376 =====================
377 CL_EstablishConnection
379 Host should be either "local" or a net address
380 =====================
382 void CL_EstablishConnection(const char *host)
384 if (cls.state == ca_dedicated)
387 // clear menu's connect error message
388 M_Update_Return_Reason("");
391 // stop demo loop in case this fails
392 if (cls.demoplayback)
395 // if downloads are running, cancel their finishing action
396 Curl_Clear_forthismap();
398 // make sure the client ports are open before attempting to connect
399 NetConn_UpdateSockets();
401 // run a network frame
402 //NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
404 if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
406 cls.connect_trying = true;
407 cls.connect_remainingtries = 3;
408 cls.connect_nextsendtime = 0;
409 M_Update_Return_Reason("Trying to connect...");
410 // run several network frames to jump into the game quickly
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();
416 // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
421 Con_Print("Unable to find a suitable network socket to connect to server.\n");
422 M_Update_Return_Reason("No network");
431 static void CL_PrintEntities_f(void)
436 for (i = 0, ent = cl.entities;i < cl.num_entities;i++, ent++)
438 const char* modelname;
440 if (!ent->state_current.active)
443 if (ent->render.model)
444 modelname = ent->render.model->name;
446 modelname = "--no model--";
447 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);
455 List information on all models in the client modelindex
458 static void CL_ModelIndexList_f(void)
463 Con_Printf("%3s: %-30s %-8s %-8s\n", "ID", "Name", "Type", "Triangles");
465 while(cl.model_precache[i] && i != MAX_MODELS)
467 if(cl.model_precache[i]->loaded || cl.model_precache[i]->isworldmodel)
468 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);
470 Con_Printf("%3i: %-30s %-30s\n", i, cl.model_precache[i]->name, "--no local model found--");
479 List all sounds in the client soundindex
482 static void CL_SoundIndexList_f(void)
486 while(cl.sound_precache[i] && i != MAX_SOUNDS)
488 Con_Printf("%i : %s\n", i, cl.sound_precache[i]->name);
493 //static const vec3_t nomodelmins = {-16, -16, -16};
494 //static const vec3_t nomodelmaxs = {16, 16, 16};
495 void CL_UpdateRenderEntity(entity_render_t *ent)
499 model_t *model = ent->model;
500 // update the inverse matrix for the renderer
501 Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
502 // update the animation blend state
503 R_LerpAnimation(ent);
504 // we need the matrix origin to center the box
505 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
506 // update entity->render.scale because the renderer needs it
507 ent->scale = scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
510 // NOTE: this directly extracts vector components from the matrix, which relies on the matrix orientation!
511 #ifdef MATRIX4x4_OPENGLORIENTATION
512 if (ent->matrix.m[0][2] != 0 || ent->matrix.m[1][2] != 0)
514 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
518 VectorMA(org, scale, model->rotatedmins, ent->mins);
519 VectorMA(org, scale, model->rotatedmaxs, ent->maxs);
521 #ifdef MATRIX4x4_OPENGLORIENTATION
522 else if (ent->matrix.m[1][0] != 0 || ent->matrix.m[0][1] != 0)
524 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
528 VectorMA(org, scale, model->yawmins, ent->mins);
529 VectorMA(org, scale, model->yawmaxs, ent->maxs);
533 VectorMA(org, scale, model->normalmins, ent->mins);
534 VectorMA(org, scale, model->normalmaxs, ent->maxs);
539 ent->mins[0] = org[0] - 16;
540 ent->mins[1] = org[1] - 16;
541 ent->mins[2] = org[2] - 16;
542 ent->maxs[0] = org[0] + 16;
543 ent->maxs[1] = org[1] + 16;
544 ent->maxs[2] = org[2] + 16;
552 Determines the fraction between the last two messages that the objects
556 static float CL_LerpPoint(void)
560 if (cl_nettimesyncboundmode.integer == 1)
561 cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
563 // LordHavoc: lerp in listen games as the server is being capped below the client (usually)
564 if (cl.mtime[0] <= cl.mtime[1])
566 cl.time = cl.mtime[0];
570 f = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]);
571 return bound(0, f, 1);
574 void CL_ClearTempEntities (void)
576 cl.num_temp_entities = 0;
579 entity_t *CL_NewTempEntity(void)
583 if (r_refdef.numentities >= r_refdef.maxentities)
585 if (cl.num_temp_entities >= cl.max_temp_entities)
587 ent = &cl.temp_entities[cl.num_temp_entities++];
588 memset (ent, 0, sizeof(*ent));
589 r_refdef.entities[r_refdef.numentities++] = &ent->render;
591 ent->render.colormap = -1; // no special coloring
592 ent->render.alpha = 1;
593 VectorSet(ent->render.colormod, 1, 1, 1);
597 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
601 if (!modelindex) // sanity check
605 Con_Printf("CL_Effect: framerate %f is < 1\n", framerate);
610 Con_Printf("CL_Effect: framecount %i is < 1\n", framecount);
613 for (i = 0, e = cl.effects;i < cl.max_effects;i++, e++)
618 VectorCopy(org, e->origin);
619 e->modelindex = modelindex;
620 e->starttime = cl.time;
621 e->startframe = startframe;
622 e->endframe = startframe + framecount;
623 e->framerate = framerate;
626 e->frame1time = cl.time;
627 e->frame2time = cl.time;
628 cl.num_effects = max(cl.num_effects, i + 1);
633 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)
639 // first look for an exact key match
643 for (i = 0;i < cl.num_dlights;i++, dl++)
649 // then look for anything else
651 for (i = 0;i < cl.num_dlights;i++, dl++)
654 // if we hit the end of the active dlights and found no gaps, add a new one
657 cl.num_dlights = i + 1;
661 // unable to find one
665 //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
666 memset (dl, 0, sizeof(*dl));
667 Matrix4x4_Normalize(&dl->matrix, matrix);
669 Matrix4x4_OriginFromMatrix(&dl->matrix, dl->origin);
670 CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
671 Matrix4x4_SetOrigin(&dl->matrix, dl->origin[0], dl->origin[1], dl->origin[2]);
674 dl->color[1] = green;
676 dl->initialradius = radius;
677 dl->initialcolor[0] = red;
678 dl->initialcolor[1] = green;
679 dl->initialcolor[2] = blue;
680 dl->decay = decay / radius; // changed decay to be a percentage decrease
681 dl->intensity = 1; // this is what gets decayed
683 dl->die = cl.time + lifetime;
687 dpsnprintf(dl->cubemapname, sizeof(dl->cubemapname), "cubemaps/%i", cubemapnum);
689 dl->cubemapname[0] = 0;
691 dl->shadow = shadowenable;
694 dl->coronasizescale = coronasizescale;
695 dl->ambientscale = ambientscale;
696 dl->diffusescale = diffusescale;
697 dl->specularscale = specularscale;
700 void CL_DecayLightFlashes(void)
706 time = bound(0, cl.time - cl.oldtime, 0.1);
707 oldmax = cl.num_dlights;
709 for (i = 0, dl = cl.dlights;i < oldmax;i++, dl++)
713 dl->intensity -= time * dl->decay;
714 if (cl.time < dl->die && dl->intensity > 0)
716 if (cl_dlights_decayradius.integer)
717 dl->radius = dl->initialradius * dl->intensity;
719 dl->radius = dl->initialradius;
720 if (cl_dlights_decaybrightness.integer)
721 VectorScale(dl->initialcolor, dl->intensity, dl->color);
723 VectorCopy(dl->initialcolor, dl->color);
724 cl.num_dlights = i + 1;
732 // called before entity relinking
733 void CL_RelinkLightFlashes(void)
738 matrix4x4_t tempmatrix;
740 if (r_dynamic.integer)
742 for (i = 0, dl = cl.dlights;i < cl.num_dlights && r_refdef.numlights < MAX_DLIGHTS;i++, dl++)
746 tempmatrix = dl->matrix;
747 Matrix4x4_Scale(&tempmatrix, dl->radius, 1);
748 R_RTLight_Update(&r_refdef.lights[r_refdef.numlights++], false, &tempmatrix, dl->color, dl->style, dl->cubemapname, dl->shadow, dl->corona, dl->coronasizescale, dl->ambientscale, dl->diffusescale, dl->specularscale, dl->flags);
754 // 'm' is normal light, 'a' is no light, 'z' is double bright
758 for (j = 0;j < cl.max_lightstyle;j++)
760 if (!cl.lightstyle || !cl.lightstyle[j].length)
762 r_refdef.lightstylevalue[j] = 256;
765 k = i % cl.lightstyle[j].length;
766 l = (i-1) % cl.lightstyle[j].length;
767 k = cl.lightstyle[j].map[k] - 'a';
768 l = cl.lightstyle[j].map[l] - 'a';
769 r_refdef.lightstylevalue[j] = (unsigned short)(((k*frac)+(l*(1-frac)))*22);
773 void CL_AddQWCTFFlagModel(entity_t *player, int skin)
777 matrix4x4_t flagmatrix;
779 // this code taken from QuakeWorld
781 if (player->render.frame2 >= 29 && player->render.frame2 <= 40)
783 if (player->render.frame2 >= 29 && player->render.frame2 <= 34)
785 if (player->render.frame2 == 29) f = f + 2;
786 else if (player->render.frame2 == 30) f = f + 8;
787 else if (player->render.frame2 == 31) f = f + 12;
788 else if (player->render.frame2 == 32) f = f + 11;
789 else if (player->render.frame2 == 33) f = f + 10;
790 else if (player->render.frame2 == 34) f = f + 4;
792 else if (player->render.frame2 >= 35 && player->render.frame2 <= 40)
794 if (player->render.frame2 == 35) f = f + 2;
795 else if (player->render.frame2 == 36) f = f + 10;
796 else if (player->render.frame2 == 37) f = f + 10;
797 else if (player->render.frame2 == 38) f = f + 8;
798 else if (player->render.frame2 == 39) f = f + 4;
799 else if (player->render.frame2 == 40) f = f + 2;
802 else if (player->render.frame2 >= 103 && player->render.frame2 <= 118)
804 if (player->render.frame2 >= 103 && player->render.frame2 <= 104) f = f + 6; //nailattack
805 else if (player->render.frame2 >= 105 && player->render.frame2 <= 106) f = f + 6; //light
806 else if (player->render.frame2 >= 107 && player->render.frame2 <= 112) f = f + 7; //rocketattack
807 else if (player->render.frame2 >= 112 && player->render.frame2 <= 118) f = f + 7; //shotattack
809 // end of code taken from QuakeWorld
811 flag = CL_NewTempEntity();
815 flag->render.model = cl.model_precache[cl.qw_modelindex_flag];
816 flag->render.skinnum = skin;
817 flag->render.colormap = -1; // no special coloring
818 flag->render.alpha = 1;
819 VectorSet(flag->render.colormod, 1, 1, 1);
820 // attach the flag to the player matrix
821 Matrix4x4_CreateFromQuakeEntity(&flagmatrix, -f, -22, 0, 0, 0, -45, 1);
822 Matrix4x4_Concat(&flag->render.matrix, &player->render.matrix, &flagmatrix);
823 CL_UpdateRenderEntity(&flag->render);
826 matrix4x4_t viewmodelmatrix;
828 static const vec3_t muzzleflashorigin = {18, 0, 0};
830 extern void V_DriftPitch(void);
831 extern void V_FadeViewFlashs(void);
832 extern void V_CalcViewBlend(void);
833 extern void V_CalcRefdef(void);
835 // note this is a recursive function, recursionlimit should be 32 or so on the initial call
836 void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolate)
838 const matrix4x4_t *matrix;
839 matrix4x4_t blendmatrix, tempmatrix, matrix2;
841 float origin[3], angles[3], delta[3], lerp, d;
844 //entity_persistent_t *p = &e->persistent;
845 //entity_render_t *r = &e->render;
846 // skip inactive entities and world
847 if (!e->state_current.active || e == cl.entities)
849 if (recursionlimit < 1)
851 e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
852 e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
853 e->render.flags = e->state_current.flags;
854 e->render.effects = e->state_current.effects;
855 VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
856 e->render.entitynumber = e - cl.entities;
857 if (e->state_current.flags & RENDER_COLORMAPPED)
859 unsigned char *cbcolor;
860 e->render.colormap = e->state_current.colormap;
861 cbcolor = (unsigned char *) (&palette_pantscolormap[e->render.colormap & 0xF]);
862 e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f);
863 e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f);
864 e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f);
865 cbcolor = (unsigned char *) (&palette_shirtcolormap[(e->render.colormap & 0xF0) >> 4]);
866 e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f);
867 e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f);
868 e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f);
870 else if (e->state_current.colormap && cl.scores != NULL && e->state_current.colormap <= cl.maxclients)
872 unsigned char *cbcolor;
873 e->render.colormap = cl.scores[e->state_current.colormap - 1].colors; // color it
874 cbcolor = (unsigned char *) (&palette_pantscolormap[e->render.colormap & 0xF]);
875 e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f);
876 e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f);
877 e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f);
878 cbcolor = (unsigned char *) (&palette_shirtcolormap[(e->render.colormap & 0xF0) >> 4]);
879 e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f);
880 e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f);
881 e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f);
885 e->render.colormap = -1; // no special coloring
886 VectorClear(e->render.colormap_pantscolor);
887 VectorClear(e->render.colormap_shirtcolor);
889 e->render.skinnum = e->state_current.skin;
890 if (e->state_current.tagentity)
892 // attached entity (gun held in player model's hand, etc)
893 // if the tag entity is currently impossible, skip it
894 if (e->state_current.tagentity >= cl.num_entities)
896 t = cl.entities + e->state_current.tagentity;
897 // if the tag entity is inactive, skip it
898 if (!t->state_current.active)
900 // update the parent first
901 CL_UpdateNetworkEntity(t, recursionlimit - 1, interpolate);
902 // make relative to the entity
903 matrix = &t->render.matrix;
904 // some properties of the tag entity carry over
905 e->render.flags |= t->render.flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
906 // if a valid tagindex is used, make it relative to that tag instead
907 // FIXME: use a model function to get tag info (need to handle skeletal)
908 if (e->state_current.tagentity && e->state_current.tagindex >= 1 && (model = t->render.model))
910 // blend the matrices
911 memset(&blendmatrix, 0, sizeof(blendmatrix));
912 for (j = 0;j < 4 && t->render.frameblend[j].lerp > 0;j++)
914 matrix4x4_t tagmatrix;
915 Mod_Alias_GetTagMatrix(model, t->render.frameblend[j].frame, e->state_current.tagindex - 1, &tagmatrix);
916 d = t->render.frameblend[j].lerp;
917 for (l = 0;l < 4;l++)
918 for (k = 0;k < 4;k++)
919 blendmatrix.m[l][k] += d * tagmatrix.m[l][k];
921 // concat the tag matrices onto the entity matrix
922 Matrix4x4_Concat(&tempmatrix, &t->render.matrix, &blendmatrix);
923 // use the constructed tag matrix
924 matrix = &tempmatrix;
927 else if (e->render.flags & RENDER_VIEWMODEL)
929 // view-relative entity (guns and such)
930 if (e->render.effects & EF_NOGUNBOB)
931 matrix = &r_view.matrix; // really attached to view
933 matrix = &viewmodelmatrix; // attached to gun bob matrix
937 // world-relative entity (the normal kind)
938 matrix = &identitymatrix;
942 // if it's the predicted player entity, update according to client movement
943 // but don't lerp if going through a teleporter as it causes a bad lerp
944 // also don't use the predicted location if fixangle was set on both of
945 // the most recent server messages, as that cause means you are spectating
946 // someone or watching a cutscene of some sort
947 if (cl_nolerp.integer || cls.timedemo)
949 if (e == cl.entities + cl.playerentity && cl.movement_predicted && (!cl.fixangle[1] || !cl.fixangle[0]))
951 lerp = (cl.time - cl.movement_time[2]) / (cl.movement_time[0] - cl.movement_time[1]);
952 lerp = bound(0, lerp, 1);
955 VectorLerp(cl.movement_oldorigin, lerp, cl.movement_origin, origin);
956 VectorSet(angles, 0, cl.viewangles[1], 0);
958 else if (interpolate && e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1)
960 // interpolate the origin and angles
962 VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
963 VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
964 if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
965 if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
966 if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
967 VectorMA(e->persistent.oldangles, lerp, delta, angles);
972 VectorCopy(e->persistent.neworigin, origin);
973 VectorCopy(e->persistent.newangles, angles);
976 // model setup and some modelflags
977 frame = e->state_current.frame;
978 if (e->state_current.modelindex < MAX_MODELS)
979 e->render.model = cl.model_precache[e->state_current.modelindex];
981 e->render.model = NULL;
984 if (e->render.skinnum >= e->render.model->numskins)
985 e->render.skinnum = 0;
986 if (frame >= e->render.model->numframes)
988 // models can set flags such as EF_ROCKET
989 // this 0xFF800000 mask is EF_NOMODELFLAGS plus all the higher EF_ flags such as EF_ROCKET
990 if (!(e->render.effects & 0xFF800000))
991 e->render.effects |= e->render.model->effects;
992 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
993 if (e->render.model->type == mod_alias)
994 angles[0] = -angles[0];
995 if ((e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
996 VectorScale(e->render.colormod, 2, e->render.colormod);
998 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
999 else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
1000 angles[0] = -angles[0];
1002 if ((e->render.effects & EF_ROTATE) && !(e->render.flags & RENDER_VIEWMODEL))
1004 angles[1] = ANGLEMOD(100*cl.time);
1005 if (cl_itembobheight.value)
1006 origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
1010 if (e->render.frame2 == frame)
1012 // update frame lerp fraction
1013 e->render.framelerp = 1;
1014 if (e->render.frame2time > e->render.frame1time)
1016 // make sure frame lerp won't last longer than 100ms
1017 // (this mainly helps with models that use framegroups and
1018 // switch between them infrequently)
1019 e->render.framelerp = (cl.time - e->render.frame2time) / min(e->render.frame2time - e->render.frame1time, 0.1);
1020 e->render.framelerp = bound(0, e->render.framelerp, 1);
1025 // begin a new frame lerp
1026 e->render.frame1 = e->render.frame2;
1027 e->render.frame1time = e->render.frame2time;
1028 e->render.frame2 = frame;
1029 e->render.frame2time = cl.time;
1030 e->render.framelerp = 0;
1033 // set up the render matrix
1036 // attached entity, this requires a matrix multiply (concat)
1037 // FIXME: e->render.scale should go away
1038 Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1039 // concat the matrices to make the entity relative to its tag
1040 Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
1041 // get the origin from the new matrix
1042 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1046 // unattached entities are faster to process
1047 Matrix4x4_CreateFromQuakeEntity(&e->render.matrix, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1050 // make the other useful stuff
1051 CL_UpdateRenderEntity(&e->render);
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;
1072 // creates light and trails from an entity
1073 void CL_UpdateNetworkEntityTrail(entity_t *e)
1075 effectnameindex_t trailtype;
1078 // bmodels are treated specially since their origin is usually '0 0 0' and
1079 // their actual geometry is far from '0 0 0'
1080 if (e->render.model && e->render.model->soundfromcenter)
1083 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1084 Matrix4x4_Transform(&e->render.matrix, o, origin);
1087 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1089 // handle particle trails and such effects now that we know where this
1090 // entity is in the world...
1091 trailtype = EFFECT_NONE;
1092 // LordHavoc: if the entity has no effects, don't check each
1093 if (e->render.effects & (EF_BRIGHTFIELD | EF_FLAME | EF_STARDUST))
1095 if (e->render.effects & EF_BRIGHTFIELD)
1097 if (gamemode == GAME_NEXUIZ)
1098 trailtype = EFFECT_TR_NEXUIZPLASMA;
1100 CL_EntityParticles(e);
1102 if (e->render.effects & EF_FLAME)
1103 CL_ParticleTrail(EFFECT_EF_FLAME, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true);
1104 if (e->render.effects & EF_STARDUST)
1105 CL_ParticleTrail(EFFECT_EF_STARDUST, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true);
1107 if (e->render.internaleffects & (INTEF_FLAG1QW | INTEF_FLAG2QW))
1109 // these are only set on player entities
1110 CL_AddQWCTFFlagModel(e, (e->render.internaleffects & INTEF_FLAG2QW) != 0);
1112 // muzzleflash fades over time
1113 if (e->persistent.muzzleflash > 0)
1114 e->persistent.muzzleflash -= bound(0, cl.time - cl.oldtime, 0.1) * 20;
1115 // LordHavoc: if the entity has no effects, don't check each
1116 if (e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1118 if (e->render.effects & EF_GIB)
1119 trailtype = EFFECT_TR_BLOOD;
1120 else if (e->render.effects & EF_ZOMGIB)
1121 trailtype = EFFECT_TR_SLIGHTBLOOD;
1122 else if (e->render.effects & EF_TRACER)
1123 trailtype = EFFECT_TR_WIZSPIKE;
1124 else if (e->render.effects & EF_TRACER2)
1125 trailtype = EFFECT_TR_KNIGHTSPIKE;
1126 else if (e->render.effects & EF_ROCKET)
1127 trailtype = EFFECT_TR_ROCKET;
1128 else if (e->render.effects & EF_GRENADE)
1130 // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1131 trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1133 else if (e->render.effects & EF_TRACER3)
1134 trailtype = EFFECT_TR_VORESPIKE;
1137 if (e->render.flags & RENDER_GLOWTRAIL)
1138 trailtype = EFFECT_TR_GLOWTRAIL;
1139 // check if a trail is allowed (it is not after a teleport for example)
1140 if (trailtype && e->persistent.trail_allowed)
1144 VectorSubtract(e->state_current.origin, e->state_previous.origin, vel);
1145 len = e->state_current.time - e->state_previous.time;
1148 VectorScale(vel, len, vel);
1149 CL_ParticleTrail(trailtype, 1, e->persistent.trail_origin, origin, vel, vel, e, e->state_current.glowcolor, false, true);
1151 // now that the entity has survived one trail update it is allowed to
1152 // leave a real trail on later frames
1153 e->persistent.trail_allowed = true;
1154 VectorCopy(origin, e->persistent.trail_origin);
1160 CL_UpdateViewEntities
1163 void CL_UpdateViewEntities(void)
1166 // update any RENDER_VIEWMODEL entities to use the new view matrix
1167 for (i = 1;i < cl.num_entities;i++)
1169 if (cl.entities_active[i])
1171 entity_t *ent = cl.entities + i;
1172 if ((ent->render.flags & RENDER_VIEWMODEL) || ent->state_current.tagentity)
1173 CL_UpdateNetworkEntity(ent, 32, true);
1176 // and of course the engine viewmodel needs updating as well
1177 CL_UpdateNetworkEntity(&cl.viewent, 32, true);
1182 CL_UpdateNetworkCollisionEntities
1185 void CL_UpdateNetworkCollisionEntities(void)
1190 // start on the entity after the world
1191 cl.num_brushmodel_entities = 0;
1192 for (i = cl.maxclients + 1;i < cl.num_entities;i++)
1194 if (cl.entities_active[i])
1196 ent = cl.entities + i;
1197 if (ent->state_current.active && ent->render.model && ent->render.model->name[0] == '*' && ent->render.model->TraceBox)
1199 // do not interpolate the bmodels for this
1200 CL_UpdateNetworkEntity(ent, 32, false);
1201 cl.brushmodel_entities[cl.num_brushmodel_entities++] = i;
1209 CL_UpdateNetworkEntities
1212 void CL_UpdateNetworkEntities(void)
1217 // start on the entity after the world
1218 for (i = 1;i < cl.num_entities;i++)
1220 if (cl.entities_active[i])
1222 ent = cl.entities + i;
1223 if (ent->state_current.active)
1225 CL_UpdateNetworkEntity(ent, 32, true);
1226 // view models should never create light/trails
1227 if (!(ent->render.flags & RENDER_VIEWMODEL))
1228 CL_UpdateNetworkEntityTrail(ent);
1231 cl.entities_active[i] = false;
1236 void CL_UpdateViewModel(void)
1240 ent->state_previous = ent->state_current;
1241 ent->state_current = defaultstate;
1242 ent->state_current.time = cl.time;
1243 ent->state_current.number = -1;
1244 ent->state_current.active = true;
1245 ent->state_current.modelindex = cl.stats[STAT_WEAPON];
1246 ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
1247 ent->state_current.flags = RENDER_VIEWMODEL;
1248 if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
1249 ent->state_current.modelindex = 0;
1250 else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
1252 if (gamemode == GAME_TRANSFUSION)
1253 ent->state_current.alpha = 128;
1255 ent->state_current.modelindex = 0;
1257 ent->state_current.alpha = cl.entities[cl.viewentity].state_current.alpha;
1258 ent->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB));
1260 // reset animation interpolation on weaponmodel if model changed
1261 if (ent->state_previous.modelindex != ent->state_current.modelindex)
1263 ent->render.frame1 = ent->render.frame2 = ent->state_current.frame;
1264 ent->render.frame1time = ent->render.frame2time = cl.time;
1265 ent->render.framelerp = 1;
1267 CL_UpdateNetworkEntity(ent, 32, true);
1270 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
1271 void CL_LinkNetworkEntity(entity_t *e)
1273 effectnameindex_t trailtype;
1278 // skip inactive entities and world
1279 if (!e->state_current.active || e == cl.entities)
1281 if (e->state_current.tagentity)
1283 // if the tag entity is currently impossible, skip it
1284 if (e->state_current.tagentity >= cl.num_entities)
1286 // if the tag entity is inactive, skip it
1287 if (!cl.entities[e->state_current.tagentity].state_current.active)
1291 // create entity dlights associated with this entity
1292 if (e->render.model && e->render.model->soundfromcenter)
1294 // bmodels are treated specially since their origin is usually '0 0 0'
1296 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1297 Matrix4x4_Transform(&e->render.matrix, o, origin);
1300 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1301 trailtype = EFFECT_NONE;
1306 // LordHavoc: if the entity has no effects, don't check each
1307 if (e->render.effects & (EF_BRIGHTFIELD | EF_DIMLIGHT | EF_BRIGHTLIGHT | EF_RED | EF_BLUE | EF_FLAME | EF_STARDUST))
1309 if (e->render.effects & EF_BRIGHTFIELD)
1311 if (gamemode == GAME_NEXUIZ)
1312 trailtype = EFFECT_TR_NEXUIZPLASMA;
1314 if (e->render.effects & EF_DIMLIGHT)
1316 dlightradius = max(dlightradius, 200);
1317 dlightcolor[0] += 1.50f;
1318 dlightcolor[1] += 1.50f;
1319 dlightcolor[2] += 1.50f;
1321 if (e->render.effects & EF_BRIGHTLIGHT)
1323 dlightradius = max(dlightradius, 400);
1324 dlightcolor[0] += 3.00f;
1325 dlightcolor[1] += 3.00f;
1326 dlightcolor[2] += 3.00f;
1328 // LordHavoc: more effects
1329 if (e->render.effects & EF_RED) // red
1331 dlightradius = max(dlightradius, 200);
1332 dlightcolor[0] += 1.50f;
1333 dlightcolor[1] += 0.15f;
1334 dlightcolor[2] += 0.15f;
1336 if (e->render.effects & EF_BLUE) // blue
1338 dlightradius = max(dlightradius, 200);
1339 dlightcolor[0] += 0.15f;
1340 dlightcolor[1] += 0.15f;
1341 dlightcolor[2] += 1.50f;
1343 if (e->render.effects & EF_FLAME)
1344 CL_ParticleTrail(EFFECT_EF_FLAME, 0, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false);
1345 if (e->render.effects & EF_STARDUST)
1346 CL_ParticleTrail(EFFECT_EF_STARDUST, 0, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false);
1348 // muzzleflash fades over time, and is offset a bit
1349 if (e->persistent.muzzleflash > 0 && r_refdef.numlights < MAX_DLIGHTS)
1354 matrix4x4_t tempmatrix;
1355 Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
1356 trace = CL_Move(origin, vec3_origin, vec3_origin, v2, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, true, false, NULL, false);
1357 Matrix4x4_Normalize(&tempmatrix, &e->render.matrix);
1358 Matrix4x4_SetOrigin(&tempmatrix, trace.endpos[0], trace.endpos[1], trace.endpos[2]);
1359 Matrix4x4_Scale(&tempmatrix, 150, 1);
1360 VectorSet(color, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f);
1361 R_RTLight_Update(&r_refdef.lights[r_refdef.numlights++], false, &tempmatrix, color, -1, NULL, true, 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1363 // LordHavoc: if the model has no flags, don't check each
1364 if (e->render.model && e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1366 if (e->render.effects & EF_GIB)
1367 trailtype = EFFECT_TR_BLOOD;
1368 else if (e->render.effects & EF_ZOMGIB)
1369 trailtype = EFFECT_TR_SLIGHTBLOOD;
1370 else if (e->render.effects & EF_TRACER)
1371 trailtype = EFFECT_TR_WIZSPIKE;
1372 else if (e->render.effects & EF_TRACER2)
1373 trailtype = EFFECT_TR_KNIGHTSPIKE;
1374 else if (e->render.effects & EF_ROCKET)
1375 trailtype = EFFECT_TR_ROCKET;
1376 else if (e->render.effects & EF_GRENADE)
1378 // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1379 trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1381 else if (e->render.effects & EF_TRACER3)
1382 trailtype = EFFECT_TR_VORESPIKE;
1384 // LordHavoc: customizable glow
1385 if (e->state_current.glowsize)
1387 // * 4 for the expansion from 0-255 to 0-1023 range,
1388 // / 255 to scale down byte colors
1389 dlightradius = max(dlightradius, e->state_current.glowsize * 4);
1390 VectorMA(dlightcolor, (1.0f / 255.0f), (unsigned char *)&palette_complete[e->state_current.glowcolor], dlightcolor);
1392 // make the glow dlight
1393 if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL) && r_refdef.numlights < MAX_DLIGHTS)
1395 matrix4x4_t dlightmatrix;
1396 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1397 // hack to make glowing player light shine on their gun
1398 //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
1399 // Matrix4x4_AdjustOrigin(&dlightmatrix, 0, 0, 30);
1400 Matrix4x4_Scale(&dlightmatrix, dlightradius, 1);
1401 R_RTLight_Update(&r_refdef.lights[r_refdef.numlights++], false, &dlightmatrix, dlightcolor, -1, NULL, true, 1, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1404 if ((e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) && r_refdef.numlights < MAX_DLIGHTS)
1406 matrix4x4_t dlightmatrix;
1408 VectorScale(e->state_current.light, (1.0f / 256.0f), light);
1409 light[3] = e->state_current.light[3];
1410 if (light[0] == 0 && light[1] == 0 && light[2] == 0)
1411 VectorSet(light, 1, 1, 1);
1414 // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
1415 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1416 Matrix4x4_Scale(&dlightmatrix, light[3], 1);
1417 R_RTLight_Update(&r_refdef.lights[r_refdef.numlights++], false, &dlightmatrix, light, e->state_current.lightstyle, e->state_current.skin > 0 ? va("cubemaps/%i", e->state_current.skin) : NULL, !(e->state_current.lightpflags & PFLAGS_NOSHADOW), (e->state_current.lightpflags & PFLAGS_CORONA) != 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1420 if (e->render.flags & RENDER_GLOWTRAIL)
1421 trailtype = EFFECT_TR_GLOWTRAIL;
1423 CL_ParticleTrail(trailtype, 0, origin, origin, vec3_origin, vec3_origin, NULL, e->state_current.glowcolor, true, false);
1425 // don't show viewmodels in certain situations
1426 if (e->render.flags & RENDER_VIEWMODEL)
1427 if (!r_drawviewmodel.integer || chase_active.integer || r_refdef.envmap)
1429 // don't show entities with no modelindex (note: this still shows
1430 // entities which have a modelindex that resolved to a NULL model)
1431 if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.numentities < r_refdef.maxentities)
1432 r_refdef.entities[r_refdef.numentities++] = &e->render;
1433 //if (cl.viewentity && e->state_current.number == cl.viewentity)
1434 // Matrix4x4_Print(&e->render.matrix);
1437 void CL_RelinkWorld(void)
1439 entity_t *ent = &cl.entities[0];
1440 // FIXME: this should be done at load
1441 ent->render.matrix = identitymatrix;
1442 CL_UpdateRenderEntity(&ent->render);
1443 ent->render.flags = RENDER_SHADOW;
1444 if (!r_fullbright.integer)
1445 ent->render.flags |= RENDER_LIGHT;
1446 VectorSet(ent->render.colormod, 1, 1, 1);
1447 r_refdef.worldentity = &ent->render;
1448 r_refdef.worldmodel = cl.worldmodel;
1451 static void CL_RelinkStaticEntities(void)
1455 for (i = 0, e = cl.static_entities;i < cl.num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++, e++)
1457 e->render.flags = 0;
1458 // if the model was not loaded when the static entity was created we
1459 // need to re-fetch the model pointer
1460 e->render.model = cl.model_precache[e->state_baseline.modelindex];
1461 CL_UpdateRenderEntity(&e->render);
1462 // either fullbright or lit
1463 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1464 e->render.flags |= RENDER_LIGHT;
1465 // hide player shadow during intermission or nehahra movie
1466 if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST)) && (e->render.alpha >= 1))
1467 e->render.flags |= RENDER_SHADOW;
1468 VectorSet(e->render.colormod, 1, 1, 1);
1469 R_LerpAnimation(&e->render);
1470 r_refdef.entities[r_refdef.numentities++] = &e->render;
1479 static void CL_RelinkNetworkEntities(void)
1484 // start on the entity after the world
1485 for (i = 1;i < cl.num_entities;i++)
1487 if (cl.entities_active[i])
1489 ent = cl.entities + i;
1490 if (ent->state_current.active)
1491 CL_LinkNetworkEntity(ent);
1493 cl.entities_active[i] = false;
1498 static void CL_RelinkEffects(void)
1505 for (i = 0, e = cl.effects;i < cl.num_effects;i++, e++)
1509 frame = (cl.time - e->starttime) * e->framerate + e->startframe;
1510 intframe = (int)frame;
1511 if (intframe < 0 || intframe >= e->endframe)
1513 memset(e, 0, sizeof(*e));
1514 while (cl.num_effects > 0 && !cl.effects[cl.num_effects - 1].active)
1519 if (intframe != e->frame)
1521 e->frame = intframe;
1522 e->frame1time = e->frame2time;
1523 e->frame2time = cl.time;
1526 // if we're drawing effects, get a new temp entity
1527 // (NewTempEntity adds it to the render entities list for us)
1528 if (r_draweffects.integer && (ent = CL_NewTempEntity()))
1530 // interpolation stuff
1531 ent->render.frame1 = intframe;
1532 ent->render.frame2 = intframe + 1;
1533 if (ent->render.frame2 >= e->endframe)
1534 ent->render.frame2 = -1; // disappear
1535 ent->render.framelerp = frame - intframe;
1536 ent->render.frame1time = e->frame1time;
1537 ent->render.frame2time = e->frame2time;
1540 if(e->modelindex < MAX_MODELS)
1541 ent->render.model = cl.model_precache[e->modelindex];
1543 ent->render.model = cl.csqc_model_precache[-(e->modelindex+1)];
1544 ent->render.colormap = -1; // no special coloring
1545 ent->render.alpha = 1;
1546 VectorSet(ent->render.colormod, 1, 1, 1);
1548 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
1549 CL_UpdateRenderEntity(&ent->render);
1555 void CL_Beam_CalculatePositions(const beam_t *b, vec3_t start, vec3_t end)
1557 VectorCopy(b->start, start);
1558 VectorCopy(b->end, end);
1560 // if coming from the player, update the start position
1561 if (b->entity == cl.viewentity)
1563 if (cl_beams_quakepositionhack.integer && !chase_active.integer)
1565 // LordHavoc: this is a stupid hack from Quake that makes your
1566 // lightning appear to come from your waist and cover less of your
1568 // in Quake this hack was applied to all players (causing the
1569 // infamous crotch-lightning), but in darkplaces and QuakeWorld it
1570 // only applies to your own lightning, and only in first person
1571 Matrix4x4_OriginFromMatrix(&cl.entities[cl.viewentity].render.matrix, start);
1573 if (cl_beams_instantaimhack.integer)
1575 vec3_t dir, localend;
1577 // LordHavoc: this updates the beam direction to match your
1579 VectorSubtract(end, start, dir);
1580 len = VectorLength(dir);
1581 VectorNormalize(dir);
1582 VectorSet(localend, len, 0, 0);
1583 Matrix4x4_Transform(&r_view.matrix, localend, end);
1588 void CL_RelinkBeams(void)
1592 vec3_t dist, org, start, end;
1597 matrix4x4_t tempmatrix;
1599 for (i = 0, b = cl.beams;i < cl.num_beams;i++, b++)
1603 if (b->endtime < cl.time)
1609 CL_Beam_CalculatePositions(b, start, end);
1613 if (cl_beams_lightatend.integer && r_refdef.numlights < MAX_DLIGHTS)
1615 // FIXME: create a matrix from the beam start/end orientation
1617 VectorSet(dlightcolor, 0.3, 0.7, 1);
1618 Matrix4x4_CreateFromQuakeEntity(&tempmatrix, end[0], end[1], end[2], 0, 0, 0, 200);
1619 R_RTLight_Update(&r_refdef.lights[r_refdef.numlights++], false, &tempmatrix, dlightcolor, -1, NULL, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1621 if (cl_beams_polygons.integer)
1625 // calculate pitch and yaw
1626 // (this is similar to the QuakeC builtin function vectoangles)
1627 VectorSubtract(end, start, dist);
1628 if (dist[1] == 0 && dist[0] == 0)
1638 yaw = atan2(dist[1], dist[0]) * 180 / M_PI;
1642 forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1643 pitch = atan2(dist[2], forward) * 180 / M_PI;
1648 // add new entities for the lightning
1649 VectorCopy (start, org);
1650 d = VectorNormalizeLength(dist);
1653 ent = CL_NewTempEntity ();
1656 //VectorCopy (org, ent->render.origin);
1657 ent->render.model = b->model;
1658 //ent->render.effects = EF_FULLBRIGHT;
1659 //ent->render.angles[0] = pitch;
1660 //ent->render.angles[1] = yaw;
1661 //ent->render.angles[2] = rand()%360;
1662 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1663 CL_UpdateRenderEntity(&ent->render);
1664 VectorMA(org, 30, dist, org);
1669 while (cl.num_beams > 0 && !cl.beams[cl.num_beams - 1].model)
1673 static void CL_RelinkQWNails(void)
1679 for (i = 0;i < cl.qw_num_nails;i++)
1683 // if we're drawing effects, get a new temp entity
1684 // (NewTempEntity adds it to the render entities list for us)
1685 if (!(ent = CL_NewTempEntity()))
1689 ent->render.model = cl.model_precache[cl.qw_modelindex_spike];
1690 ent->render.colormap = -1; // no special coloring
1691 ent->render.alpha = 1;
1692 VectorSet(ent->render.colormod, 1, 1, 1);
1694 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1);
1695 CL_UpdateRenderEntity(&ent->render);
1699 void CL_LerpPlayer(float frac)
1703 cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
1704 for (i = 0;i < 3;i++)
1706 cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
1707 cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
1708 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
1711 // interpolate the angles if playing a demo or spectating someone
1712 if (cls.demoplayback || cl.fixangle[0])
1714 for (i = 0;i < 3;i++)
1716 float d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
1721 cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
1726 void CSQC_RelinkAllEntities (int drawmask)
1730 CL_RelinkStaticEntities();
1735 if (drawmask & ENTMASK_ENGINE)
1737 CL_RelinkNetworkEntities();
1738 if (drawmask & ENTMASK_ENGINEVIEWMODELS)
1739 CL_LinkNetworkEntity(&cl.viewent); // link gun model
1743 // update view blend
1751 Update client game world for a new frame
1754 void CL_UpdateWorld(void)
1756 r_refdef.extraupdate = !r_speeds.integer;
1757 r_refdef.numentities = 0;
1758 r_refdef.numlights = 0;
1759 r_view.matrix = identitymatrix;
1761 cl.num_brushmodel_entities = 0;
1763 if (cls.state == ca_connected && cls.signon == SIGNONS)
1765 // prepare for a new frame
1766 CL_LerpPlayer(CL_LerpPoint());
1767 CL_DecayLightFlashes();
1768 CL_ClearTempEntities();
1772 // if prediction is enabled we have to update all the collidable
1773 // network entities before the prediction code can be run
1774 CL_UpdateNetworkCollisionEntities();
1776 // now update the player prediction
1777 CL_ClientMovement_Replay();
1779 // update the player entity (which may be predicted)
1780 CL_UpdateNetworkEntity(cl.entities + cl.viewentity, 32, true);
1782 // now update the view (which depends on that player entity)
1785 // now update all the network entities and create particle trails
1786 // (some entities may depend on the view)
1787 CL_UpdateNetworkEntities();
1789 // update the engine-based viewmodel
1790 CL_UpdateViewModel();
1792 CL_RelinkLightFlashes();
1793 CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS);
1800 r_refdef.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\"\n", r_refdef.fog_density, r_refdef.fog_red, r_refdef.fog_green, r_refdef.fog_blue);
1825 r_refdef.fog_density = atof(Cmd_Argv(1));
1826 r_refdef.fog_red = atof(Cmd_Argv(2));
1827 r_refdef.fog_green = atof(Cmd_Argv(3));
1828 r_refdef.fog_blue = atof(Cmd_Argv(4));
1832 ====================
1835 For program optimization
1836 ====================
1838 static void CL_TimeRefresh_f (void)
1841 float timestart, timedelta;
1843 r_refdef.extraupdate = false;
1845 timestart = Sys_DoubleTime();
1846 for (i = 0;i < 128;i++)
1848 Matrix4x4_CreateFromQuakeEntity(&r_view.matrix, r_view.origin[0], r_view.origin[1], r_view.origin[2], 0, i / 128.0 * 360.0, 0, 1);
1851 timedelta = Sys_DoubleTime() - timestart;
1853 Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
1856 void CL_AreaStats_f(void)
1858 World_PrintAreaStats(&cl.world, "client");
1861 cl_locnode_t *CL_Locs_FindNearest(const vec3_t point)
1866 vec3_t nearestpoint;
1867 vec_t dist, bestdist;
1870 for (loc = cl.locnodes;loc;loc = loc->next)
1872 for (i = 0;i < 3;i++)
1873 nearestpoint[i] = bound(loc->mins[i], point[i], loc->maxs[i]);
1874 dist = VectorDistance2(nearestpoint, point);
1875 if (bestdist > dist || !best)
1886 void CL_Locs_FindLocationName(char *buffer, size_t buffersize, vec3_t point)
1889 loc = CL_Locs_FindNearest(point);
1891 strlcpy(buffer, loc->name, buffersize);
1893 dpsnprintf(buffer, buffersize, "LOC=%.0f:%.0f:%.0f", point[0], point[1], point[2]);
1896 void CL_Locs_FreeNode(cl_locnode_t *node)
1898 cl_locnode_t **pointer, **next;
1899 for (pointer = &cl.locnodes;*pointer;pointer = next)
1901 next = &(*pointer)->next;
1902 if (*pointer == node)
1904 *pointer = node->next;
1908 Con_Printf("CL_Locs_FreeNode: no such node! (%p)\n", node);
1911 void CL_Locs_AddNode(vec3_t mins, vec3_t maxs, const char *name)
1913 cl_locnode_t *node, **pointer;
1917 namelen = strlen(name);
1918 node = Mem_Alloc(cls.levelmempool, sizeof(cl_locnode_t) + namelen + 1);
1919 VectorSet(node->mins, min(mins[0], maxs[0]), min(mins[1], maxs[1]), min(mins[2], maxs[2]));
1920 VectorSet(node->maxs, max(mins[0], maxs[0]), max(mins[1], maxs[1]), max(mins[2], maxs[2]));
1921 node->name = (char *)(node + 1);
1922 memcpy(node->name, name, namelen);
1923 node->name[namelen] = 0;
1924 // link it into the tail of the list to preserve the order
1925 for (pointer = &cl.locnodes;*pointer;pointer = &(*pointer)->next)
1930 void CL_Locs_Add_f(void)
1933 if (Cmd_Argc() != 5 && Cmd_Argc() != 8)
1935 Con_Printf("usage: %s x y z[ x y z] name\n", Cmd_Argv(0));
1938 mins[0] = atof(Cmd_Argv(1));
1939 mins[1] = atof(Cmd_Argv(2));
1940 mins[2] = atof(Cmd_Argv(3));
1941 if (Cmd_Argc() == 8)
1943 maxs[0] = atof(Cmd_Argv(4));
1944 maxs[1] = atof(Cmd_Argv(5));
1945 maxs[2] = atof(Cmd_Argv(6));
1946 CL_Locs_AddNode(mins, maxs, Cmd_Argv(7));
1949 CL_Locs_AddNode(mins, mins, Cmd_Argv(4));
1952 void CL_Locs_RemoveNearest_f(void)
1955 loc = CL_Locs_FindNearest(r_view.origin);
1957 CL_Locs_FreeNode(loc);
1959 Con_Printf("no loc point or box found for your location\n");
1962 void CL_Locs_Clear_f(void)
1965 CL_Locs_FreeNode(cl.locnodes);
1968 void CL_Locs_Save_f(void)
1972 char locfilename[MAX_QPATH];
1975 Con_Printf("No loc points/boxes exist!\n");
1978 if (cls.state != ca_connected || !cl.worldmodel)
1980 Con_Printf("No level loaded!\n");
1983 FS_StripExtension(cl.worldmodel->name, locfilename, sizeof(locfilename));
1984 strlcat(locfilename, ".loc", sizeof(locfilename));
1986 outfile = FS_Open(locfilename, "w", false, false);
1989 // if any boxes are used then this is a proquake-format loc file, which
1990 // allows comments, so add some relevant information at the start
1991 for (loc = cl.locnodes;loc;loc = loc->next)
1992 if (!VectorCompare(loc->mins, loc->maxs))
1996 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);
1997 for (loc = cl.locnodes;loc;loc = loc->next)
1998 if (VectorCompare(loc->mins, loc->maxs))
2001 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");
2003 for (loc = cl.locnodes;loc;loc = loc->next)
2005 if (VectorCompare(loc->mins, loc->maxs))
2009 const char *in = loc->name;
2010 char name[MAX_INPUTLINE];
2011 for (len = 0;len < (int)sizeof(name) - 1 && *in;)
2013 if (*in == ' ') {s = "$loc_name_separator";in++;}
2014 else if (!strncmp(in, "SSG", 3)) {s = "$loc_name_ssg";in += 3;}
2015 else if (!strncmp(in, "NG", 2)) {s = "$loc_name_ng";in += 2;}
2016 else if (!strncmp(in, "SNG", 3)) {s = "$loc_name_sng";in += 3;}
2017 else if (!strncmp(in, "GL", 2)) {s = "$loc_name_gl";in += 2;}
2018 else if (!strncmp(in, "RL", 2)) {s = "$loc_name_rl";in += 2;}
2019 else if (!strncmp(in, "LG", 2)) {s = "$loc_name_lg";in += 2;}
2020 else if (!strncmp(in, "GA", 2)) {s = "$loc_name_ga";in += 2;}
2021 else if (!strncmp(in, "YA", 2)) {s = "$loc_name_ya";in += 2;}
2022 else if (!strncmp(in, "RA", 2)) {s = "$loc_name_ra";in += 2;}
2023 else if (!strncmp(in, "MEGA", 4)) {s = "$loc_name_mh";in += 4;}
2027 while (len < (int)sizeof(name) - 1 && *s)
2031 name[len++] = *in++;
2034 FS_Printf(outfile, "%.0f %.0f %.0f %s\n", loc->mins[0]*8, loc->mins[1]*8, loc->mins[2]*8, name);
2037 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);
2042 void CL_Locs_Reload_f(void)
2044 int i, linenumber, limit, len;
2046 char *filedata, *text, *textend, *linestart, *linetext, *lineend;
2047 fs_offset_t filesize;
2049 char locfilename[MAX_QPATH];
2050 char name[MAX_INPUTLINE];
2052 if (cls.state != ca_connected || !cl.worldmodel)
2054 Con_Printf("No level loaded!\n");
2060 // try maps/something.loc first (LordHavoc: where I think they should be)
2061 FS_StripExtension(cl.worldmodel->name, locfilename, sizeof(locfilename));
2062 strlcat(locfilename, ".loc", sizeof(locfilename));
2063 filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2066 // try proquake name as well (LordHavoc: I hate path mangling)
2067 FS_StripExtension(va("locs/%s", FS_FileWithoutPath(cl.worldmodel->name)), locfilename, sizeof(locfilename));
2068 strlcat(locfilename, ".loc", sizeof(locfilename));
2069 filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2074 textend = filedata + filesize;
2075 for (linenumber = 1;text < textend;linenumber++)
2078 for (;text < textend && *text != '\r' && *text != '\n';text++)
2081 if (text + 1 < textend && *text == '\r' && text[1] == '\n')
2085 // trim trailing whitespace
2086 while (lineend > linestart && lineend[-1] <= ' ')
2088 // trim leading whitespace
2089 while (linestart < lineend && *linestart <= ' ')
2091 // check if this is a comment
2092 if (linestart + 2 <= lineend && !strncmp(linestart, "//", 2))
2094 linetext = linestart;
2096 for (i = 0;i < limit;i++)
2098 if (linetext >= lineend)
2100 // note: a missing number is interpreted as 0
2102 mins[i] = atof(linetext);
2104 maxs[i - 3] = atof(linetext);
2105 // now advance past the number
2106 while (linetext < lineend && *linetext > ' ' && *linetext != ',')
2108 // advance through whitespace
2109 if (linetext < lineend)
2111 if (*linetext == ',')
2115 // note: comma can be followed by whitespace
2117 if (*linetext <= ' ')
2120 while (linetext < lineend && *linetext <= ' ')
2125 // if this is a quoted name, remove the quotes
2128 if (linetext >= lineend || *linetext != '"')
2129 continue; // proquake location names are always quoted
2132 len = min(lineend - linetext, (int)sizeof(name) - 1);
2133 memcpy(name, linetext, len);
2135 // add the box to the list
2136 CL_Locs_AddNode(mins, maxs, name);
2138 // if a point was parsed, it needs to be scaled down by 8 (since
2139 // point-based loc files were invented by a proxy which dealt
2140 // directly with quake protocol coordinates, which are *8), turn
2144 // interpret silly fuhquake macros
2145 for (len = 0;len < (int)sizeof(name) - 1 && linetext < lineend;)
2147 if (*linetext == '$')
2149 if (linetext + 18 <= lineend && !strncmp(linetext, "$loc_name_separator", 19)) {s = " ";linetext += 19;}
2150 else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_ssg", 13)) {s = "SSG";linetext += 13;}
2151 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ng", 12)) {s = "NG";linetext += 12;}
2152 else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_sng", 13)) {s = "SNG";linetext += 13;}
2153 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_gl", 12)) {s = "GL";linetext += 12;}
2154 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_rl", 12)) {s = "RL";linetext += 12;}
2155 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_lg", 12)) {s = "LG";linetext += 12;}
2156 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ga", 12)) {s = "GA";linetext += 12;}
2157 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ya", 12)) {s = "YA";linetext += 12;}
2158 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ra", 12)) {s = "RA";linetext += 12;}
2159 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_mh", 12)) {s = "MEGA";linetext += 12;}
2163 while (len < (int)sizeof(name) - 1 && *s)
2168 name[len++] = *linetext++;
2171 // add the point to the list
2172 VectorScale(mins, (1.0 / 8.0), mins);
2173 CL_Locs_AddNode(mins, mins, name);
2185 void CL_Shutdown (void)
2187 CL_Screen_Shutdown();
2188 CL_Particles_Shutdown();
2189 CL_Parse_Shutdown();
2191 Mem_FreePool (&cls.permanentmempool);
2192 Mem_FreePool (&cls.levelmempool);
2202 cls.levelmempool = Mem_AllocPool("client (per-level memory)", 0, NULL);
2203 cls.permanentmempool = Mem_AllocPool("client (long term memory)", 0, NULL);
2205 memset(&r_refdef, 0, sizeof(r_refdef));
2206 // max entities sent to renderer per frame
2207 r_refdef.maxentities = MAX_EDICTS + 256 + 512;
2208 r_refdef.entities = (entity_render_t **)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t *) * r_refdef.maxentities);
2213 // register our commands
2215 Cvar_RegisterVariable (&cl_upspeed);
2216 Cvar_RegisterVariable (&cl_forwardspeed);
2217 Cvar_RegisterVariable (&cl_backspeed);
2218 Cvar_RegisterVariable (&cl_sidespeed);
2219 Cvar_RegisterVariable (&cl_movespeedkey);
2220 Cvar_RegisterVariable (&cl_yawspeed);
2221 Cvar_RegisterVariable (&cl_pitchspeed);
2222 Cvar_RegisterVariable (&cl_anglespeedkey);
2223 Cvar_RegisterVariable (&cl_shownet);
2224 Cvar_RegisterVariable (&cl_nolerp);
2225 Cvar_RegisterVariable (&lookspring);
2226 Cvar_RegisterVariable (&lookstrafe);
2227 Cvar_RegisterVariable (&sensitivity);
2228 Cvar_RegisterVariable (&freelook);
2230 Cvar_RegisterVariable (&m_pitch);
2231 Cvar_RegisterVariable (&m_yaw);
2232 Cvar_RegisterVariable (&m_forward);
2233 Cvar_RegisterVariable (&m_side);
2235 Cvar_RegisterVariable (&cl_itembobspeed);
2236 Cvar_RegisterVariable (&cl_itembobheight);
2238 Cmd_AddCommand ("entities", CL_PrintEntities_f, "print information on network entities known to client");
2239 Cmd_AddCommand ("disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
2240 Cmd_AddCommand ("record", CL_Record_f, "record a demo");
2241 Cmd_AddCommand ("stop", CL_Stop_f, "stop recording or playing a demo");
2242 Cmd_AddCommand ("playdemo", CL_PlayDemo_f, "watch a demo file");
2243 Cmd_AddCommand ("timedemo", CL_TimeDemo_f, "play back a demo as fast as possible and save statistics to benchmark.log");
2245 // Support Client-side Model Index List
2246 Cmd_AddCommand ("cl_modelindexlist", CL_ModelIndexList_f, "list information on all models in the client modelindex");
2247 // Support Client-side Sound Index List
2248 Cmd_AddCommand ("cl_soundindexlist", CL_SoundIndexList_f, "list all sounds in the client soundindex");
2250 Cvar_RegisterVariable (&cl_autodemo);
2251 Cvar_RegisterVariable (&cl_autodemo_nameformat);
2253 Cmd_AddCommand ("fog", CL_Fog_f, "set global fog parameters (density red green blue)");
2255 // LordHavoc: added pausedemo
2256 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)");
2258 Cmd_AddCommand ("cl_areastats", CL_AreaStats_f, "prints statistics on entity culling during collision traces");
2260 Cvar_RegisterVariable(&r_draweffects);
2261 Cvar_RegisterVariable(&cl_explosions_alpha_start);
2262 Cvar_RegisterVariable(&cl_explosions_alpha_end);
2263 Cvar_RegisterVariable(&cl_explosions_size_start);
2264 Cvar_RegisterVariable(&cl_explosions_size_end);
2265 Cvar_RegisterVariable(&cl_explosions_lifetime);
2266 Cvar_RegisterVariable(&cl_stainmaps);
2267 Cvar_RegisterVariable(&cl_stainmaps_clearonload);
2268 Cvar_RegisterVariable(&cl_beams_polygons);
2269 Cvar_RegisterVariable(&cl_beams_quakepositionhack);
2270 Cvar_RegisterVariable(&cl_beams_instantaimhack);
2271 Cvar_RegisterVariable(&cl_beams_lightatend);
2272 Cvar_RegisterVariable(&cl_noplayershadow);
2273 Cvar_RegisterVariable(&cl_dlights_decayradius);
2274 Cvar_RegisterVariable(&cl_dlights_decaybrightness);
2276 Cvar_RegisterVariable(&cl_prydoncursor);
2278 Cvar_RegisterVariable(&cl_deathnoviewmodel);
2280 // for QW connections
2281 Cvar_RegisterVariable(&qport);
2282 Cvar_SetValueQuick(&qport, (rand() * RAND_MAX + rand()) & 0xffff);
2284 Cmd_AddCommand("timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs");
2286 Cvar_RegisterVariable(&cl_locs_enable);
2287 Cvar_RegisterVariable(&cl_locs_show);
2288 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)");
2289 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)");
2290 Cmd_AddCommand("locs_clear", CL_Locs_Clear_f, "remove all loc points/boxes");
2291 Cmd_AddCommand("locs_reload", CL_Locs_Reload_f, "reload .loc file for this map");
2292 Cmd_AddCommand("locs_save", CL_Locs_Save_f, "save .loc file for this map containing currently defined points and boxes");
2295 CL_Particles_Init();