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"};
41 cvar_t cl_lerpanim_maxdelta_server = {0, "cl_lerpanim_maxdelta_server", "0.1","maximum frame delta for smoothing between server-controlled animation frames (when 0, one network frame)"};
42 cvar_t cl_lerpanim_maxdelta_framegroups = {0, "cl_lerpanim_maxdelta_framegroups", "0.1","maximum frame delta for smoothing between framegroups (when 0, one network frame)"};
44 cvar_t cl_itembobheight = {0, "cl_itembobheight", "0","how much items bob up and down (try 8)"};
45 cvar_t cl_itembobspeed = {0, "cl_itembobspeed", "0.5","how frequently items bob up and down"};
47 cvar_t lookspring = {CVAR_SAVE, "lookspring","0","returns pitch to level with the floor when no longer holding a pitch key"};
48 cvar_t lookstrafe = {CVAR_SAVE, "lookstrafe","0","move instead of turning"};
49 cvar_t sensitivity = {CVAR_SAVE, "sensitivity","3","mouse speed multiplier"};
51 cvar_t m_pitch = {CVAR_SAVE, "m_pitch","0.022","mouse pitch speed multiplier"};
52 cvar_t m_yaw = {CVAR_SAVE, "m_yaw","0.022","mouse yaw speed multiplier"};
53 cvar_t m_forward = {CVAR_SAVE, "m_forward","1","mouse forward speed multiplier"};
54 cvar_t m_side = {CVAR_SAVE, "m_side","0.8","mouse side speed multiplier"};
56 cvar_t freelook = {CVAR_SAVE, "freelook", "1","mouse controls pitch instead of forward/back"};
58 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" };
59 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)" };
60 cvar_t cl_autodemo_delete = {0, "cl_autodemo_delete", "0", "Delete demos after recording. This is a bitmask, bit 1 gives the default, bit 0 the value for the current demo. Thus, the values are: 0 = disabled; 1 = delete current demo only; 2 = delete all demos except the current demo; 3 = delete all demos from now on" };
62 cvar_t r_draweffects = {0, "r_draweffects", "1","renders temporary sprite effects"};
64 cvar_t cl_explosions_alpha_start = {CVAR_SAVE, "cl_explosions_alpha_start", "1.5","starting alpha of an explosion shell"};
65 cvar_t cl_explosions_alpha_end = {CVAR_SAVE, "cl_explosions_alpha_end", "0","end alpha of an explosion shell (just before it disappears)"};
66 cvar_t cl_explosions_size_start = {CVAR_SAVE, "cl_explosions_size_start", "16","starting size of an explosion shell"};
67 cvar_t cl_explosions_size_end = {CVAR_SAVE, "cl_explosions_size_end", "128","ending alpha of an explosion shell (just before it disappears)"};
68 cvar_t cl_explosions_lifetime = {CVAR_SAVE, "cl_explosions_lifetime", "0.5","how long an explosion shell lasts"};
70 cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "0","stains lightmaps, much faster than decals but blurred"};
71 cvar_t cl_stainmaps_clearonload = {CVAR_SAVE, "cl_stainmaps_clearonload", "1","clear stainmaps on map restart"};
73 cvar_t cl_beams_polygons = {CVAR_SAVE, "cl_beams_polygons", "1","use beam polygons instead of models"};
74 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)"};
75 cvar_t cl_beams_instantaimhack = {CVAR_SAVE, "cl_beams_instantaimhack", "0", "makes your lightning gun aiming update instantly"};
76 cvar_t cl_beams_lightatend = {CVAR_SAVE, "cl_beams_lightatend", "0", "make a light at the end of the beam"};
78 cvar_t cl_deathfade = {CVAR_SAVE, "cl_deathfade", "0", "fade screen to dark red when dead, value represents how fast the fade is (higher is faster)"};
80 cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0","hide player shadow"};
82 cvar_t cl_dlights_decayradius = {CVAR_SAVE, "cl_dlights_decayradius", "1", "reduces size of light flashes over time"};
83 cvar_t cl_dlights_decaybrightness = {CVAR_SAVE, "cl_dlights_decaybrightness", "1", "reduces brightness of light flashes over time"};
85 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)"};
87 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"};
88 cvar_t cl_prydoncursor_notrace = {0, "cl_prydoncursor_notrace", "0", "disables traceline used in prydon cursor reporting to the game, saving some cpu time"};
90 cvar_t cl_deathnoviewmodel = {0, "cl_deathnoviewmodel", "1", "hides gun model when dead"};
92 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)"};
93 cvar_t cl_locs_show = {0, "locs_show", "0", "shows defined locations for editing purposes"};
95 extern cvar_t r_equalize_entities_fullbright;
101 =====================
104 =====================
106 void CL_VM_ShutDown (void);
107 void CL_ClearState(void)
114 // wipe the entire cl structure
115 Mem_EmptyPool(cls.levelmempool);
116 memset (&cl, 0, sizeof(cl));
120 // reset the view zoom interpolation
121 cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
122 cl.sensitivityscale = 1.0f;
124 // enable rendering of the world and such
125 cl.csqc_vidvars.drawworld = r_drawworld.integer != 0;
126 cl.csqc_vidvars.drawenginesbar = true;
127 cl.csqc_vidvars.drawcrosshair = true;
129 // set up the float version of the stats array for easier access to float stats
130 cl.statsf = (float *)cl.stats;
133 cl.num_static_entities = 0;
134 cl.num_brushmodel_entities = 0;
136 // tweak these if the game runs out
137 cl.max_csqcrenderentities = 0;
138 cl.max_entities = MAX_ENITIES_INITIAL;
139 cl.max_static_entities = MAX_STATICENTITIES;
140 cl.max_effects = MAX_EFFECTS;
141 cl.max_beams = MAX_BEAMS;
142 cl.max_dlights = MAX_DLIGHTS;
143 cl.max_lightstyle = MAX_LIGHTSTYLES;
144 cl.max_brushmodel_entities = MAX_EDICTS;
145 cl.max_particles = MAX_PARTICLES_INITIAL; // grows dynamically
146 cl.max_decals = MAX_DECALS_INITIAL; // grows dynamically
153 cl.csqcrenderentities = NULL;
154 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
155 cl.entities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char));
156 cl.static_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_static_entities * sizeof(entity_t));
157 cl.effects = (cl_effect_t *)Mem_Alloc(cls.levelmempool, cl.max_effects * sizeof(cl_effect_t));
158 cl.beams = (beam_t *)Mem_Alloc(cls.levelmempool, cl.max_beams * sizeof(beam_t));
159 cl.dlights = (dlight_t *)Mem_Alloc(cls.levelmempool, cl.max_dlights * sizeof(dlight_t));
160 cl.lightstyle = (lightstyle_t *)Mem_Alloc(cls.levelmempool, cl.max_lightstyle * sizeof(lightstyle_t));
161 cl.brushmodel_entities = (int *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(int));
162 cl.particles = (particle_t *) Mem_Alloc(cls.levelmempool, cl.max_particles * sizeof(particle_t));
163 cl.decals = (decal_t *) Mem_Alloc(cls.levelmempool, cl.max_decals * sizeof(decal_t));
166 // LordHavoc: have to set up the baseline info for alpha and other stuff
167 for (i = 0;i < cl.max_entities;i++)
169 cl.entities[i].state_baseline = defaultstate;
170 cl.entities[i].state_previous = defaultstate;
171 cl.entities[i].state_current = defaultstate;
174 if (gamemode == GAME_NEXUIZ || gamemode == GAME_XONOTIC)
176 VectorSet(cl.playerstandmins, -16, -16, -24);
177 VectorSet(cl.playerstandmaxs, 16, 16, 45);
178 VectorSet(cl.playercrouchmins, -16, -16, -24);
179 VectorSet(cl.playercrouchmaxs, 16, 16, 25);
183 VectorSet(cl.playerstandmins, -16, -16, -24);
184 VectorSet(cl.playerstandmaxs, 16, 16, 24);
185 VectorSet(cl.playercrouchmins, -16, -16, -24);
186 VectorSet(cl.playercrouchmaxs, 16, 16, 24);
189 // disable until we get textures for it
192 ent = &cl.entities[0];
193 // entire entity array was cleared, so just fill in a few fields
194 ent->state_current.active = true;
195 ent->render.model = cl.worldmodel = NULL; // no world model yet
196 ent->render.alpha = 1;
197 ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
198 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, 0, 0, 0, 0, 0, 0, 1);
199 ent->render.allowdecals = true;
200 CL_UpdateRenderEntity(&ent->render);
202 // noclip is turned off at start
203 noclip_anglehack = false;
205 // mark all frames invalid for delta
206 memset(cl.qw_deltasequence, -1, sizeof(cl.qw_deltasequence));
208 // set bestweapon data back to Quake data
209 IN_BestWeapon_ResetData();
214 void CL_SetInfo(const char *key, const char *value, qboolean send, qboolean allowstarkey, qboolean allowmodel, qboolean quiet)
217 qboolean fail = false;
218 if (!allowstarkey && key[0] == '*')
220 if (!allowmodel && (!strcasecmp(key, "pmodel") || !strcasecmp(key, "emodel")))
222 for (i = 0;key[i];i++)
223 if (ISWHITESPACE(key[i]) || key[i] == '\"')
225 for (i = 0;value[i];i++)
226 if (value[i] == '\r' || value[i] == '\n' || value[i] == '\"')
231 Con_Printf("Can't setinfo \"%s\" \"%s\"\n", key, value);
234 InfoString_SetValue(cls.userinfo, sizeof(cls.userinfo), key, value);
235 if (cls.state == ca_connected && cls.netcon)
237 if (cls.protocol == PROTOCOL_QUAKEWORLD)
239 MSG_WriteByte(&cls.netcon->message, qw_clc_stringcmd);
240 MSG_WriteString(&cls.netcon->message, va("setinfo \"%s\" \"%s\"", key, value));
242 else if (!strcasecmp(key, "name"))
244 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
245 MSG_WriteString(&cls.netcon->message, va("name \"%s\"", value));
247 else if (!strcasecmp(key, "playermodel"))
249 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
250 MSG_WriteString(&cls.netcon->message, va("playermodel \"%s\"", value));
252 else if (!strcasecmp(key, "playerskin"))
254 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
255 MSG_WriteString(&cls.netcon->message, va("playerskin \"%s\"", value));
257 else if (!strcasecmp(key, "topcolor"))
259 // don't send anything, the combined color code will be updated manually
261 else if (!strcasecmp(key, "bottomcolor"))
263 // don't send anything, the combined color code will be updated manually
265 else if (!strcasecmp(key, "rate"))
267 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
268 MSG_WriteString(&cls.netcon->message, va("rate \"%s\"", value));
273 void CL_ExpandEntities(int num)
275 int i, oldmaxentities;
276 entity_t *oldentities;
277 if (num >= cl.max_entities)
280 Sys_Error("CL_ExpandEntities: cl.entities not initialized");
281 if (num >= MAX_EDICTS)
282 Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
283 oldmaxentities = cl.max_entities;
284 oldentities = cl.entities;
285 cl.max_entities = (num & ~255) + 256;
286 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
287 memcpy(cl.entities, oldentities, oldmaxentities * sizeof(entity_t));
288 Mem_Free(oldentities);
289 for (i = oldmaxentities;i < cl.max_entities;i++)
291 cl.entities[i].state_baseline = defaultstate;
292 cl.entities[i].state_previous = defaultstate;
293 cl.entities[i].state_current = defaultstate;
298 void CL_ExpandCSQCRenderEntities(int num)
300 int oldmaxcsqcrenderentities;
301 entity_render_t *oldcsqcrenderentities;
302 if (num >= cl.max_csqcrenderentities)
304 if (num >= MAX_EDICTS)
305 Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
306 oldmaxcsqcrenderentities = cl.max_csqcrenderentities;
307 oldcsqcrenderentities = cl.csqcrenderentities;
308 cl.max_csqcrenderentities = (num & ~255) + 256;
309 cl.csqcrenderentities = (entity_render_t *)Mem_Alloc(cls.levelmempool, cl.max_csqcrenderentities * sizeof(entity_render_t));
310 if (oldcsqcrenderentities)
312 memcpy(cl.csqcrenderentities, oldcsqcrenderentities, oldmaxcsqcrenderentities * sizeof(entity_render_t));
313 Mem_Free(oldcsqcrenderentities);
319 =====================
322 Sends a disconnect message to the server
323 This is also called on Host_Error, so it shouldn't cause any errors
324 =====================
326 void CL_Disconnect(void)
328 if (cls.state == ca_dedicated)
331 if (COM_CheckParm("-profilegameonly"))
332 Sys_AllowProfiling(false);
334 Curl_Clear_forthismap();
336 Con_DPrintf("CL_Disconnect\n");
338 Cvar_SetValueQuick(&csqc_progcrc, -1);
339 Cvar_SetValueQuick(&csqc_progsize, -1);
341 // stop sounds (especially looping!)
344 cl.parsingtextexpectingpingforscores = 0; // just in case no reply has come yet
346 // clear contents blends
347 cl.cshifts[0].percent = 0;
348 cl.cshifts[1].percent = 0;
349 cl.cshifts[2].percent = 0;
350 cl.cshifts[3].percent = 0;
352 cl.worldmodel = NULL;
354 CL_Parse_ErrorCleanUp();
356 if (cls.demoplayback)
361 unsigned char bufdata[8];
362 if (cls.demorecording)
365 // send disconnect message 3 times to improve chances of server
366 // receiving it (but it still fails sometimes)
367 memset(&buf, 0, sizeof(buf));
369 buf.maxsize = sizeof(bufdata);
370 if (cls.protocol == PROTOCOL_QUAKEWORLD)
372 Con_DPrint("Sending drop command\n");
373 MSG_WriteByte(&buf, qw_clc_stringcmd);
374 MSG_WriteString(&buf, "drop");
378 Con_DPrint("Sending clc_disconnect\n");
379 MSG_WriteByte(&buf, clc_disconnect);
381 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
382 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
383 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
384 NetConn_Close(cls.netcon);
387 cls.state = ca_disconnected;
389 cls.demoplayback = cls.timedemo = false;
393 void CL_Disconnect_f(void)
397 Host_ShutdownServer ();
404 =====================
405 CL_EstablishConnection
407 Host should be either "local" or a net address
408 =====================
410 void CL_EstablishConnection(const char *host, int firstarg)
412 if (cls.state == ca_dedicated)
415 // clear menu's connect error message
416 M_Update_Return_Reason("");
419 // stop demo loop in case this fails
420 if (cls.demoplayback)
423 // if downloads are running, cancel their finishing action
424 Curl_Clear_forthismap();
426 // make sure the client ports are open before attempting to connect
427 NetConn_UpdateSockets();
429 // run a network frame
430 //NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
432 if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
434 cls.connect_trying = true;
435 cls.connect_remainingtries = 3;
436 cls.connect_nextsendtime = 0;
438 // only NOW, set connect_userinfo
442 *cls.connect_userinfo = 0;
443 for(i = firstarg; i+2 <= Cmd_Argc(); i += 2)
444 InfoString_SetValue(cls.connect_userinfo, sizeof(cls.connect_userinfo), Cmd_Argv(i), Cmd_Argv(i+1));
446 else if(firstarg < -1)
448 // -1: keep as is (reconnect)
450 *cls.connect_userinfo = 0;
453 M_Update_Return_Reason("Trying to connect...");
455 // run several network frames to jump into the game quickly
458 // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
459 // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
460 // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
461 // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
466 Con_Print("Unable to find a suitable network socket to connect to server.\n");
467 M_Update_Return_Reason("No network");
476 static void CL_PrintEntities_f(void)
481 for (i = 0, ent = cl.entities;i < cl.num_entities;i++, ent++)
483 const char* modelname;
485 if (!ent->state_current.active)
488 if (ent->render.model)
489 modelname = ent->render.model->name;
491 modelname = "--no model--";
492 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);
500 List information on all models in the client modelindex
503 static void CL_ModelIndexList_f(void)
509 Con_Printf("%3s: %-30s %-8s %-8s\n", "ID", "Name", "Type", "Triangles");
511 for (i = -MAX_MODELS;i < MAX_MODELS;i++)
513 model = CL_GetModelByIndex(i);
514 if(model->loaded || i == 1)
515 Con_Printf("%3i: %-30s %-8s %-10i\n", i, model->name, model->modeldatatypestring, model->surfmesh.num_triangles);
517 Con_Printf("%3i: %-30s %-30s\n", i, model->name, "--no local model found--");
526 List all sounds in the client soundindex
529 static void CL_SoundIndexList_f(void)
533 while(cl.sound_precache[i] && i != MAX_SOUNDS)
535 Con_Printf("%i : %s\n", i, cl.sound_precache[i]->name);
542 CL_UpdateRenderEntity
544 Updates inversematrix, animation interpolation factors, scale, and mins/maxs
547 void CL_UpdateRenderEntity(entity_render_t *ent)
551 dp_model_t *model = ent->model;
552 // update the inverse matrix for the renderer
553 Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
554 // update the animation blend state
555 VM_FrameBlendFromFrameGroupBlend(ent->frameblend, ent->framegroupblend, ent->model);
556 // we need the matrix origin to center the box
557 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
558 // update entity->render.scale because the renderer needs it
559 ent->scale = scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
562 // NOTE: this directly extracts vector components from the matrix, which relies on the matrix orientation!
563 #ifdef MATRIX4x4_OPENGLORIENTATION
564 if (ent->matrix.m[0][2] != 0 || ent->matrix.m[1][2] != 0)
566 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
570 VectorMA(org, scale, model->rotatedmins, ent->mins);
571 VectorMA(org, scale, model->rotatedmaxs, ent->maxs);
573 #ifdef MATRIX4x4_OPENGLORIENTATION
574 else if (ent->matrix.m[1][0] != 0 || ent->matrix.m[0][1] != 0)
576 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
580 VectorMA(org, scale, model->yawmins, ent->mins);
581 VectorMA(org, scale, model->yawmaxs, ent->maxs);
585 VectorMA(org, scale, model->normalmins, ent->mins);
586 VectorMA(org, scale, model->normalmaxs, ent->maxs);
591 ent->mins[0] = org[0] - 16;
592 ent->mins[1] = org[1] - 16;
593 ent->mins[2] = org[2] - 16;
594 ent->maxs[0] = org[0] + 16;
595 ent->maxs[1] = org[1] + 16;
596 ent->maxs[2] = org[2] + 16;
604 Determines the fraction between the last two messages that the objects
608 static float CL_LerpPoint(void)
612 if (cl_nettimesyncboundmode.integer == 1)
613 cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
615 // LordHavoc: lerp in listen games as the server is being capped below the client (usually)
616 if (cl.mtime[0] <= cl.mtime[1])
618 cl.time = cl.mtime[0];
622 f = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]);
623 return bound(0, f, 1);
626 void CL_ClearTempEntities (void)
628 r_refdef.scene.numtempentities = 0;
631 entity_render_t *CL_NewTempEntity(double shadertime)
633 entity_render_t *render;
635 if (r_refdef.scene.numentities >= r_refdef.scene.maxentities)
637 if (r_refdef.scene.numtempentities >= r_refdef.scene.maxtempentities)
639 render = &r_refdef.scene.tempentities[r_refdef.scene.numtempentities++];
640 memset (render, 0, sizeof(*render));
641 r_refdef.scene.entities[r_refdef.scene.numentities++] = render;
643 render->shadertime = shadertime;
645 VectorSet(render->colormod, 1, 1, 1);
646 VectorSet(render->glowmod, 1, 1, 1);
650 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
654 if (!modelindex) // sanity check
658 Con_Printf("CL_Effect: framerate %f is < 1\n", framerate);
663 Con_Printf("CL_Effect: framecount %i is < 1\n", framecount);
666 for (i = 0, e = cl.effects;i < cl.max_effects;i++, e++)
671 VectorCopy(org, e->origin);
672 e->modelindex = modelindex;
673 e->starttime = cl.time;
674 e->startframe = startframe;
675 e->endframe = startframe + framecount;
676 e->framerate = framerate;
679 e->frame1time = cl.time;
680 e->frame2time = cl.time;
681 cl.num_effects = max(cl.num_effects, i + 1);
686 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)
691 // then look for anything else
693 for (i = 0;i < cl.max_dlights;i++, dl++)
697 // unable to find one
698 if (i == cl.max_dlights)
701 //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
702 memset (dl, 0, sizeof(*dl));
703 cl.num_dlights = max(cl.num_dlights, i + 1);
704 Matrix4x4_Normalize(&dl->matrix, matrix);
706 Matrix4x4_OriginFromMatrix(&dl->matrix, dl->origin);
707 CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
708 Matrix4x4_SetOrigin(&dl->matrix, dl->origin[0], dl->origin[1], dl->origin[2]);
711 dl->color[1] = green;
713 dl->initialradius = radius;
714 dl->initialcolor[0] = red;
715 dl->initialcolor[1] = green;
716 dl->initialcolor[2] = blue;
717 dl->decay = decay / radius; // changed decay to be a percentage decrease
718 dl->intensity = 1; // this is what gets decayed
720 dl->die = cl.time + lifetime;
724 dpsnprintf(dl->cubemapname, sizeof(dl->cubemapname), "cubemaps/%i", cubemapnum);
726 dl->cubemapname[0] = 0;
728 dl->shadow = shadowenable;
731 dl->coronasizescale = coronasizescale;
732 dl->ambientscale = ambientscale;
733 dl->diffusescale = diffusescale;
734 dl->specularscale = specularscale;
737 void CL_DecayLightFlashes(void)
743 time = bound(0, cl.time - cl.oldtime, 0.1);
744 oldmax = cl.num_dlights;
746 for (i = 0, dl = cl.dlights;i < oldmax;i++, dl++)
750 dl->intensity -= time * dl->decay;
751 if (cl.time < dl->die && dl->intensity > 0)
753 if (cl_dlights_decayradius.integer)
754 dl->radius = dl->initialradius * dl->intensity;
756 dl->radius = dl->initialradius;
757 if (cl_dlights_decaybrightness.integer)
758 VectorScale(dl->initialcolor, dl->intensity, dl->color);
760 VectorCopy(dl->initialcolor, dl->color);
761 cl.num_dlights = i + 1;
769 // called before entity relinking
770 void CL_RelinkLightFlashes(void)
775 matrix4x4_t tempmatrix;
777 if (r_dynamic.integer)
779 for (i = 0, dl = cl.dlights;i < cl.num_dlights && r_refdef.scene.numlights < MAX_DLIGHTS;i++, dl++)
783 tempmatrix = dl->matrix;
784 Matrix4x4_Scale(&tempmatrix, dl->radius, 1);
785 // we need the corona fading to be persistent
786 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);
787 r_refdef.scene.lights[r_refdef.scene.numlights++] = &dl->rtlight;
794 for (j = 0;j < cl.max_lightstyle;j++)
796 r_refdef.scene.rtlightstylevalue[j] = 1;
797 r_refdef.scene.lightstylevalue[j] = 256;
803 // 'm' is normal light, 'a' is no light, 'z' is double bright
807 for (j = 0;j < cl.max_lightstyle;j++)
809 if (!cl.lightstyle[j].length)
811 r_refdef.scene.rtlightstylevalue[j] = 1;
812 r_refdef.scene.lightstylevalue[j] = 256;
815 // static lightstyle "=value"
816 if (cl.lightstyle[j].map[0] == '=')
818 r_refdef.scene.rtlightstylevalue[j] = atof(cl.lightstyle[j].map + 1);
819 if ( r_lerplightstyles.integer || ((int)f - f) < 0.01)
820 r_refdef.scene.lightstylevalue[j] = r_refdef.scene.rtlightstylevalue[j];
823 k = i % cl.lightstyle[j].length;
824 l = (i-1) % cl.lightstyle[j].length;
825 k = cl.lightstyle[j].map[k] - 'a';
826 l = cl.lightstyle[j].map[l] - 'a';
827 // rtlightstylevalue is always interpolated because it has no bad
828 // consequences for performance
829 // lightstylevalue is subject to a cvar for performance reasons;
830 // skipping lightmap updates on most rendered frames substantially
831 // improves framerates (but makes light fades look bad)
832 r_refdef.scene.rtlightstylevalue[j] = ((k*frac)+(l*(1-frac)))*(22/256.0f);
833 r_refdef.scene.lightstylevalue[j] = r_lerplightstyles.integer ? (unsigned short)(((k*frac)+(l*(1-frac)))*22) : k*22;
837 void CL_AddQWCTFFlagModel(entity_t *player, int skin)
839 int frame = player->render.framegroupblend[0].frame;
841 entity_render_t *flagrender;
842 matrix4x4_t flagmatrix;
844 // this code taken from QuakeWorld
846 if (frame >= 29 && frame <= 40)
848 if (frame >= 29 && frame <= 34)
850 if (frame == 29) f = f + 2;
851 else if (frame == 30) f = f + 8;
852 else if (frame == 31) f = f + 12;
853 else if (frame == 32) f = f + 11;
854 else if (frame == 33) f = f + 10;
855 else if (frame == 34) f = f + 4;
857 else if (frame >= 35 && frame <= 40)
859 if (frame == 35) f = f + 2;
860 else if (frame == 36) f = f + 10;
861 else if (frame == 37) f = f + 10;
862 else if (frame == 38) f = f + 8;
863 else if (frame == 39) f = f + 4;
864 else if (frame == 40) f = f + 2;
867 else if (frame >= 103 && frame <= 118)
869 if (frame >= 103 && frame <= 104) f = f + 6; //nailattack
870 else if (frame >= 105 && frame <= 106) f = f + 6; //light
871 else if (frame >= 107 && frame <= 112) f = f + 7; //rocketattack
872 else if (frame >= 112 && frame <= 118) f = f + 7; //shotattack
874 // end of code taken from QuakeWorld
876 flagrender = CL_NewTempEntity(player->render.shadertime);
880 flagrender->model = CL_GetModelByIndex(cl.qw_modelindex_flag);
881 flagrender->skinnum = skin;
882 flagrender->alpha = 1;
883 VectorSet(flagrender->colormod, 1, 1, 1);
884 VectorSet(flagrender->glowmod, 1, 1, 1);
885 // attach the flag to the player matrix
886 Matrix4x4_CreateFromQuakeEntity(&flagmatrix, -f, -22, 0, 0, 0, -45, 1);
887 Matrix4x4_Concat(&flagrender->matrix, &player->render.matrix, &flagmatrix);
888 CL_UpdateRenderEntity(flagrender);
891 matrix4x4_t viewmodelmatrix;
893 static const vec3_t muzzleflashorigin = {18, 0, 0};
895 extern void V_DriftPitch(void);
896 extern void V_FadeViewFlashs(void);
897 extern void V_CalcViewBlend(void);
898 extern void V_CalcRefdef(void);
900 void CL_SetEntityColormapColors(entity_render_t *ent, int colormap)
902 const unsigned char *cbcolor;
905 cbcolor = palette_rgb_pantscolormap[colormap & 0xF];
906 VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_pantscolor);
907 cbcolor = palette_rgb_shirtcolormap[(colormap & 0xF0) >> 4];
908 VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_shirtcolor);
912 VectorClear(ent->colormap_pantscolor);
913 VectorClear(ent->colormap_shirtcolor);
917 // note this is a recursive function, recursionlimit should be 32 or so on the initial call
918 void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolate)
920 const matrix4x4_t *matrix;
921 matrix4x4_t blendmatrix, tempmatrix, matrix2;
923 float origin[3], angles[3], lerp;
925 //entity_persistent_t *p = &e->persistent;
926 //entity_render_t *r = &e->render;
927 // skip inactive entities and world
928 if (!e->state_current.active || e == cl.entities)
930 if (recursionlimit < 1)
932 e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
933 e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
934 e->render.flags = e->state_current.flags;
935 e->render.effects = e->state_current.effects;
936 VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
937 VectorScale(e->state_current.glowmod, (1.0f / 32.0f), e->render.glowmod);
938 if(e >= cl.entities && e < cl.entities + cl.num_entities)
939 e->render.entitynumber = e - cl.entities;
941 e->render.entitynumber = 0;
942 if (e->state_current.flags & RENDER_COLORMAPPED)
943 CL_SetEntityColormapColors(&e->render, e->state_current.colormap);
944 else if (e->state_current.colormap > 0 && e->state_current.colormap <= cl.maxclients && cl.scores != NULL)
945 CL_SetEntityColormapColors(&e->render, cl.scores[e->state_current.colormap-1].colors);
947 CL_SetEntityColormapColors(&e->render, -1);
948 e->render.skinnum = e->state_current.skin;
949 if (e->state_current.tagentity)
951 // attached entity (gun held in player model's hand, etc)
952 // if the tag entity is currently impossible, skip it
953 if (e->state_current.tagentity >= cl.num_entities)
955 t = cl.entities + e->state_current.tagentity;
956 // if the tag entity is inactive, skip it
957 if (!t->state_current.active)
959 // update the parent first
960 CL_UpdateNetworkEntity(t, recursionlimit - 1, interpolate);
961 // make relative to the entity
962 matrix = &t->render.matrix;
963 // some properties of the tag entity carry over
964 e->render.flags |= t->render.flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
965 // if a valid tagindex is used, make it relative to that tag instead
966 // FIXME: use a model function to get tag info (need to handle skeletal)
967 if (e->state_current.tagentity && e->state_current.tagindex >= 1 && t->render.model)
969 if(!Mod_Alias_GetTagMatrix(t->render.model, t->render.frameblend, t->render.skeleton, e->state_current.tagindex - 1, &blendmatrix)) // i.e. no error
971 // concat the tag matrices onto the entity matrix
972 Matrix4x4_Concat(&tempmatrix, &t->render.matrix, &blendmatrix);
973 // use the constructed tag matrix
974 matrix = &tempmatrix;
978 else if (e->render.flags & RENDER_VIEWMODEL)
980 // view-relative entity (guns and such)
981 if (e->render.effects & EF_NOGUNBOB)
982 matrix = &r_refdef.view.matrix; // really attached to view
984 matrix = &viewmodelmatrix; // attached to gun bob matrix
988 // world-relative entity (the normal kind)
989 matrix = &identitymatrix;
993 // if it's the predicted player entity, update according to client movement
994 // but don't lerp if going through a teleporter as it causes a bad lerp
995 // also don't use the predicted location if fixangle was set on both of
996 // the most recent server messages, as that cause means you are spectating
997 // someone or watching a cutscene of some sort
998 if (cl_nolerp.integer || cls.timedemo)
1000 if (e == cl.entities + cl.playerentity && cl.movement_predicted && (!cl.fixangle[1] || !cl.fixangle[0]))
1002 VectorCopy(cl.movement_origin, origin);
1003 VectorSet(angles, 0, cl.viewangles[1], 0);
1005 else if (interpolate && e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1)
1007 // interpolate the origin and angles
1008 lerp = max(0, lerp);
1009 VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
1011 // this fails at the singularity of euler angles
1012 VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
1013 if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
1014 if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
1015 if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
1016 VectorMA(e->persistent.oldangles, lerp, delta, angles);
1019 vec3_t f0, u0, f1, u1;
1020 AngleVectors(e->persistent.oldangles, f0, NULL, u0);
1021 AngleVectors(e->persistent.newangles, f1, NULL, u1);
1022 VectorMAM(1-lerp, f0, lerp, f1, f0);
1023 VectorMAM(1-lerp, u0, lerp, u1, u0);
1024 AnglesFromVectors(angles, f0, u0, false);
1031 VectorCopy(e->persistent.neworigin, origin);
1032 VectorCopy(e->persistent.newangles, angles);
1035 // model setup and some modelflags
1036 frame = e->state_current.frame;
1037 e->render.model = CL_GetModelByIndex(e->state_current.modelindex);
1038 if (e->render.model)
1040 if (e->render.skinnum >= e->render.model->numskins)
1041 e->render.skinnum = 0;
1042 if (frame >= e->render.model->numframes)
1044 // models can set flags such as EF_ROCKET
1045 // this 0xFF800000 mask is EF_NOMODELFLAGS plus all the higher EF_ flags such as EF_ROCKET
1046 if (!(e->render.effects & 0xFF800000))
1047 e->render.effects |= e->render.model->effects;
1048 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
1049 if (e->render.model->type == mod_alias)
1050 angles[0] = -angles[0];
1051 if ((e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
1053 VectorScale(e->render.colormod, 2, e->render.colormod);
1054 VectorScale(e->render.glowmod, 2, e->render.glowmod);
1057 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
1058 else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
1059 angles[0] = -angles[0];
1060 // NOTE: this must be synced to SV_GetPitchSign!
1062 if ((e->render.effects & EF_ROTATE) && !(e->render.flags & RENDER_VIEWMODEL))
1064 angles[1] = ANGLEMOD(100*cl.time);
1065 if (cl_itembobheight.value)
1066 origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
1070 if (e->render.framegroupblend[0].frame == frame)
1072 // update frame lerp fraction
1073 e->render.framegroupblend[0].lerp = 1;
1074 e->render.framegroupblend[1].lerp = 0;
1075 if (e->render.framegroupblend[0].start > e->render.framegroupblend[1].start)
1077 // make sure frame lerp won't last longer than 100ms
1078 // (this mainly helps with models that use framegroups and
1079 // switch between them infrequently)
1080 float maxdelta = cl_lerpanim_maxdelta_server.value;
1082 if(e->render.model->animscenes)
1083 if(e->render.model->animscenes[e->render.framegroupblend[0].frame].framecount > 1 || e->render.model->animscenes[e->render.framegroupblend[1].frame].framecount > 1)
1084 maxdelta = cl_lerpanim_maxdelta_framegroups.value;
1085 maxdelta = max(maxdelta, cl.mtime[0] - cl.mtime[1]);
1086 e->render.framegroupblend[0].lerp = (cl.time - e->render.framegroupblend[0].start) / min(e->render.framegroupblend[0].start - e->render.framegroupblend[1].start, maxdelta);
1087 e->render.framegroupblend[0].lerp = bound(0, e->render.framegroupblend[0].lerp, 1);
1088 e->render.framegroupblend[1].lerp = 1 - e->render.framegroupblend[0].lerp;
1093 // begin a new frame lerp
1094 e->render.framegroupblend[1] = e->render.framegroupblend[0];
1095 e->render.framegroupblend[1].lerp = 1;
1096 e->render.framegroupblend[0].frame = frame;
1097 e->render.framegroupblend[0].start = cl.time;
1098 e->render.framegroupblend[0].lerp = 0;
1101 // set up the render matrix
1104 // attached entity, this requires a matrix multiply (concat)
1105 // FIXME: e->render.scale should go away
1106 Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1107 // concat the matrices to make the entity relative to its tag
1108 Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
1109 // get the origin from the new matrix
1110 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1114 // unattached entities are faster to process
1115 Matrix4x4_CreateFromQuakeEntity(&e->render.matrix, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1118 // tenebrae's sprites are all additive mode (weird)
1119 if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
1120 e->render.flags |= RENDER_ADDITIVE;
1121 // player model is only shown with chase_active on
1122 if (e->state_current.number == cl.viewentity)
1123 e->render.flags |= RENDER_EXTERIORMODEL;
1124 // either fullbright or lit
1125 if(!r_fullbright.integer)
1127 if (!(e->render.effects & EF_FULLBRIGHT))
1128 e->render.flags |= RENDER_LIGHT;
1129 else if(r_equalize_entities_fullbright.integer)
1130 e->render.flags |= RENDER_LIGHT | RENDER_EQUALIZE;
1132 // hide player shadow during intermission or nehahra movie
1133 if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST))
1134 && (e->render.alpha >= 1)
1135 && !(e->render.flags & RENDER_VIEWMODEL)
1136 && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
1137 e->render.flags |= RENDER_SHADOW;
1138 if (e->render.flags & RENDER_VIEWMODEL)
1139 e->render.flags |= RENDER_NOSELFSHADOW;
1140 if (e->render.effects & EF_NOSELFSHADOW)
1141 e->render.flags |= RENDER_NOSELFSHADOW;
1142 if (e->render.effects & EF_NODEPTHTEST)
1143 e->render.flags |= RENDER_NODEPTHTEST;
1144 if (e->render.effects & EF_ADDITIVE)
1145 e->render.flags |= RENDER_ADDITIVE;
1146 if (e->render.effects & EF_DOUBLESIDED)
1147 e->render.flags |= RENDER_DOUBLESIDED;
1149 // make the other useful stuff
1150 e->render.allowdecals = true;
1151 CL_UpdateRenderEntity(&e->render);
1154 // creates light and trails from an entity
1155 void CL_UpdateNetworkEntityTrail(entity_t *e)
1157 effectnameindex_t trailtype;
1160 // bmodels are treated specially since their origin is usually '0 0 0' and
1161 // their actual geometry is far from '0 0 0'
1162 if (e->render.model && e->render.model->soundfromcenter)
1165 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1166 Matrix4x4_Transform(&e->render.matrix, o, origin);
1169 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1171 // handle particle trails and such effects now that we know where this
1172 // entity is in the world...
1173 trailtype = EFFECT_NONE;
1174 // LordHavoc: if the entity has no effects, don't check each
1175 if (e->render.effects & (EF_BRIGHTFIELD | EF_FLAME | EF_STARDUST))
1177 if (e->render.effects & EF_BRIGHTFIELD)
1179 if (gamemode == GAME_NEXUIZ || gamemode == GAME_XONOTIC)
1180 trailtype = EFFECT_TR_NEXUIZPLASMA;
1182 CL_EntityParticles(e);
1184 if (e->render.effects & EF_FLAME)
1185 CL_ParticleTrail(EFFECT_EF_FLAME, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true, NULL, NULL);
1186 if (e->render.effects & EF_STARDUST)
1187 CL_ParticleTrail(EFFECT_EF_STARDUST, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true, NULL, NULL);
1189 if (e->render.internaleffects & (INTEF_FLAG1QW | INTEF_FLAG2QW))
1191 // these are only set on player entities
1192 CL_AddQWCTFFlagModel(e, (e->render.internaleffects & INTEF_FLAG2QW) != 0);
1194 // muzzleflash fades over time
1195 if (e->persistent.muzzleflash > 0)
1196 e->persistent.muzzleflash -= bound(0, cl.time - cl.oldtime, 0.1) * 20;
1197 // LordHavoc: if the entity has no effects, don't check each
1198 if (e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1200 if (e->render.effects & EF_GIB)
1201 trailtype = EFFECT_TR_BLOOD;
1202 else if (e->render.effects & EF_ZOMGIB)
1203 trailtype = EFFECT_TR_SLIGHTBLOOD;
1204 else if (e->render.effects & EF_TRACER)
1205 trailtype = EFFECT_TR_WIZSPIKE;
1206 else if (e->render.effects & EF_TRACER2)
1207 trailtype = EFFECT_TR_KNIGHTSPIKE;
1208 else if (e->render.effects & EF_ROCKET)
1209 trailtype = EFFECT_TR_ROCKET;
1210 else if (e->render.effects & EF_GRENADE)
1212 // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1213 trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1215 else if (e->render.effects & EF_TRACER3)
1216 trailtype = EFFECT_TR_VORESPIKE;
1219 if (e->render.flags & RENDER_GLOWTRAIL)
1220 trailtype = EFFECT_TR_GLOWTRAIL;
1221 // check if a trail is allowed (it is not after a teleport for example)
1222 if (trailtype && e->persistent.trail_allowed)
1226 VectorSubtract(e->state_current.origin, e->state_previous.origin, vel);
1227 len = e->state_current.time - e->state_previous.time;
1230 VectorScale(vel, len, vel);
1231 CL_ParticleTrail(trailtype, 1, e->persistent.trail_origin, origin, vel, vel, e, e->state_current.glowcolor, false, true, NULL, NULL);
1233 // now that the entity has survived one trail update it is allowed to
1234 // leave a real trail on later frames
1235 e->persistent.trail_allowed = true;
1236 VectorCopy(origin, e->persistent.trail_origin);
1242 CL_UpdateViewEntities
1245 void CL_UpdateViewEntities(void)
1248 // update any RENDER_VIEWMODEL entities to use the new view matrix
1249 for (i = 1;i < cl.num_entities;i++)
1251 if (cl.entities_active[i])
1253 entity_t *ent = cl.entities + i;
1254 if ((ent->render.flags & RENDER_VIEWMODEL) || ent->state_current.tagentity)
1255 CL_UpdateNetworkEntity(ent, 32, true);
1258 // and of course the engine viewmodel needs updating as well
1259 CL_UpdateNetworkEntity(&cl.viewent, 32, true);
1264 CL_UpdateNetworkCollisionEntities
1267 void CL_UpdateNetworkCollisionEntities(void)
1272 // start on the entity after the world
1273 cl.num_brushmodel_entities = 0;
1274 for (i = cl.maxclients + 1;i < cl.num_entities;i++)
1276 if (cl.entities_active[i])
1278 ent = cl.entities + i;
1279 if (ent->state_current.active && ent->render.model && ent->render.model->name[0] == '*' && ent->render.model->TraceBox)
1281 // do not interpolate the bmodels for this
1282 CL_UpdateNetworkEntity(ent, 32, false);
1283 cl.brushmodel_entities[cl.num_brushmodel_entities++] = i;
1289 extern void R_DecalSystem_Reset(decalsystem_t *decalsystem);
1293 CL_UpdateNetworkEntities
1296 void CL_UpdateNetworkEntities(void)
1301 // start on the entity after the world
1302 for (i = 1;i < cl.num_entities;i++)
1304 if (cl.entities_active[i])
1306 ent = cl.entities + i;
1307 if (ent->state_current.active)
1309 CL_UpdateNetworkEntity(ent, 32, true);
1310 // view models should never create light/trails
1311 if (!(ent->render.flags & RENDER_VIEWMODEL))
1312 CL_UpdateNetworkEntityTrail(ent);
1316 R_DecalSystem_Reset(&ent->render.decalsystem);
1317 cl.entities_active[i] = false;
1323 void CL_UpdateViewModel(void)
1327 ent->state_previous = ent->state_current;
1328 ent->state_current = defaultstate;
1329 ent->state_current.time = cl.time;
1330 ent->state_current.number = (unsigned short)-1;
1331 ent->state_current.active = true;
1332 ent->state_current.modelindex = cl.stats[STAT_WEAPON];
1333 ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
1334 ent->state_current.flags = RENDER_VIEWMODEL;
1335 if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
1336 ent->state_current.modelindex = 0;
1337 else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
1339 if (gamemode == GAME_TRANSFUSION)
1340 ent->state_current.alpha = 128;
1342 ent->state_current.modelindex = 0;
1344 ent->state_current.alpha = cl.entities[cl.viewentity].state_current.alpha;
1345 ent->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB));
1347 // reset animation interpolation on weaponmodel if model changed
1348 if (ent->state_previous.modelindex != ent->state_current.modelindex)
1350 ent->render.framegroupblend[0].frame = ent->render.framegroupblend[1].frame = ent->state_current.frame;
1351 ent->render.framegroupblend[0].start = ent->render.framegroupblend[1].start = cl.time;
1352 ent->render.framegroupblend[0].lerp = 1;ent->render.framegroupblend[1].lerp = 0;
1354 CL_UpdateNetworkEntity(ent, 32, true);
1357 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
1358 void CL_LinkNetworkEntity(entity_t *e)
1360 effectnameindex_t trailtype;
1365 // skip inactive entities and world
1366 if (!e->state_current.active || e == cl.entities)
1368 if (e->state_current.tagentity)
1370 // if the tag entity is currently impossible, skip it
1371 if (e->state_current.tagentity >= cl.num_entities)
1373 // if the tag entity is inactive, skip it
1374 if (!cl.entities[e->state_current.tagentity].state_current.active)
1378 // create entity dlights associated with this entity
1379 if (e->render.model && e->render.model->soundfromcenter)
1381 // bmodels are treated specially since their origin is usually '0 0 0'
1383 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1384 Matrix4x4_Transform(&e->render.matrix, o, origin);
1387 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1388 trailtype = EFFECT_NONE;
1393 // LordHavoc: if the entity has no effects, don't check each
1394 if (e->render.effects & (EF_BRIGHTFIELD | EF_DIMLIGHT | EF_BRIGHTLIGHT | EF_RED | EF_BLUE | EF_FLAME | EF_STARDUST))
1396 if (e->render.effects & EF_BRIGHTFIELD)
1398 if (gamemode == GAME_NEXUIZ || gamemode == GAME_XONOTIC)
1399 trailtype = EFFECT_TR_NEXUIZPLASMA;
1401 if (e->render.effects & EF_DIMLIGHT)
1403 dlightradius = max(dlightradius, 200);
1404 dlightcolor[0] += 1.50f;
1405 dlightcolor[1] += 1.50f;
1406 dlightcolor[2] += 1.50f;
1408 if (e->render.effects & EF_BRIGHTLIGHT)
1410 dlightradius = max(dlightradius, 400);
1411 dlightcolor[0] += 3.00f;
1412 dlightcolor[1] += 3.00f;
1413 dlightcolor[2] += 3.00f;
1415 // LordHavoc: more effects
1416 if (e->render.effects & EF_RED) // red
1418 dlightradius = max(dlightradius, 200);
1419 dlightcolor[0] += 1.50f;
1420 dlightcolor[1] += 0.15f;
1421 dlightcolor[2] += 0.15f;
1423 if (e->render.effects & EF_BLUE) // blue
1425 dlightradius = max(dlightradius, 200);
1426 dlightcolor[0] += 0.15f;
1427 dlightcolor[1] += 0.15f;
1428 dlightcolor[2] += 1.50f;
1430 if (e->render.effects & EF_FLAME)
1431 CL_ParticleTrail(EFFECT_EF_FLAME, 1, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false, NULL, NULL);
1432 if (e->render.effects & EF_STARDUST)
1433 CL_ParticleTrail(EFFECT_EF_STARDUST, 1, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false, NULL, NULL);
1435 // muzzleflash fades over time, and is offset a bit
1436 if (e->persistent.muzzleflash > 0 && r_refdef.scene.numlights < MAX_DLIGHTS)
1441 matrix4x4_t tempmatrix;
1442 Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
1443 trace = CL_TraceLine(origin, v2, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, true, false, NULL, false);
1444 Matrix4x4_Normalize(&tempmatrix, &e->render.matrix);
1445 Matrix4x4_SetOrigin(&tempmatrix, trace.endpos[0], trace.endpos[1], trace.endpos[2]);
1446 Matrix4x4_Scale(&tempmatrix, 150, 1);
1447 VectorSet(color, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f);
1448 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);
1449 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1451 // LordHavoc: if the model has no flags, don't check each
1452 if (e->render.model && e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1454 if (e->render.effects & EF_GIB)
1455 trailtype = EFFECT_TR_BLOOD;
1456 else if (e->render.effects & EF_ZOMGIB)
1457 trailtype = EFFECT_TR_SLIGHTBLOOD;
1458 else if (e->render.effects & EF_TRACER)
1459 trailtype = EFFECT_TR_WIZSPIKE;
1460 else if (e->render.effects & EF_TRACER2)
1461 trailtype = EFFECT_TR_KNIGHTSPIKE;
1462 else if (e->render.effects & EF_ROCKET)
1463 trailtype = EFFECT_TR_ROCKET;
1464 else if (e->render.effects & EF_GRENADE)
1466 // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1467 trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1469 else if (e->render.effects & EF_TRACER3)
1470 trailtype = EFFECT_TR_VORESPIKE;
1472 // LordHavoc: customizable glow
1473 if (e->state_current.glowsize)
1475 // * 4 for the expansion from 0-255 to 0-1023 range,
1476 // / 255 to scale down byte colors
1477 dlightradius = max(dlightradius, e->state_current.glowsize * 4);
1478 VectorMA(dlightcolor, (1.0f / 255.0f), palette_rgb[e->state_current.glowcolor], dlightcolor);
1481 if ((e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) && r_refdef.scene.numlights < MAX_DLIGHTS)
1483 matrix4x4_t dlightmatrix;
1485 VectorScale(e->state_current.light, (1.0f / 256.0f), light);
1486 light[3] = e->state_current.light[3];
1487 if (light[0] == 0 && light[1] == 0 && light[2] == 0)
1488 VectorSet(light, 1, 1, 1);
1491 // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
1492 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1493 Matrix4x4_Scale(&dlightmatrix, light[3], 1);
1494 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);
1495 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1497 // make the glow dlight
1498 else if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL) && r_refdef.scene.numlights < MAX_DLIGHTS)
1500 matrix4x4_t dlightmatrix;
1501 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1502 // hack to make glowing player light shine on their gun
1503 //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
1504 // Matrix4x4_AdjustOrigin(&dlightmatrix, 0, 0, 30);
1505 Matrix4x4_Scale(&dlightmatrix, dlightradius, 1);
1506 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);
1507 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1510 if (e->render.flags & RENDER_GLOWTRAIL)
1511 trailtype = EFFECT_TR_GLOWTRAIL;
1513 CL_ParticleTrail(trailtype, 1, origin, origin, vec3_origin, vec3_origin, NULL, e->state_current.glowcolor, true, false, NULL, NULL);
1515 // don't show entities with no modelindex (note: this still shows
1516 // entities which have a modelindex that resolved to a NULL model)
1517 if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.scene.numentities < r_refdef.scene.maxentities)
1518 r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
1519 //if (cl.viewentity && e->state_current.number == cl.viewentity)
1520 // Matrix4x4_Print(&e->render.matrix);
1523 void CL_RelinkWorld(void)
1525 entity_t *ent = &cl.entities[0];
1526 // FIXME: this should be done at load
1527 ent->render.matrix = identitymatrix;
1528 ent->render.flags = RENDER_SHADOW;
1529 if (!r_fullbright.integer)
1530 ent->render.flags |= RENDER_LIGHT;
1531 VectorSet(ent->render.colormod, 1, 1, 1);
1532 VectorSet(ent->render.glowmod, 1, 1, 1);
1533 ent->render.allowdecals = true;
1534 CL_UpdateRenderEntity(&ent->render);
1535 r_refdef.scene.worldentity = &ent->render;
1536 r_refdef.scene.worldmodel = cl.worldmodel;
1539 static void CL_RelinkStaticEntities(void)
1543 for (i = 0, e = cl.static_entities;i < cl.num_static_entities && r_refdef.scene.numentities < r_refdef.scene.maxentities;i++, e++)
1545 e->render.flags = 0;
1546 // if the model was not loaded when the static entity was created we
1547 // need to re-fetch the model pointer
1548 e->render.model = CL_GetModelByIndex(e->state_baseline.modelindex);
1549 // either fullbright or lit
1550 if(!r_fullbright.integer)
1552 if (!(e->render.effects & EF_FULLBRIGHT))
1553 e->render.flags |= RENDER_LIGHT;
1554 else if(r_equalize_entities_fullbright.integer)
1555 e->render.flags |= RENDER_LIGHT | RENDER_EQUALIZE;
1557 // hide player shadow during intermission or nehahra movie
1558 if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST)) && (e->render.alpha >= 1))
1559 e->render.flags |= RENDER_SHADOW;
1560 VectorSet(e->render.colormod, 1, 1, 1);
1561 VectorSet(e->render.glowmod, 1, 1, 1);
1562 VM_FrameBlendFromFrameGroupBlend(e->render.frameblend, e->render.framegroupblend, e->render.model);
1563 e->render.allowdecals = true;
1564 CL_UpdateRenderEntity(&e->render);
1565 r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
1574 static void CL_RelinkNetworkEntities(void)
1579 // start on the entity after the world
1580 for (i = 1;i < cl.num_entities;i++)
1582 if (cl.entities_active[i])
1584 ent = cl.entities + i;
1585 if (ent->state_current.active)
1586 CL_LinkNetworkEntity(ent);
1588 cl.entities_active[i] = false;
1593 static void CL_RelinkEffects(void)
1597 entity_render_t *entrender;
1600 for (i = 0, e = cl.effects;i < cl.num_effects;i++, e++)
1604 frame = (cl.time - e->starttime) * e->framerate + e->startframe;
1605 intframe = (int)frame;
1606 if (intframe < 0 || intframe >= e->endframe)
1608 memset(e, 0, sizeof(*e));
1609 while (cl.num_effects > 0 && !cl.effects[cl.num_effects - 1].active)
1614 if (intframe != e->frame)
1616 e->frame = intframe;
1617 e->frame1time = e->frame2time;
1618 e->frame2time = cl.time;
1621 // if we're drawing effects, get a new temp entity
1622 // (NewTempEntity adds it to the render entities list for us)
1623 if (r_draweffects.integer && (entrender = CL_NewTempEntity(e->starttime)))
1625 // interpolation stuff
1626 entrender->framegroupblend[0].frame = intframe;
1627 entrender->framegroupblend[0].lerp = 1 - frame - intframe;
1628 entrender->framegroupblend[0].start = e->frame1time;
1629 if (intframe + 1 >= e->endframe)
1631 entrender->framegroupblend[1].frame = 0; // disappear
1632 entrender->framegroupblend[1].lerp = 0;
1633 entrender->framegroupblend[1].start = 0;
1637 entrender->framegroupblend[1].frame = intframe + 1;
1638 entrender->framegroupblend[1].lerp = frame - intframe;
1639 entrender->framegroupblend[1].start = e->frame2time;
1643 entrender->model = CL_GetModelByIndex(e->modelindex);
1644 entrender->alpha = 1;
1645 VectorSet(entrender->colormod, 1, 1, 1);
1646 VectorSet(entrender->glowmod, 1, 1, 1);
1648 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
1649 CL_UpdateRenderEntity(entrender);
1655 void CL_Beam_CalculatePositions(const beam_t *b, vec3_t start, vec3_t end)
1657 VectorCopy(b->start, start);
1658 VectorCopy(b->end, end);
1660 // if coming from the player, update the start position
1661 if (b->entity == cl.viewentity)
1663 if (cl_beams_quakepositionhack.integer && !chase_active.integer)
1665 // LordHavoc: this is a stupid hack from Quake that makes your
1666 // lightning appear to come from your waist and cover less of your
1668 // in Quake this hack was applied to all players (causing the
1669 // infamous crotch-lightning), but in darkplaces and QuakeWorld it
1670 // only applies to your own lightning, and only in first person
1671 Matrix4x4_OriginFromMatrix(&cl.entities[cl.viewentity].render.matrix, start);
1673 if (cl_beams_instantaimhack.integer)
1675 vec3_t dir, localend;
1677 // LordHavoc: this updates the beam direction to match your
1679 VectorSubtract(end, start, dir);
1680 len = VectorLength(dir);
1681 VectorNormalize(dir);
1682 VectorSet(localend, len, 0, 0);
1683 Matrix4x4_Transform(&r_refdef.view.matrix, localend, end);
1688 void CL_RelinkBeams(void)
1692 vec3_t dist, org, start, end;
1694 entity_render_t *entrender;
1697 matrix4x4_t tempmatrix;
1699 for (i = 0, b = cl.beams;i < cl.num_beams;i++, b++)
1703 if (b->endtime < cl.time)
1709 CL_Beam_CalculatePositions(b, start, end);
1713 if (cl_beams_lightatend.integer && r_refdef.scene.numlights < MAX_DLIGHTS)
1715 // FIXME: create a matrix from the beam start/end orientation
1717 VectorSet(dlightcolor, 0.3, 0.7, 1);
1718 Matrix4x4_CreateFromQuakeEntity(&tempmatrix, end[0], end[1], end[2], 0, 0, 0, 200);
1719 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);
1720 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1722 if (cl_beams_polygons.integer)
1726 // calculate pitch and yaw
1727 // (this is similar to the QuakeC builtin function vectoangles)
1728 VectorSubtract(end, start, dist);
1729 if (dist[1] == 0 && dist[0] == 0)
1739 yaw = atan2(dist[1], dist[0]) * 180 / M_PI;
1743 forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1744 pitch = atan2(dist[2], forward) * 180 / M_PI;
1749 // add new entities for the lightning
1750 VectorCopy (start, org);
1751 d = VectorNormalizeLength(dist);
1754 entrender = CL_NewTempEntity (0);
1757 //VectorCopy (org, ent->render.origin);
1758 entrender->model = b->model;
1759 //ent->render.effects = EF_FULLBRIGHT;
1760 //ent->render.angles[0] = pitch;
1761 //ent->render.angles[1] = yaw;
1762 //ent->render.angles[2] = rand()%360;
1763 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1764 CL_UpdateRenderEntity(entrender);
1765 VectorMA(org, 30, dist, org);
1770 while (cl.num_beams > 0 && !cl.beams[cl.num_beams - 1].model)
1774 static void CL_RelinkQWNails(void)
1778 entity_render_t *entrender;
1780 for (i = 0;i < cl.qw_num_nails;i++)
1784 // if we're drawing effects, get a new temp entity
1785 // (NewTempEntity adds it to the render entities list for us)
1786 if (!(entrender = CL_NewTempEntity(0)))
1790 entrender->model = CL_GetModelByIndex(cl.qw_modelindex_spike);
1791 entrender->alpha = 1;
1792 VectorSet(entrender->colormod, 1, 1, 1);
1793 VectorSet(entrender->glowmod, 1, 1, 1);
1795 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1);
1796 CL_UpdateRenderEntity(entrender);
1800 void CL_LerpPlayer(float frac)
1804 cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
1805 for (i = 0;i < 3;i++)
1807 cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
1808 cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
1809 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
1812 // interpolate the angles if playing a demo or spectating someone
1813 if (cls.demoplayback || cl.fixangle[0])
1815 for (i = 0;i < 3;i++)
1817 float d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
1822 cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
1827 void CSQC_RelinkAllEntities (int drawmask)
1831 CL_RelinkStaticEntities();
1836 if (drawmask & ENTMASK_ENGINE)
1838 CL_RelinkNetworkEntities();
1839 if (drawmask & ENTMASK_ENGINEVIEWMODELS)
1840 CL_LinkNetworkEntity(&cl.viewent); // link gun model
1844 // update view blend
1852 Update client game world for a new frame
1855 void CL_UpdateWorld(void)
1857 r_refdef.scene.extraupdate = !r_speeds.integer;
1858 r_refdef.scene.numentities = 0;
1859 r_refdef.scene.numlights = 0;
1860 r_refdef.view.matrix = identitymatrix;
1861 r_refdef.view.quality = 1;
1863 cl.num_brushmodel_entities = 0;
1865 if (cls.state == ca_connected && cls.signon == SIGNONS)
1867 // prepare for a new frame
1868 CL_LerpPlayer(CL_LerpPoint());
1869 CL_DecayLightFlashes();
1870 CL_ClearTempEntities();
1874 // if prediction is enabled we have to update all the collidable
1875 // network entities before the prediction code can be run
1876 CL_UpdateNetworkCollisionEntities();
1878 // now update the player prediction
1879 CL_ClientMovement_Replay();
1881 // update the player entity (which may be predicted)
1882 CL_UpdateNetworkEntity(cl.entities + cl.viewentity, 32, true);
1884 // now update the view (which depends on that player entity)
1887 // now update all the network entities and create particle trails
1888 // (some entities may depend on the view)
1889 CL_UpdateNetworkEntities();
1891 // update the engine-based viewmodel
1892 CL_UpdateViewModel();
1894 CL_RelinkLightFlashes();
1895 CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS);
1897 // decals, particles, and explosions will be updated during rneder
1900 r_refdef.scene.time = cl.time;
1903 // LordHavoc: pausedemo command
1904 static void CL_PauseDemo_f (void)
1906 cls.demopaused = !cls.demopaused;
1908 Con_Print("Demo paused\n");
1910 Con_Print("Demo unpaused\n");
1914 ======================
1916 ======================
1918 static void CL_Fog_f (void)
1920 if (Cmd_Argc () == 1)
1922 Con_Printf("\"fog\" is \"%f %f %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, r_refdef.fog_height, r_refdef.fog_fadedepth);
1925 FOG_clear(); // so missing values get good defaults
1927 r_refdef.fog_density = atof(Cmd_Argv(1));
1929 r_refdef.fog_red = atof(Cmd_Argv(2));
1931 r_refdef.fog_green = atof(Cmd_Argv(3));
1933 r_refdef.fog_blue = atof(Cmd_Argv(4));
1935 r_refdef.fog_alpha = atof(Cmd_Argv(5));
1937 r_refdef.fog_start = atof(Cmd_Argv(6));
1939 r_refdef.fog_end = atof(Cmd_Argv(7));
1941 r_refdef.fog_height = atof(Cmd_Argv(8));
1943 r_refdef.fog_fadedepth = atof(Cmd_Argv(9));
1947 ======================
1948 CL_FogHeightTexture_f
1949 ======================
1951 static void CL_Fog_HeightTexture_f (void)
1953 if (Cmd_Argc () < 11)
1955 Con_Printf("\"fog_heighttexture\" is \"%f %f %f %f %f %f %f %f %f %s\"\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, r_refdef.fog_height, r_refdef.fog_fadedepth, r_refdef.fog_height_texturename);
1958 FOG_clear(); // so missing values get good defaults
1959 r_refdef.fog_density = atof(Cmd_Argv(1));
1960 r_refdef.fog_red = atof(Cmd_Argv(2));
1961 r_refdef.fog_green = atof(Cmd_Argv(3));
1962 r_refdef.fog_blue = atof(Cmd_Argv(4));
1963 r_refdef.fog_alpha = atof(Cmd_Argv(5));
1964 r_refdef.fog_start = atof(Cmd_Argv(6));
1965 r_refdef.fog_end = atof(Cmd_Argv(7));
1966 r_refdef.fog_height = atof(Cmd_Argv(8));
1967 r_refdef.fog_fadedepth = atof(Cmd_Argv(9));
1968 strlcpy(r_refdef.fog_height_texturename, Cmd_Argv(10), sizeof(r_refdef.fog_height_texturename));
1973 ====================
1976 For program optimization
1977 ====================
1979 static void CL_TimeRefresh_f (void)
1982 float timestart, timedelta;
1984 r_refdef.scene.extraupdate = false;
1986 timestart = Sys_DoubleTime();
1987 for (i = 0;i < 128;i++)
1989 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);
1990 r_refdef.view.quality = 1;
1993 timedelta = Sys_DoubleTime() - timestart;
1995 Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
1998 void CL_AreaStats_f(void)
2000 World_PrintAreaStats(&cl.world, "client");
2003 cl_locnode_t *CL_Locs_FindNearest(const vec3_t point)
2008 vec3_t nearestpoint;
2009 vec_t dist, bestdist;
2012 for (loc = cl.locnodes;loc;loc = loc->next)
2014 for (i = 0;i < 3;i++)
2015 nearestpoint[i] = bound(loc->mins[i], point[i], loc->maxs[i]);
2016 dist = VectorDistance2(nearestpoint, point);
2017 if (bestdist > dist || !best)
2028 void CL_Locs_FindLocationName(char *buffer, size_t buffersize, vec3_t point)
2031 loc = CL_Locs_FindNearest(point);
2033 strlcpy(buffer, loc->name, buffersize);
2035 dpsnprintf(buffer, buffersize, "LOC=%.0f:%.0f:%.0f", point[0], point[1], point[2]);
2038 void CL_Locs_FreeNode(cl_locnode_t *node)
2040 cl_locnode_t **pointer, **next;
2041 for (pointer = &cl.locnodes;*pointer;pointer = next)
2043 next = &(*pointer)->next;
2044 if (*pointer == node)
2046 *pointer = node->next;
2051 Con_Printf("CL_Locs_FreeNode: no such node! (%p)\n", (void *)node);
2054 void CL_Locs_AddNode(vec3_t mins, vec3_t maxs, const char *name)
2056 cl_locnode_t *node, **pointer;
2060 namelen = strlen(name);
2061 node = (cl_locnode_t *) Mem_Alloc(cls.levelmempool, sizeof(cl_locnode_t) + namelen + 1);
2062 VectorSet(node->mins, min(mins[0], maxs[0]), min(mins[1], maxs[1]), min(mins[2], maxs[2]));
2063 VectorSet(node->maxs, max(mins[0], maxs[0]), max(mins[1], maxs[1]), max(mins[2], maxs[2]));
2064 node->name = (char *)(node + 1);
2065 memcpy(node->name, name, namelen);
2066 node->name[namelen] = 0;
2067 // link it into the tail of the list to preserve the order
2068 for (pointer = &cl.locnodes;*pointer;pointer = &(*pointer)->next)
2073 void CL_Locs_Add_f(void)
2076 if (Cmd_Argc() != 5 && Cmd_Argc() != 8)
2078 Con_Printf("usage: %s x y z[ x y z] name\n", Cmd_Argv(0));
2081 mins[0] = atof(Cmd_Argv(1));
2082 mins[1] = atof(Cmd_Argv(2));
2083 mins[2] = atof(Cmd_Argv(3));
2084 if (Cmd_Argc() == 8)
2086 maxs[0] = atof(Cmd_Argv(4));
2087 maxs[1] = atof(Cmd_Argv(5));
2088 maxs[2] = atof(Cmd_Argv(6));
2089 CL_Locs_AddNode(mins, maxs, Cmd_Argv(7));
2092 CL_Locs_AddNode(mins, mins, Cmd_Argv(4));
2095 void CL_Locs_RemoveNearest_f(void)
2098 loc = CL_Locs_FindNearest(r_refdef.view.origin);
2100 CL_Locs_FreeNode(loc);
2102 Con_Printf("no loc point or box found for your location\n");
2105 void CL_Locs_Clear_f(void)
2108 CL_Locs_FreeNode(cl.locnodes);
2111 void CL_Locs_Save_f(void)
2115 char locfilename[MAX_QPATH];
2118 Con_Printf("No loc points/boxes exist!\n");
2121 if (cls.state != ca_connected || !cl.worldmodel)
2123 Con_Printf("No level loaded!\n");
2126 dpsnprintf(locfilename, sizeof(locfilename), "%s.loc", cl.worldnamenoextension);
2128 outfile = FS_OpenRealFile(locfilename, "w", false);
2131 // if any boxes are used then this is a proquake-format loc file, which
2132 // allows comments, so add some relevant information at the start
2133 for (loc = cl.locnodes;loc;loc = loc->next)
2134 if (!VectorCompare(loc->mins, loc->maxs))
2138 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);
2139 for (loc = cl.locnodes;loc;loc = loc->next)
2140 if (VectorCompare(loc->mins, loc->maxs))
2143 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");
2145 for (loc = cl.locnodes;loc;loc = loc->next)
2147 if (VectorCompare(loc->mins, loc->maxs))
2151 const char *in = loc->name;
2152 char name[MAX_INPUTLINE];
2153 for (len = 0;len < (int)sizeof(name) - 1 && *in;)
2155 if (*in == ' ') {s = "$loc_name_separator";in++;}
2156 else if (!strncmp(in, "SSG", 3)) {s = "$loc_name_ssg";in += 3;}
2157 else if (!strncmp(in, "NG", 2)) {s = "$loc_name_ng";in += 2;}
2158 else if (!strncmp(in, "SNG", 3)) {s = "$loc_name_sng";in += 3;}
2159 else if (!strncmp(in, "GL", 2)) {s = "$loc_name_gl";in += 2;}
2160 else if (!strncmp(in, "RL", 2)) {s = "$loc_name_rl";in += 2;}
2161 else if (!strncmp(in, "LG", 2)) {s = "$loc_name_lg";in += 2;}
2162 else if (!strncmp(in, "GA", 2)) {s = "$loc_name_ga";in += 2;}
2163 else if (!strncmp(in, "YA", 2)) {s = "$loc_name_ya";in += 2;}
2164 else if (!strncmp(in, "RA", 2)) {s = "$loc_name_ra";in += 2;}
2165 else if (!strncmp(in, "MEGA", 4)) {s = "$loc_name_mh";in += 4;}
2169 while (len < (int)sizeof(name) - 1 && *s)
2173 name[len++] = *in++;
2176 FS_Printf(outfile, "%.0f %.0f %.0f %s\n", loc->mins[0]*8, loc->mins[1]*8, loc->mins[2]*8, name);
2179 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);
2184 void CL_Locs_Reload_f(void)
2186 int i, linenumber, limit, len;
2188 char *filedata, *text, *textend, *linestart, *linetext, *lineend;
2189 fs_offset_t filesize;
2191 char locfilename[MAX_QPATH];
2192 char name[MAX_INPUTLINE];
2194 if (cls.state != ca_connected || !cl.worldmodel)
2196 Con_Printf("No level loaded!\n");
2202 // try maps/something.loc first (LordHavoc: where I think they should be)
2203 dpsnprintf(locfilename, sizeof(locfilename), "%s.loc", cl.worldnamenoextension);
2204 filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2207 // try proquake name as well (LordHavoc: I hate path mangling)
2208 dpsnprintf(locfilename, sizeof(locfilename), "locs/%s.loc", cl.worldbasename);
2209 filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2214 textend = filedata + filesize;
2215 for (linenumber = 1;text < textend;linenumber++)
2218 for (;text < textend && *text != '\r' && *text != '\n';text++)
2221 if (text + 1 < textend && *text == '\r' && text[1] == '\n')
2225 // trim trailing whitespace
2226 while (lineend > linestart && ISWHITESPACE(lineend[-1]))
2228 // trim leading whitespace
2229 while (linestart < lineend && ISWHITESPACE(*linestart))
2231 // check if this is a comment
2232 if (linestart + 2 <= lineend && !strncmp(linestart, "//", 2))
2234 linetext = linestart;
2236 for (i = 0;i < limit;i++)
2238 if (linetext >= lineend)
2240 // note: a missing number is interpreted as 0
2242 mins[i] = atof(linetext);
2244 maxs[i - 3] = atof(linetext);
2245 // now advance past the number
2246 while (linetext < lineend && !ISWHITESPACE(*linetext) && *linetext != ',')
2248 // advance through whitespace
2249 if (linetext < lineend)
2251 if (*linetext == ',')
2255 // note: comma can be followed by whitespace
2257 if (ISWHITESPACE(*linetext))
2260 while (linetext < lineend && ISWHITESPACE(*linetext))
2265 // if this is a quoted name, remove the quotes
2268 if (linetext >= lineend || *linetext != '"')
2269 continue; // proquake location names are always quoted
2272 len = min(lineend - linetext, (int)sizeof(name) - 1);
2273 memcpy(name, linetext, len);
2275 // add the box to the list
2276 CL_Locs_AddNode(mins, maxs, name);
2278 // if a point was parsed, it needs to be scaled down by 8 (since
2279 // point-based loc files were invented by a proxy which dealt
2280 // directly with quake protocol coordinates, which are *8), turn
2284 // interpret silly fuhquake macros
2285 for (len = 0;len < (int)sizeof(name) - 1 && linetext < lineend;)
2287 if (*linetext == '$')
2289 if (linetext + 18 <= lineend && !strncmp(linetext, "$loc_name_separator", 19)) {s = " ";linetext += 19;}
2290 else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_ssg", 13)) {s = "SSG";linetext += 13;}
2291 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ng", 12)) {s = "NG";linetext += 12;}
2292 else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_sng", 13)) {s = "SNG";linetext += 13;}
2293 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_gl", 12)) {s = "GL";linetext += 12;}
2294 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_rl", 12)) {s = "RL";linetext += 12;}
2295 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_lg", 12)) {s = "LG";linetext += 12;}
2296 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ga", 12)) {s = "GA";linetext += 12;}
2297 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ya", 12)) {s = "YA";linetext += 12;}
2298 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ra", 12)) {s = "RA";linetext += 12;}
2299 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_mh", 12)) {s = "MEGA";linetext += 12;}
2303 while (len < (int)sizeof(name) - 1 && *s)
2308 name[len++] = *linetext++;
2311 // add the point to the list
2312 VectorScale(mins, (1.0 / 8.0), mins);
2313 CL_Locs_AddNode(mins, mins, name);
2325 void CL_Shutdown (void)
2327 CL_Screen_Shutdown();
2328 CL_Particles_Shutdown();
2329 CL_Parse_Shutdown();
2331 Mem_FreePool (&cls.permanentmempool);
2332 Mem_FreePool (&cls.levelmempool);
2342 cls.levelmempool = Mem_AllocPool("client (per-level memory)", 0, NULL);
2343 cls.permanentmempool = Mem_AllocPool("client (long term memory)", 0, NULL);
2345 memset(&r_refdef, 0, sizeof(r_refdef));
2346 // max entities sent to renderer per frame
2347 r_refdef.scene.maxentities = MAX_EDICTS + 256 + 512;
2348 r_refdef.scene.entities = (entity_render_t **)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t *) * r_refdef.scene.maxentities);
2350 r_refdef.scene.maxtempentities = MAX_TEMPENTITIES; // FIXME: make this grow
2351 r_refdef.scene.tempentities = (entity_render_t *)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t) * r_refdef.scene.maxtempentities);
2356 // register our commands
2358 Cvar_RegisterVariable (&cl_upspeed);
2359 Cvar_RegisterVariable (&cl_forwardspeed);
2360 Cvar_RegisterVariable (&cl_backspeed);
2361 Cvar_RegisterVariable (&cl_sidespeed);
2362 Cvar_RegisterVariable (&cl_movespeedkey);
2363 Cvar_RegisterVariable (&cl_yawspeed);
2364 Cvar_RegisterVariable (&cl_pitchspeed);
2365 Cvar_RegisterVariable (&cl_anglespeedkey);
2366 Cvar_RegisterVariable (&cl_shownet);
2367 Cvar_RegisterVariable (&cl_nolerp);
2368 Cvar_RegisterVariable (&cl_lerpanim_maxdelta_server);
2369 Cvar_RegisterVariable (&cl_lerpanim_maxdelta_framegroups);
2370 Cvar_RegisterVariable (&cl_deathfade);
2371 Cvar_RegisterVariable (&lookspring);
2372 Cvar_RegisterVariable (&lookstrafe);
2373 Cvar_RegisterVariable (&sensitivity);
2374 Cvar_RegisterVariable (&freelook);
2376 Cvar_RegisterVariable (&m_pitch);
2377 Cvar_RegisterVariable (&m_yaw);
2378 Cvar_RegisterVariable (&m_forward);
2379 Cvar_RegisterVariable (&m_side);
2381 Cvar_RegisterVariable (&cl_itembobspeed);
2382 Cvar_RegisterVariable (&cl_itembobheight);
2384 Cmd_AddCommand ("entities", CL_PrintEntities_f, "print information on network entities known to client");
2385 Cmd_AddCommand ("disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
2386 Cmd_AddCommand ("record", CL_Record_f, "record a demo");
2387 Cmd_AddCommand ("stop", CL_Stop_f, "stop recording or playing a demo");
2388 Cmd_AddCommand ("playdemo", CL_PlayDemo_f, "watch a demo file");
2389 Cmd_AddCommand ("timedemo", CL_TimeDemo_f, "play back a demo as fast as possible and save statistics to benchmark.log");
2391 // Support Client-side Model Index List
2392 Cmd_AddCommand ("cl_modelindexlist", CL_ModelIndexList_f, "list information on all models in the client modelindex");
2393 // Support Client-side Sound Index List
2394 Cmd_AddCommand ("cl_soundindexlist", CL_SoundIndexList_f, "list all sounds in the client soundindex");
2396 Cvar_RegisterVariable (&cl_autodemo);
2397 Cvar_RegisterVariable (&cl_autodemo_nameformat);
2398 Cvar_RegisterVariable (&cl_autodemo_delete);
2400 Cmd_AddCommand ("fog", CL_Fog_f, "set global fog parameters (density red green blue [alpha [mindist [maxdist [top [fadedepth]]]]])");
2401 Cmd_AddCommand ("fog_heighttexture", CL_Fog_HeightTexture_f, "set global fog parameters (density red green blue alpha mindist maxdist top depth textures/mapname/fogheight.tga)");
2403 // LordHavoc: added pausedemo
2404 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)");
2406 Cmd_AddCommand ("cl_areastats", CL_AreaStats_f, "prints statistics on entity culling during collision traces");
2408 Cvar_RegisterVariable(&r_draweffects);
2409 Cvar_RegisterVariable(&cl_explosions_alpha_start);
2410 Cvar_RegisterVariable(&cl_explosions_alpha_end);
2411 Cvar_RegisterVariable(&cl_explosions_size_start);
2412 Cvar_RegisterVariable(&cl_explosions_size_end);
2413 Cvar_RegisterVariable(&cl_explosions_lifetime);
2414 Cvar_RegisterVariable(&cl_stainmaps);
2415 Cvar_RegisterVariable(&cl_stainmaps_clearonload);
2416 Cvar_RegisterVariable(&cl_beams_polygons);
2417 Cvar_RegisterVariable(&cl_beams_quakepositionhack);
2418 Cvar_RegisterVariable(&cl_beams_instantaimhack);
2419 Cvar_RegisterVariable(&cl_beams_lightatend);
2420 Cvar_RegisterVariable(&cl_noplayershadow);
2421 Cvar_RegisterVariable(&cl_dlights_decayradius);
2422 Cvar_RegisterVariable(&cl_dlights_decaybrightness);
2424 Cvar_RegisterVariable(&cl_prydoncursor);
2425 Cvar_RegisterVariable(&cl_prydoncursor_notrace);
2427 Cvar_RegisterVariable(&cl_deathnoviewmodel);
2429 // for QW connections
2430 Cvar_RegisterVariable(&qport);
2431 Cvar_SetValueQuick(&qport, (rand() * RAND_MAX + rand()) & 0xffff);
2433 Cmd_AddCommand("timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs");
2435 Cvar_RegisterVariable(&cl_locs_enable);
2436 Cvar_RegisterVariable(&cl_locs_show);
2437 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)");
2438 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)");
2439 Cmd_AddCommand("locs_clear", CL_Locs_Clear_f, "remove all loc points/boxes");
2440 Cmd_AddCommand("locs_reload", CL_Locs_Reload_f, "reload .loc file for this map");
2441 Cmd_AddCommand("locs_save", CL_Locs_Save_f, "save .loc file for this map containing currently defined points and boxes");
2444 CL_Particles_Init();