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", "0","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 MAX_DECALS 32768 // default max # of decals at one time
93 #define ABSOLUTE_MIN_PARTICLES 512 // no fewer than this no matter what's on the command line
101 void CL_ClearState(void)
106 // wipe the entire cl structure
107 Mem_EmptyPool(cls.levelmempool);
108 memset (&cl, 0, sizeof(cl));
112 // reset the view zoom interpolation
113 cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
115 // enable rendering of the world and such
116 cl.csqc_vidvars.drawworld = true;
117 cl.csqc_vidvars.drawenginesbar = true;
118 cl.csqc_vidvars.drawcrosshair = true;
120 // set up the float version of the stats array for easier access to float stats
121 cl.statsf = (float *)cl.stats;
124 cl.num_static_entities = 0;
125 cl.num_temp_entities = 0;
126 cl.num_brushmodel_entities = 0;
128 // tweak these if the game runs out
129 cl.max_entities = 256;
130 cl.max_static_entities = 256;
131 cl.max_temp_entities = 512;
132 cl.max_effects = 256;
134 cl.max_dlights = MAX_DLIGHTS;
135 cl.max_lightstyle = MAX_LIGHTSTYLES;
136 cl.max_brushmodel_entities = MAX_EDICTS;
137 cl.max_particles = MAX_PARTICLES;
138 cl.max_decals = MAX_DECALS;
141 // COMMANDLINEOPTION: Client: -particles <number> changes maximum number of particles at once, default 32768
142 i = COM_CheckParm ("-particles");
143 if (i && i < com_argc - 1)
145 cl.max_particles = (int)(atoi(com_argv[i+1]));
146 if (cl.max_particles < ABSOLUTE_MIN_PARTICLES)
147 cl.max_particles = ABSOLUTE_MIN_PARTICLES;
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.temp_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_temp_entities * sizeof(entity_t));
158 cl.effects = (cl_effect_t *)Mem_Alloc(cls.levelmempool, cl.max_effects * sizeof(cl_effect_t));
159 cl.beams = (beam_t *)Mem_Alloc(cls.levelmempool, cl.max_beams * sizeof(beam_t));
160 cl.dlights = (dlight_t *)Mem_Alloc(cls.levelmempool, cl.max_dlights * sizeof(dlight_t));
161 cl.lightstyle = (lightstyle_t *)Mem_Alloc(cls.levelmempool, cl.max_lightstyle * sizeof(lightstyle_t));
162 cl.brushmodel_entities = (int *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(int));
163 cl.particles = (particle_t *) Mem_Alloc(cls.levelmempool, cl.max_particles * sizeof(particle_t));
164 cl.decals = (decal_t *) Mem_Alloc(cls.levelmempool, cl.max_decals * sizeof(decal_t));
167 // LordHavoc: have to set up the baseline info for alpha and other stuff
168 for (i = 0;i < cl.max_entities;i++)
170 cl.entities[i].state_baseline = defaultstate;
171 cl.entities[i].state_previous = defaultstate;
172 cl.entities[i].state_current = defaultstate;
175 if (gamemode == GAME_NEXUIZ)
177 VectorSet(cl.playerstandmins, -16, -16, -24);
178 VectorSet(cl.playerstandmaxs, 16, 16, 45);
179 VectorSet(cl.playercrouchmins, -16, -16, -24);
180 VectorSet(cl.playercrouchmaxs, 16, 16, 25);
184 VectorSet(cl.playerstandmins, -16, -16, -24);
185 VectorSet(cl.playerstandmaxs, 16, 16, 24);
186 VectorSet(cl.playercrouchmins, -16, -16, -24);
187 VectorSet(cl.playercrouchmaxs, 16, 16, 24);
190 // disable until we get textures for it
193 ent = &cl.entities[0];
194 // entire entity array was cleared, so just fill in a few fields
195 ent->state_current.active = true;
196 ent->render.model = cl.worldmodel = NULL; // no world model yet
197 ent->render.alpha = 1;
198 ent->render.colormap = -1; // no special coloring
199 ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
200 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, 0, 0, 0, 0, 0, 0, 1);
201 CL_UpdateRenderEntity(&ent->render);
203 // noclip is turned off at start
204 noclip_anglehack = false;
206 // mark all frames invalid for delta
207 memset(cl.qw_deltasequence, -1, sizeof(cl.qw_deltasequence));
209 // set bestweapon data back to Quake data
210 IN_BestWeapon_ResetData();
215 void CL_SetInfo(const char *key, const char *value, qboolean send, qboolean allowstarkey, qboolean allowmodel, qboolean quiet)
218 qboolean fail = false;
219 if (!allowstarkey && key[0] == '*')
221 if (!allowmodel && (!strcasecmp(key, "pmodel") || !strcasecmp(key, "emodel")))
223 for (i = 0;key[i];i++)
224 if (key[i] <= ' ' || key[i] == '\"')
226 for (i = 0;value[i];i++)
227 if (value[i] == '\r' || value[i] == '\n' || value[i] == '\"')
232 Con_Printf("Can't setinfo \"%s\" \"%s\"\n", key, value);
235 InfoString_SetValue(cls.userinfo, sizeof(cls.userinfo), key, value);
236 if (cls.state == ca_connected && cls.netcon)
238 if (cls.protocol == PROTOCOL_QUAKEWORLD)
240 MSG_WriteByte(&cls.netcon->message, qw_clc_stringcmd);
241 MSG_WriteString(&cls.netcon->message, va("setinfo \"%s\" \"%s\"", key, value));
243 else if (!strcasecmp(key, "name"))
245 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
246 MSG_WriteString(&cls.netcon->message, va("name \"%s\"", value));
248 else if (!strcasecmp(key, "playermodel"))
250 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
251 MSG_WriteString(&cls.netcon->message, va("playermodel \"%s\"", value));
253 else if (!strcasecmp(key, "playerskin"))
255 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
256 MSG_WriteString(&cls.netcon->message, va("playerskin \"%s\"", value));
258 else if (!strcasecmp(key, "topcolor"))
260 // don't send anything, the combined color code will be updated manually
262 else if (!strcasecmp(key, "bottomcolor"))
264 // don't send anything, the combined color code will be updated manually
266 else if (!strcasecmp(key, "rate"))
268 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
269 MSG_WriteString(&cls.netcon->message, va("rate \"%s\"", value));
274 void CL_ExpandEntities(int num)
276 int i, oldmaxentities;
277 entity_t *oldentities;
278 if (num >= cl.max_entities)
281 Sys_Error("CL_ExpandEntities: cl.entities not initialized");
282 if (num >= MAX_EDICTS)
283 Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
284 oldmaxentities = cl.max_entities;
285 oldentities = cl.entities;
286 cl.max_entities = (num & ~255) + 256;
287 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
288 memcpy(cl.entities, oldentities, oldmaxentities * sizeof(entity_t));
289 Mem_Free(oldentities);
290 for (i = oldmaxentities;i < cl.max_entities;i++)
292 cl.entities[i].state_baseline = defaultstate;
293 cl.entities[i].state_previous = defaultstate;
294 cl.entities[i].state_current = defaultstate;
299 void CL_VM_ShutDown (void);
301 =====================
304 Sends a disconnect message to the server
305 This is also called on Host_Error, so it shouldn't cause any errors
306 =====================
308 void CL_Disconnect(void)
310 if (cls.state == ca_dedicated)
313 Curl_Clear_forthismap();
315 Con_DPrintf("CL_Disconnect\n");
318 // stop sounds (especially looping!)
321 cl.parsingtextexpectingpingforscores = 0; // just in case no reply has come yet
323 // clear contents blends
324 cl.cshifts[0].percent = 0;
325 cl.cshifts[1].percent = 0;
326 cl.cshifts[2].percent = 0;
327 cl.cshifts[3].percent = 0;
329 cl.worldmodel = NULL;
331 CL_Parse_ErrorCleanUp();
333 if (cls.demoplayback)
338 unsigned char bufdata[8];
339 if (cls.demorecording)
342 // send disconnect message 3 times to improve chances of server
343 // receiving it (but it still fails sometimes)
344 memset(&buf, 0, sizeof(buf));
346 buf.maxsize = sizeof(bufdata);
347 if (cls.protocol == PROTOCOL_QUAKEWORLD)
349 Con_DPrint("Sending drop command\n");
350 MSG_WriteByte(&buf, qw_clc_stringcmd);
351 MSG_WriteString(&buf, "drop");
355 Con_DPrint("Sending clc_disconnect\n");
356 MSG_WriteByte(&buf, clc_disconnect);
358 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
359 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
360 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
361 NetConn_Close(cls.netcon);
364 cls.state = ca_disconnected;
366 cls.demoplayback = cls.timedemo = false;
370 void CL_Disconnect_f(void)
374 Host_ShutdownServer ();
381 =====================
382 CL_EstablishConnection
384 Host should be either "local" or a net address
385 =====================
387 void CL_EstablishConnection(const char *host)
389 if (cls.state == ca_dedicated)
392 // clear menu's connect error message
393 M_Update_Return_Reason("");
396 // stop demo loop in case this fails
397 if (cls.demoplayback)
400 // if downloads are running, cancel their finishing action
401 Curl_Clear_forthismap();
403 // make sure the client ports are open before attempting to connect
404 NetConn_UpdateSockets();
406 // run a network frame
407 //NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
409 if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
411 cls.connect_trying = true;
412 cls.connect_remainingtries = 3;
413 cls.connect_nextsendtime = 0;
414 M_Update_Return_Reason("Trying to connect...");
415 // run several network frames to jump into the game quickly
418 // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
419 // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
420 // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
421 // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
426 Con_Print("Unable to find a suitable network socket to connect to server.\n");
427 M_Update_Return_Reason("No network");
436 static void CL_PrintEntities_f(void)
441 for (i = 0, ent = cl.entities;i < cl.num_entities;i++, ent++)
443 const char* modelname;
445 if (!ent->state_current.active)
448 if (ent->render.model)
449 modelname = ent->render.model->name;
451 modelname = "--no model--";
452 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);
460 List information on all models in the client modelindex
463 static void CL_ModelIndexList_f(void)
468 Con_Printf("%3s: %-30s %-8s %-8s\n", "ID", "Name", "Type", "Triangles");
470 while(cl.model_precache[i] && i != MAX_MODELS)
472 if(cl.model_precache[i]->loaded || cl.model_precache[i]->isworldmodel)
473 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);
475 Con_Printf("%3i: %-30s %-30s\n", i, cl.model_precache[i]->name, "--no local model found--");
484 List all sounds in the client soundindex
487 static void CL_SoundIndexList_f(void)
491 while(cl.sound_precache[i] && i != MAX_SOUNDS)
493 Con_Printf("%i : %s\n", i, cl.sound_precache[i]->name);
498 //static const vec3_t nomodelmins = {-16, -16, -16};
499 //static const vec3_t nomodelmaxs = {16, 16, 16};
500 void CL_UpdateRenderEntity(entity_render_t *ent)
504 model_t *model = ent->model;
505 // update the inverse matrix for the renderer
506 Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
507 // update the animation blend state
508 R_LerpAnimation(ent);
509 // we need the matrix origin to center the box
510 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
511 // update entity->render.scale because the renderer needs it
512 ent->scale = scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
515 // NOTE: this directly extracts vector components from the matrix, which relies on the matrix orientation!
516 #ifdef MATRIX4x4_OPENGLORIENTATION
517 if (ent->matrix.m[0][2] != 0 || ent->matrix.m[1][2] != 0)
519 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
523 VectorMA(org, scale, model->rotatedmins, ent->mins);
524 VectorMA(org, scale, model->rotatedmaxs, ent->maxs);
526 #ifdef MATRIX4x4_OPENGLORIENTATION
527 else if (ent->matrix.m[1][0] != 0 || ent->matrix.m[0][1] != 0)
529 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
533 VectorMA(org, scale, model->yawmins, ent->mins);
534 VectorMA(org, scale, model->yawmaxs, ent->maxs);
538 VectorMA(org, scale, model->normalmins, ent->mins);
539 VectorMA(org, scale, model->normalmaxs, ent->maxs);
544 ent->mins[0] = org[0] - 16;
545 ent->mins[1] = org[1] - 16;
546 ent->mins[2] = org[2] - 16;
547 ent->maxs[0] = org[0] + 16;
548 ent->maxs[1] = org[1] + 16;
549 ent->maxs[2] = org[2] + 16;
557 Determines the fraction between the last two messages that the objects
561 static float CL_LerpPoint(void)
565 if (cl_nettimesyncboundmode.integer == 1)
566 cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
568 // LordHavoc: lerp in listen games as the server is being capped below the client (usually)
569 if (cl.mtime[0] <= cl.mtime[1])
571 cl.time = cl.mtime[0];
575 f = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]);
576 return bound(0, f, 1);
579 void CL_ClearTempEntities (void)
581 cl.num_temp_entities = 0;
584 entity_t *CL_NewTempEntity(void)
588 if (r_refdef.numentities >= r_refdef.maxentities)
590 if (cl.num_temp_entities >= cl.max_temp_entities)
592 ent = &cl.temp_entities[cl.num_temp_entities++];
593 memset (ent, 0, sizeof(*ent));
594 r_refdef.entities[r_refdef.numentities++] = &ent->render;
596 ent->render.colormap = -1; // no special coloring
597 ent->render.alpha = 1;
598 VectorSet(ent->render.colormod, 1, 1, 1);
602 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
606 if (!modelindex) // sanity check
610 Con_Printf("CL_Effect: framerate %f is < 1\n", framerate);
615 Con_Printf("CL_Effect: framecount %i is < 1\n", framecount);
618 for (i = 0, e = cl.effects;i < cl.max_effects;i++, e++)
623 VectorCopy(org, e->origin);
624 e->modelindex = modelindex;
625 e->starttime = cl.time;
626 e->startframe = startframe;
627 e->endframe = startframe + framecount;
628 e->framerate = framerate;
631 e->frame1time = cl.time;
632 e->frame2time = cl.time;
633 cl.num_effects = max(cl.num_effects, i + 1);
638 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)
644 // first look for an exact key match
648 for (i = 0;i < cl.num_dlights;i++, dl++)
654 // then look for anything else
656 for (i = 0;i < cl.num_dlights;i++, dl++)
659 // if we hit the end of the active dlights and found no gaps, add a new one
662 cl.num_dlights = i + 1;
666 // unable to find one
670 //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
671 memset (dl, 0, sizeof(*dl));
672 Matrix4x4_Normalize(&dl->matrix, matrix);
674 Matrix4x4_OriginFromMatrix(&dl->matrix, dl->origin);
675 CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
676 Matrix4x4_SetOrigin(&dl->matrix, dl->origin[0], dl->origin[1], dl->origin[2]);
679 dl->color[1] = green;
681 dl->initialradius = radius;
682 dl->initialcolor[0] = red;
683 dl->initialcolor[1] = green;
684 dl->initialcolor[2] = blue;
685 dl->decay = decay / radius; // changed decay to be a percentage decrease
686 dl->intensity = 1; // this is what gets decayed
688 dl->die = cl.time + lifetime;
692 dpsnprintf(dl->cubemapname, sizeof(dl->cubemapname), "cubemaps/%i", cubemapnum);
694 dl->cubemapname[0] = 0;
696 dl->shadow = shadowenable;
699 dl->coronasizescale = coronasizescale;
700 dl->ambientscale = ambientscale;
701 dl->diffusescale = diffusescale;
702 dl->specularscale = specularscale;
705 void CL_DecayLightFlashes(void)
711 time = bound(0, cl.time - cl.oldtime, 0.1);
712 oldmax = cl.num_dlights;
714 for (i = 0, dl = cl.dlights;i < oldmax;i++, dl++)
718 dl->intensity -= time * dl->decay;
719 if (cl.time < dl->die && dl->intensity > 0)
721 if (cl_dlights_decayradius.integer)
722 dl->radius = dl->initialradius * dl->intensity;
724 dl->radius = dl->initialradius;
725 if (cl_dlights_decaybrightness.integer)
726 VectorScale(dl->initialcolor, dl->intensity, dl->color);
728 VectorCopy(dl->initialcolor, dl->color);
729 cl.num_dlights = i + 1;
737 // called before entity relinking
738 void CL_RelinkLightFlashes(void)
743 matrix4x4_t tempmatrix;
745 if (r_dynamic.integer)
747 for (i = 0, dl = cl.dlights;i < cl.num_dlights && r_refdef.numlights < MAX_DLIGHTS;i++, dl++)
751 tempmatrix = dl->matrix;
752 Matrix4x4_Scale(&tempmatrix, dl->radius, 1);
753 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);
759 // 'm' is normal light, 'a' is no light, 'z' is double bright
763 for (j = 0;j < cl.max_lightstyle;j++)
765 if (!cl.lightstyle || !cl.lightstyle[j].length)
767 r_refdef.lightstylevalue[j] = 256;
770 k = i % cl.lightstyle[j].length;
771 l = (i-1) % cl.lightstyle[j].length;
772 k = cl.lightstyle[j].map[k] - 'a';
773 l = cl.lightstyle[j].map[l] - 'a';
774 r_refdef.lightstylevalue[j] = (unsigned short)(((k*frac)+(l*(1-frac)))*22);
778 void CL_AddQWCTFFlagModel(entity_t *player, int skin)
782 matrix4x4_t flagmatrix;
784 // this code taken from QuakeWorld
786 if (player->render.frame2 >= 29 && player->render.frame2 <= 40)
788 if (player->render.frame2 >= 29 && player->render.frame2 <= 34)
790 if (player->render.frame2 == 29) f = f + 2;
791 else if (player->render.frame2 == 30) f = f + 8;
792 else if (player->render.frame2 == 31) f = f + 12;
793 else if (player->render.frame2 == 32) f = f + 11;
794 else if (player->render.frame2 == 33) f = f + 10;
795 else if (player->render.frame2 == 34) f = f + 4;
797 else if (player->render.frame2 >= 35 && player->render.frame2 <= 40)
799 if (player->render.frame2 == 35) f = f + 2;
800 else if (player->render.frame2 == 36) f = f + 10;
801 else if (player->render.frame2 == 37) f = f + 10;
802 else if (player->render.frame2 == 38) f = f + 8;
803 else if (player->render.frame2 == 39) f = f + 4;
804 else if (player->render.frame2 == 40) f = f + 2;
807 else if (player->render.frame2 >= 103 && player->render.frame2 <= 118)
809 if (player->render.frame2 >= 103 && player->render.frame2 <= 104) f = f + 6; //nailattack
810 else if (player->render.frame2 >= 105 && player->render.frame2 <= 106) f = f + 6; //light
811 else if (player->render.frame2 >= 107 && player->render.frame2 <= 112) f = f + 7; //rocketattack
812 else if (player->render.frame2 >= 112 && player->render.frame2 <= 118) f = f + 7; //shotattack
814 // end of code taken from QuakeWorld
816 flag = CL_NewTempEntity();
820 flag->render.model = cl.model_precache[cl.qw_modelindex_flag];
821 flag->render.skinnum = skin;
822 flag->render.colormap = -1; // no special coloring
823 flag->render.alpha = 1;
824 VectorSet(flag->render.colormod, 1, 1, 1);
825 // attach the flag to the player matrix
826 Matrix4x4_CreateFromQuakeEntity(&flagmatrix, -f, -22, 0, 0, 0, -45, 1);
827 Matrix4x4_Concat(&flag->render.matrix, &player->render.matrix, &flagmatrix);
828 CL_UpdateRenderEntity(&flag->render);
831 matrix4x4_t viewmodelmatrix;
833 static const vec3_t muzzleflashorigin = {18, 0, 0};
835 extern void V_DriftPitch(void);
836 extern void V_FadeViewFlashs(void);
837 extern void V_CalcViewBlend(void);
838 extern void V_CalcRefdef(void);
840 // note this is a recursive function, recursionlimit should be 32 or so on the initial call
841 void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolate)
843 const matrix4x4_t *matrix;
844 matrix4x4_t blendmatrix, tempmatrix, matrix2;
846 float origin[3], angles[3], delta[3], lerp, d;
849 //entity_persistent_t *p = &e->persistent;
850 //entity_render_t *r = &e->render;
851 // skip inactive entities and world
852 if (!e->state_current.active || e == cl.entities)
854 if (recursionlimit < 1)
856 e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
857 e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
858 e->render.flags = e->state_current.flags;
859 e->render.effects = e->state_current.effects;
860 VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
861 e->render.entitynumber = e - cl.entities;
862 if (e->state_current.flags & RENDER_COLORMAPPED)
864 unsigned char *cbcolor;
865 e->render.colormap = e->state_current.colormap;
866 cbcolor = (unsigned char *) (&palette_pantscolormap[e->render.colormap & 0xF]);
867 e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f);
868 e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f);
869 e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f);
870 cbcolor = (unsigned char *) (&palette_shirtcolormap[(e->render.colormap & 0xF0) >> 4]);
871 e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f);
872 e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f);
873 e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f);
875 else if (e->state_current.colormap && cl.scores != NULL && e->state_current.colormap <= cl.maxclients)
877 unsigned char *cbcolor;
878 e->render.colormap = cl.scores[e->state_current.colormap - 1].colors; // color it
879 cbcolor = (unsigned char *) (&palette_pantscolormap[e->render.colormap & 0xF]);
880 e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f);
881 e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f);
882 e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f);
883 cbcolor = (unsigned char *) (&palette_shirtcolormap[(e->render.colormap & 0xF0) >> 4]);
884 e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f);
885 e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f);
886 e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f);
890 e->render.colormap = -1; // no special coloring
891 VectorClear(e->render.colormap_pantscolor);
892 VectorClear(e->render.colormap_shirtcolor);
894 e->render.skinnum = e->state_current.skin;
895 if (e->state_current.tagentity)
897 // attached entity (gun held in player model's hand, etc)
898 // if the tag entity is currently impossible, skip it
899 if (e->state_current.tagentity >= cl.num_entities)
901 t = cl.entities + e->state_current.tagentity;
902 // if the tag entity is inactive, skip it
903 if (!t->state_current.active)
905 // update the parent first
906 CL_UpdateNetworkEntity(t, recursionlimit - 1, interpolate);
907 // make relative to the entity
908 matrix = &t->render.matrix;
909 // some properties of the tag entity carry over
910 e->render.flags |= t->render.flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
911 // if a valid tagindex is used, make it relative to that tag instead
912 // FIXME: use a model function to get tag info (need to handle skeletal)
913 if (e->state_current.tagentity && e->state_current.tagindex >= 1 && (model = t->render.model))
915 // blend the matrices
916 memset(&blendmatrix, 0, sizeof(blendmatrix));
917 for (j = 0;j < 4 && t->render.frameblend[j].lerp > 0;j++)
919 matrix4x4_t tagmatrix;
920 Mod_Alias_GetTagMatrix(model, t->render.frameblend[j].frame, e->state_current.tagindex - 1, &tagmatrix);
921 d = t->render.frameblend[j].lerp;
922 for (l = 0;l < 4;l++)
923 for (k = 0;k < 4;k++)
924 blendmatrix.m[l][k] += d * tagmatrix.m[l][k];
926 // concat the tag matrices onto the entity matrix
927 Matrix4x4_Concat(&tempmatrix, &t->render.matrix, &blendmatrix);
928 // use the constructed tag matrix
929 matrix = &tempmatrix;
932 else if (e->render.flags & RENDER_VIEWMODEL)
934 // view-relative entity (guns and such)
935 if (e->render.effects & EF_NOGUNBOB)
936 matrix = &r_view.matrix; // really attached to view
938 matrix = &viewmodelmatrix; // attached to gun bob matrix
942 // world-relative entity (the normal kind)
943 matrix = &identitymatrix;
947 // if it's the predicted player entity, update according to client movement
948 // but don't lerp if going through a teleporter as it causes a bad lerp
949 // also don't use the predicted location if fixangle was set on both of
950 // the most recent server messages, as that cause means you are spectating
951 // someone or watching a cutscene of some sort
952 if (cl_nolerp.integer || cls.timedemo)
954 if (e == cl.entities + cl.playerentity && cl.movement_predicted && (!cl.fixangle[1] || !cl.fixangle[0]))
956 lerp = (cl.time - cl.movement_time[2]) / (cl.movement_time[0] - cl.movement_time[1]);
957 lerp = bound(0, lerp, 1);
960 VectorLerp(cl.movement_oldorigin, lerp, cl.movement_origin, origin);
961 VectorSet(angles, 0, cl.viewangles[1], 0);
963 else if (interpolate && e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1)
965 // interpolate the origin and angles
967 VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
968 VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
969 if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
970 if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
971 if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
972 VectorMA(e->persistent.oldangles, lerp, delta, angles);
977 VectorCopy(e->persistent.neworigin, origin);
978 VectorCopy(e->persistent.newangles, angles);
981 // model setup and some modelflags
982 frame = e->state_current.frame;
983 if (e->state_current.modelindex < MAX_MODELS)
984 e->render.model = cl.model_precache[e->state_current.modelindex];
986 e->render.model = NULL;
989 if (e->render.skinnum >= e->render.model->numskins)
990 e->render.skinnum = 0;
991 if (frame >= e->render.model->numframes)
993 // models can set flags such as EF_ROCKET
994 // this 0xFF800000 mask is EF_NOMODELFLAGS plus all the higher EF_ flags such as EF_ROCKET
995 if (!(e->render.effects & 0xFF800000))
996 e->render.effects |= e->render.model->effects;
997 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
998 if (e->render.model->type == mod_alias)
999 angles[0] = -angles[0];
1000 if ((e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
1001 VectorScale(e->render.colormod, 2, e->render.colormod);
1003 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
1004 else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
1005 angles[0] = -angles[0];
1007 if ((e->render.effects & EF_ROTATE) && !(e->render.flags & RENDER_VIEWMODEL))
1009 angles[1] = ANGLEMOD(100*cl.time);
1010 if (cl_itembobheight.value)
1011 origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
1015 if (e->render.frame2 == frame)
1017 // update frame lerp fraction
1018 e->render.framelerp = 1;
1019 if (e->render.frame2time > e->render.frame1time)
1021 // make sure frame lerp won't last longer than 100ms
1022 // (this mainly helps with models that use framegroups and
1023 // switch between them infrequently)
1024 e->render.framelerp = (cl.time - e->render.frame2time) / min(e->render.frame2time - e->render.frame1time, 0.1);
1025 e->render.framelerp = bound(0, e->render.framelerp, 1);
1030 // begin a new frame lerp
1031 e->render.frame1 = e->render.frame2;
1032 e->render.frame1time = e->render.frame2time;
1033 e->render.frame2 = frame;
1034 e->render.frame2time = cl.time;
1035 e->render.framelerp = 0;
1038 // set up the render matrix
1041 // attached entity, this requires a matrix multiply (concat)
1042 // FIXME: e->render.scale should go away
1043 Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1044 // concat the matrices to make the entity relative to its tag
1045 Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
1046 // get the origin from the new matrix
1047 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1051 // unattached entities are faster to process
1052 Matrix4x4_CreateFromQuakeEntity(&e->render.matrix, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1055 // make the other useful stuff
1056 CL_UpdateRenderEntity(&e->render);
1058 // tenebrae's sprites are all additive mode (weird)
1059 if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
1060 e->render.effects |= EF_ADDITIVE;
1061 // player model is only shown with chase_active on
1062 if (e->state_current.number == cl.viewentity)
1063 e->render.flags |= RENDER_EXTERIORMODEL;
1064 // either fullbright or lit
1065 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1066 e->render.flags |= RENDER_LIGHT;
1067 // hide player shadow during intermission or nehahra movie
1068 if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST))
1069 && (e->render.alpha >= 1)
1070 && !(e->render.flags & RENDER_VIEWMODEL)
1071 && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
1072 e->render.flags |= RENDER_SHADOW;
1073 if (e->render.flags & RENDER_VIEWMODEL)
1074 e->render.flags |= RENDER_NOSELFSHADOW;
1077 // creates light and trails from an entity
1078 void CL_UpdateNetworkEntityTrail(entity_t *e)
1080 effectnameindex_t trailtype;
1083 // bmodels are treated specially since their origin is usually '0 0 0' and
1084 // their actual geometry is far from '0 0 0'
1085 if (e->render.model && e->render.model->soundfromcenter)
1088 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1089 Matrix4x4_Transform(&e->render.matrix, o, origin);
1092 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1094 // handle particle trails and such effects now that we know where this
1095 // entity is in the world...
1096 trailtype = EFFECT_NONE;
1097 // LordHavoc: if the entity has no effects, don't check each
1098 if (e->render.effects & (EF_BRIGHTFIELD | EF_FLAME | EF_STARDUST))
1100 if (e->render.effects & EF_BRIGHTFIELD)
1102 if (gamemode == GAME_NEXUIZ)
1103 trailtype = EFFECT_TR_NEXUIZPLASMA;
1105 CL_EntityParticles(e);
1107 if (e->render.effects & EF_FLAME)
1108 CL_ParticleTrail(EFFECT_EF_FLAME, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true);
1109 if (e->render.effects & EF_STARDUST)
1110 CL_ParticleTrail(EFFECT_EF_STARDUST, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true);
1112 if (e->render.internaleffects & (INTEF_FLAG1QW | INTEF_FLAG2QW))
1114 // these are only set on player entities
1115 CL_AddQWCTFFlagModel(e, (e->render.internaleffects & INTEF_FLAG2QW) != 0);
1117 // muzzleflash fades over time
1118 if (e->persistent.muzzleflash > 0)
1119 e->persistent.muzzleflash -= bound(0, cl.time - cl.oldtime, 0.1) * 20;
1120 // LordHavoc: if the entity has no effects, don't check each
1121 if (e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1123 if (e->render.effects & EF_GIB)
1124 trailtype = EFFECT_TR_BLOOD;
1125 else if (e->render.effects & EF_ZOMGIB)
1126 trailtype = EFFECT_TR_SLIGHTBLOOD;
1127 else if (e->render.effects & EF_TRACER)
1128 trailtype = EFFECT_TR_WIZSPIKE;
1129 else if (e->render.effects & EF_TRACER2)
1130 trailtype = EFFECT_TR_KNIGHTSPIKE;
1131 else if (e->render.effects & EF_ROCKET)
1132 trailtype = EFFECT_TR_ROCKET;
1133 else if (e->render.effects & EF_GRENADE)
1135 // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1136 trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1138 else if (e->render.effects & EF_TRACER3)
1139 trailtype = EFFECT_TR_VORESPIKE;
1142 if (e->render.flags & RENDER_GLOWTRAIL)
1143 trailtype = EFFECT_TR_GLOWTRAIL;
1144 // check if a trail is allowed (it is not after a teleport for example)
1145 if (trailtype && e->persistent.trail_allowed)
1149 VectorSubtract(e->state_current.origin, e->state_previous.origin, vel);
1150 len = e->state_current.time - e->state_previous.time;
1153 VectorScale(vel, len, vel);
1154 CL_ParticleTrail(trailtype, 1, e->persistent.trail_origin, origin, vel, vel, e, e->state_current.glowcolor, false, true);
1156 // now that the entity has survived one trail update it is allowed to
1157 // leave a real trail on later frames
1158 e->persistent.trail_allowed = true;
1159 VectorCopy(origin, e->persistent.trail_origin);
1165 CL_UpdateViewEntities
1168 void CL_UpdateViewEntities(void)
1171 // update any RENDER_VIEWMODEL entities to use the new view matrix
1172 for (i = 1;i < cl.num_entities;i++)
1174 if (cl.entities_active[i])
1176 entity_t *ent = cl.entities + i;
1177 if ((ent->render.flags & RENDER_VIEWMODEL) || ent->state_current.tagentity)
1178 CL_UpdateNetworkEntity(ent, 32, true);
1181 // and of course the engine viewmodel needs updating as well
1182 CL_UpdateNetworkEntity(&cl.viewent, 32, true);
1187 CL_UpdateNetworkCollisionEntities
1190 void CL_UpdateNetworkCollisionEntities(void)
1195 // start on the entity after the world
1196 cl.num_brushmodel_entities = 0;
1197 for (i = cl.maxclients + 1;i < cl.num_entities;i++)
1199 if (cl.entities_active[i])
1201 ent = cl.entities + i;
1202 if (ent->state_current.active && ent->render.model && ent->render.model->name[0] == '*' && ent->render.model->TraceBox)
1204 // do not interpolate the bmodels for this
1205 CL_UpdateNetworkEntity(ent, 32, false);
1206 cl.brushmodel_entities[cl.num_brushmodel_entities++] = i;
1214 CL_UpdateNetworkEntities
1217 void CL_UpdateNetworkEntities(void)
1222 // start on the entity after the world
1223 for (i = 1;i < cl.num_entities;i++)
1225 if (cl.entities_active[i])
1227 ent = cl.entities + i;
1228 if (ent->state_current.active)
1230 CL_UpdateNetworkEntity(ent, 32, true);
1231 // view models should never create light/trails
1232 if (!(ent->render.flags & RENDER_VIEWMODEL))
1233 CL_UpdateNetworkEntityTrail(ent);
1236 cl.entities_active[i] = false;
1241 void CL_UpdateViewModel(void)
1245 ent->state_previous = ent->state_current;
1246 ent->state_current = defaultstate;
1247 ent->state_current.time = cl.time;
1248 ent->state_current.number = -1;
1249 ent->state_current.active = true;
1250 ent->state_current.modelindex = cl.stats[STAT_WEAPON];
1251 ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
1252 ent->state_current.flags = RENDER_VIEWMODEL;
1253 if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
1254 ent->state_current.modelindex = 0;
1255 else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
1257 if (gamemode == GAME_TRANSFUSION)
1258 ent->state_current.alpha = 128;
1260 ent->state_current.modelindex = 0;
1262 ent->state_current.alpha = cl.entities[cl.viewentity].state_current.alpha;
1263 ent->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB));
1265 // reset animation interpolation on weaponmodel if model changed
1266 if (ent->state_previous.modelindex != ent->state_current.modelindex)
1268 ent->render.frame1 = ent->render.frame2 = ent->state_current.frame;
1269 ent->render.frame1time = ent->render.frame2time = cl.time;
1270 ent->render.framelerp = 1;
1272 CL_UpdateNetworkEntity(ent, 32, true);
1275 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
1276 void CL_LinkNetworkEntity(entity_t *e)
1278 effectnameindex_t trailtype;
1283 // skip inactive entities and world
1284 if (!e->state_current.active || e == cl.entities)
1286 if (e->state_current.tagentity)
1288 // if the tag entity is currently impossible, skip it
1289 if (e->state_current.tagentity >= cl.num_entities)
1291 // if the tag entity is inactive, skip it
1292 if (!cl.entities[e->state_current.tagentity].state_current.active)
1296 // create entity dlights associated with this entity
1297 if (e->render.model && e->render.model->soundfromcenter)
1299 // bmodels are treated specially since their origin is usually '0 0 0'
1301 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1302 Matrix4x4_Transform(&e->render.matrix, o, origin);
1305 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1306 trailtype = EFFECT_NONE;
1311 // LordHavoc: if the entity has no effects, don't check each
1312 if (e->render.effects & (EF_BRIGHTFIELD | EF_DIMLIGHT | EF_BRIGHTLIGHT | EF_RED | EF_BLUE | EF_FLAME | EF_STARDUST))
1314 if (e->render.effects & EF_BRIGHTFIELD)
1316 if (gamemode == GAME_NEXUIZ)
1317 trailtype = EFFECT_TR_NEXUIZPLASMA;
1319 if (e->render.effects & EF_DIMLIGHT)
1321 dlightradius = max(dlightradius, 200);
1322 dlightcolor[0] += 1.50f;
1323 dlightcolor[1] += 1.50f;
1324 dlightcolor[2] += 1.50f;
1326 if (e->render.effects & EF_BRIGHTLIGHT)
1328 dlightradius = max(dlightradius, 400);
1329 dlightcolor[0] += 3.00f;
1330 dlightcolor[1] += 3.00f;
1331 dlightcolor[2] += 3.00f;
1333 // LordHavoc: more effects
1334 if (e->render.effects & EF_RED) // red
1336 dlightradius = max(dlightradius, 200);
1337 dlightcolor[0] += 1.50f;
1338 dlightcolor[1] += 0.15f;
1339 dlightcolor[2] += 0.15f;
1341 if (e->render.effects & EF_BLUE) // blue
1343 dlightradius = max(dlightradius, 200);
1344 dlightcolor[0] += 0.15f;
1345 dlightcolor[1] += 0.15f;
1346 dlightcolor[2] += 1.50f;
1348 if (e->render.effects & EF_FLAME)
1349 CL_ParticleTrail(EFFECT_EF_FLAME, 0, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false);
1350 if (e->render.effects & EF_STARDUST)
1351 CL_ParticleTrail(EFFECT_EF_STARDUST, 0, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false);
1353 // muzzleflash fades over time, and is offset a bit
1354 if (e->persistent.muzzleflash > 0 && r_refdef.numlights < MAX_DLIGHTS)
1359 matrix4x4_t tempmatrix;
1360 Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
1361 trace = CL_Move(origin, vec3_origin, vec3_origin, v2, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, true, false, NULL, false);
1362 Matrix4x4_Normalize(&tempmatrix, &e->render.matrix);
1363 Matrix4x4_SetOrigin(&tempmatrix, trace.endpos[0], trace.endpos[1], trace.endpos[2]);
1364 Matrix4x4_Scale(&tempmatrix, 150, 1);
1365 VectorSet(color, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f);
1366 R_RTLight_Update(&r_refdef.lights[r_refdef.numlights++], false, &tempmatrix, color, -1, NULL, true, 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1368 // LordHavoc: if the model has no flags, don't check each
1369 if (e->render.model && e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1371 if (e->render.effects & EF_GIB)
1372 trailtype = EFFECT_TR_BLOOD;
1373 else if (e->render.effects & EF_ZOMGIB)
1374 trailtype = EFFECT_TR_SLIGHTBLOOD;
1375 else if (e->render.effects & EF_TRACER)
1376 trailtype = EFFECT_TR_WIZSPIKE;
1377 else if (e->render.effects & EF_TRACER2)
1378 trailtype = EFFECT_TR_KNIGHTSPIKE;
1379 else if (e->render.effects & EF_ROCKET)
1380 trailtype = EFFECT_TR_ROCKET;
1381 else if (e->render.effects & EF_GRENADE)
1383 // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1384 trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1386 else if (e->render.effects & EF_TRACER3)
1387 trailtype = EFFECT_TR_VORESPIKE;
1389 // LordHavoc: customizable glow
1390 if (e->state_current.glowsize)
1392 // * 4 for the expansion from 0-255 to 0-1023 range,
1393 // / 255 to scale down byte colors
1394 dlightradius = max(dlightradius, e->state_current.glowsize * 4);
1395 VectorMA(dlightcolor, (1.0f / 255.0f), (unsigned char *)&palette_complete[e->state_current.glowcolor], dlightcolor);
1397 // make the glow dlight
1398 if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL) && r_refdef.numlights < MAX_DLIGHTS)
1400 matrix4x4_t dlightmatrix;
1401 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1402 // hack to make glowing player light shine on their gun
1403 //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
1404 // Matrix4x4_AdjustOrigin(&dlightmatrix, 0, 0, 30);
1405 Matrix4x4_Scale(&dlightmatrix, dlightradius, 1);
1406 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);
1409 if ((e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) && r_refdef.numlights < MAX_DLIGHTS)
1411 matrix4x4_t dlightmatrix;
1413 VectorScale(e->state_current.light, (1.0f / 256.0f), light);
1414 light[3] = e->state_current.light[3];
1415 if (light[0] == 0 && light[1] == 0 && light[2] == 0)
1416 VectorSet(light, 1, 1, 1);
1419 // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
1420 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1421 Matrix4x4_Scale(&dlightmatrix, light[3], 1);
1422 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);
1425 if (e->render.flags & RENDER_GLOWTRAIL)
1426 trailtype = EFFECT_TR_GLOWTRAIL;
1428 CL_ParticleTrail(trailtype, 0, origin, origin, vec3_origin, vec3_origin, NULL, e->state_current.glowcolor, true, false);
1430 // don't show viewmodels in certain situations
1431 if (e->render.flags & RENDER_VIEWMODEL)
1432 if (!r_drawviewmodel.integer || chase_active.integer || r_refdef.envmap)
1434 // don't show entities with no modelindex (note: this still shows
1435 // entities which have a modelindex that resolved to a NULL model)
1436 if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.numentities < r_refdef.maxentities)
1437 r_refdef.entities[r_refdef.numentities++] = &e->render;
1438 //if (cl.viewentity && e->state_current.number == cl.viewentity)
1439 // Matrix4x4_Print(&e->render.matrix);
1442 void CL_RelinkWorld(void)
1444 entity_t *ent = &cl.entities[0];
1445 // FIXME: this should be done at load
1446 ent->render.matrix = identitymatrix;
1447 CL_UpdateRenderEntity(&ent->render);
1448 ent->render.flags = RENDER_SHADOW;
1449 if (!r_fullbright.integer)
1450 ent->render.flags |= RENDER_LIGHT;
1451 VectorSet(ent->render.colormod, 1, 1, 1);
1452 r_refdef.worldentity = &ent->render;
1453 r_refdef.worldmodel = cl.worldmodel;
1456 static void CL_RelinkStaticEntities(void)
1460 for (i = 0, e = cl.static_entities;i < cl.num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++, e++)
1462 e->render.flags = 0;
1463 // if the model was not loaded when the static entity was created we
1464 // need to re-fetch the model pointer
1465 e->render.model = cl.model_precache[e->state_baseline.modelindex];
1466 CL_UpdateRenderEntity(&e->render);
1467 // either fullbright or lit
1468 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1469 e->render.flags |= RENDER_LIGHT;
1470 // hide player shadow during intermission or nehahra movie
1471 if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST)) && (e->render.alpha >= 1))
1472 e->render.flags |= RENDER_SHADOW;
1473 VectorSet(e->render.colormod, 1, 1, 1);
1474 R_LerpAnimation(&e->render);
1475 r_refdef.entities[r_refdef.numentities++] = &e->render;
1484 static void CL_RelinkNetworkEntities(void)
1489 // start on the entity after the world
1490 for (i = 1;i < cl.num_entities;i++)
1492 if (cl.entities_active[i])
1494 ent = cl.entities + i;
1495 if (ent->state_current.active)
1496 CL_LinkNetworkEntity(ent);
1498 cl.entities_active[i] = false;
1503 static void CL_RelinkEffects(void)
1510 for (i = 0, e = cl.effects;i < cl.num_effects;i++, e++)
1514 frame = (cl.time - e->starttime) * e->framerate + e->startframe;
1515 intframe = (int)frame;
1516 if (intframe < 0 || intframe >= e->endframe)
1518 memset(e, 0, sizeof(*e));
1519 while (cl.num_effects > 0 && !cl.effects[cl.num_effects - 1].active)
1524 if (intframe != e->frame)
1526 e->frame = intframe;
1527 e->frame1time = e->frame2time;
1528 e->frame2time = cl.time;
1531 // if we're drawing effects, get a new temp entity
1532 // (NewTempEntity adds it to the render entities list for us)
1533 if (r_draweffects.integer && (ent = CL_NewTempEntity()))
1535 // interpolation stuff
1536 ent->render.frame1 = intframe;
1537 ent->render.frame2 = intframe + 1;
1538 if (ent->render.frame2 >= e->endframe)
1539 ent->render.frame2 = -1; // disappear
1540 ent->render.framelerp = frame - intframe;
1541 ent->render.frame1time = e->frame1time;
1542 ent->render.frame2time = e->frame2time;
1545 if(e->modelindex < MAX_MODELS)
1546 ent->render.model = cl.model_precache[e->modelindex];
1548 ent->render.model = cl.csqc_model_precache[-(e->modelindex+1)];
1549 ent->render.colormap = -1; // no special coloring
1550 ent->render.alpha = 1;
1551 VectorSet(ent->render.colormod, 1, 1, 1);
1553 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
1554 CL_UpdateRenderEntity(&ent->render);
1560 void CL_Beam_CalculatePositions(const beam_t *b, vec3_t start, vec3_t end)
1562 VectorCopy(b->start, start);
1563 VectorCopy(b->end, end);
1565 // if coming from the player, update the start position
1566 if (b->entity == cl.viewentity)
1568 if (cl_beams_quakepositionhack.integer && !chase_active.integer)
1570 // LordHavoc: this is a stupid hack from Quake that makes your
1571 // lightning appear to come from your waist and cover less of your
1573 // in Quake this hack was applied to all players (causing the
1574 // infamous crotch-lightning), but in darkplaces and QuakeWorld it
1575 // only applies to your own lightning, and only in first person
1576 Matrix4x4_OriginFromMatrix(&cl.entities[cl.viewentity].render.matrix, start);
1578 if (cl_beams_instantaimhack.integer)
1580 vec3_t dir, localend;
1582 // LordHavoc: this updates the beam direction to match your
1584 VectorSubtract(end, start, dir);
1585 len = VectorLength(dir);
1586 VectorNormalize(dir);
1587 VectorSet(localend, len, 0, 0);
1588 Matrix4x4_Transform(&r_view.matrix, localend, end);
1593 void CL_RelinkBeams(void)
1597 vec3_t dist, org, start, end;
1602 matrix4x4_t tempmatrix;
1604 for (i = 0, b = cl.beams;i < cl.num_beams;i++, b++)
1608 if (b->endtime < cl.time)
1614 CL_Beam_CalculatePositions(b, start, end);
1618 if (cl_beams_lightatend.integer && r_refdef.numlights < MAX_DLIGHTS)
1620 // FIXME: create a matrix from the beam start/end orientation
1622 VectorSet(dlightcolor, 0.3, 0.7, 1);
1623 Matrix4x4_CreateFromQuakeEntity(&tempmatrix, end[0], end[1], end[2], 0, 0, 0, 200);
1624 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);
1626 if (cl_beams_polygons.integer)
1630 // calculate pitch and yaw
1631 // (this is similar to the QuakeC builtin function vectoangles)
1632 VectorSubtract(end, start, dist);
1633 if (dist[1] == 0 && dist[0] == 0)
1643 yaw = atan2(dist[1], dist[0]) * 180 / M_PI;
1647 forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1648 pitch = atan2(dist[2], forward) * 180 / M_PI;
1653 // add new entities for the lightning
1654 VectorCopy (start, org);
1655 d = VectorNormalizeLength(dist);
1658 ent = CL_NewTempEntity ();
1661 //VectorCopy (org, ent->render.origin);
1662 ent->render.model = b->model;
1663 //ent->render.effects = EF_FULLBRIGHT;
1664 //ent->render.angles[0] = pitch;
1665 //ent->render.angles[1] = yaw;
1666 //ent->render.angles[2] = rand()%360;
1667 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1668 CL_UpdateRenderEntity(&ent->render);
1669 VectorMA(org, 30, dist, org);
1674 while (cl.num_beams > 0 && !cl.beams[cl.num_beams - 1].model)
1678 static void CL_RelinkQWNails(void)
1684 for (i = 0;i < cl.qw_num_nails;i++)
1688 // if we're drawing effects, get a new temp entity
1689 // (NewTempEntity adds it to the render entities list for us)
1690 if (!(ent = CL_NewTempEntity()))
1694 ent->render.model = cl.model_precache[cl.qw_modelindex_spike];
1695 ent->render.colormap = -1; // no special coloring
1696 ent->render.alpha = 1;
1697 VectorSet(ent->render.colormod, 1, 1, 1);
1699 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1);
1700 CL_UpdateRenderEntity(&ent->render);
1704 void CL_LerpPlayer(float frac)
1708 cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
1709 for (i = 0;i < 3;i++)
1711 cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
1712 cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
1713 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
1716 // interpolate the angles if playing a demo or spectating someone
1717 if (cls.demoplayback || cl.fixangle[0])
1719 for (i = 0;i < 3;i++)
1721 float d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
1726 cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
1731 void CSQC_RelinkAllEntities (int drawmask)
1735 CL_RelinkStaticEntities();
1740 if (drawmask & ENTMASK_ENGINE)
1742 CL_RelinkNetworkEntities();
1743 if (drawmask & ENTMASK_ENGINEVIEWMODELS)
1744 CL_LinkNetworkEntity(&cl.viewent); // link gun model
1748 // update view blend
1756 Update client game world for a new frame
1759 void CL_UpdateWorld(void)
1761 r_refdef.extraupdate = !r_speeds.integer;
1762 r_refdef.numentities = 0;
1763 r_refdef.numlights = 0;
1764 r_view.matrix = identitymatrix;
1766 cl.num_brushmodel_entities = 0;
1768 if (cls.state == ca_connected && cls.signon == SIGNONS)
1770 // prepare for a new frame
1771 CL_LerpPlayer(CL_LerpPoint());
1772 CL_DecayLightFlashes();
1773 CL_ClearTempEntities();
1777 // if prediction is enabled we have to update all the collidable
1778 // network entities before the prediction code can be run
1779 CL_UpdateNetworkCollisionEntities();
1781 // now update the player prediction
1782 CL_ClientMovement_Replay();
1784 // update the player entity (which may be predicted)
1785 CL_UpdateNetworkEntity(cl.entities + cl.viewentity, 32, true);
1787 // now update the view (which depends on that player entity)
1790 // now update all the network entities and create particle trails
1791 // (some entities may depend on the view)
1792 CL_UpdateNetworkEntities();
1794 // update the engine-based viewmodel
1795 CL_UpdateViewModel();
1797 CL_RelinkLightFlashes();
1798 CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS);
1800 // move decals, particles, and any other effects
1806 r_refdef.time = cl.time;
1809 // LordHavoc: pausedemo command
1810 static void CL_PauseDemo_f (void)
1812 cls.demopaused = !cls.demopaused;
1814 Con_Print("Demo paused\n");
1816 Con_Print("Demo unpaused\n");
1820 ======================
1822 ======================
1824 static void CL_Fog_f (void)
1826 if (Cmd_Argc () == 1)
1828 Con_Printf("\"fog\" is \"%f %f %f %f\"\n", r_refdef.fog_density, r_refdef.fog_red, r_refdef.fog_green, r_refdef.fog_blue);
1831 r_refdef.fog_density = atof(Cmd_Argv(1));
1832 r_refdef.fog_red = atof(Cmd_Argv(2));
1833 r_refdef.fog_green = atof(Cmd_Argv(3));
1834 r_refdef.fog_blue = atof(Cmd_Argv(4));
1838 ====================
1841 For program optimization
1842 ====================
1844 static void CL_TimeRefresh_f (void)
1847 float timestart, timedelta;
1849 r_refdef.extraupdate = false;
1851 timestart = Sys_DoubleTime();
1852 for (i = 0;i < 128;i++)
1854 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);
1857 timedelta = Sys_DoubleTime() - timestart;
1859 Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
1862 void CL_AreaStats_f(void)
1864 World_PrintAreaStats(&cl.world, "client");
1867 cl_locnode_t *CL_Locs_FindNearest(const vec3_t point)
1872 vec3_t nearestpoint;
1873 vec_t dist, bestdist;
1876 for (loc = cl.locnodes;loc;loc = loc->next)
1878 for (i = 0;i < 3;i++)
1879 nearestpoint[i] = bound(loc->mins[i], point[i], loc->maxs[i]);
1880 dist = VectorDistance2(nearestpoint, point);
1881 if (bestdist > dist || !best)
1892 void CL_Locs_FindLocationName(char *buffer, size_t buffersize, vec3_t point)
1895 loc = CL_Locs_FindNearest(point);
1897 strlcpy(buffer, loc->name, buffersize);
1899 dpsnprintf(buffer, buffersize, "LOC=%.0f:%.0f:%.0f", point[0], point[1], point[2]);
1902 void CL_Locs_FreeNode(cl_locnode_t *node)
1904 cl_locnode_t **pointer, **next;
1905 for (pointer = &cl.locnodes;*pointer;pointer = next)
1907 next = &(*pointer)->next;
1908 if (*pointer == node)
1910 *pointer = node->next;
1914 Con_Printf("CL_Locs_FreeNode: no such node! (%p)\n", node);
1917 void CL_Locs_AddNode(vec3_t mins, vec3_t maxs, const char *name)
1919 cl_locnode_t *node, **pointer;
1923 namelen = strlen(name);
1924 node = Mem_Alloc(cls.levelmempool, sizeof(cl_locnode_t) + namelen + 1);
1925 VectorSet(node->mins, min(mins[0], maxs[0]), min(mins[1], maxs[1]), min(mins[2], maxs[2]));
1926 VectorSet(node->maxs, max(mins[0], maxs[0]), max(mins[1], maxs[1]), max(mins[2], maxs[2]));
1927 node->name = (char *)(node + 1);
1928 memcpy(node->name, name, namelen);
1929 node->name[namelen] = 0;
1930 // link it into the tail of the list to preserve the order
1931 for (pointer = &cl.locnodes;*pointer;pointer = &(*pointer)->next)
1936 void CL_Locs_Add_f(void)
1939 if (Cmd_Argc() != 5 && Cmd_Argc() != 8)
1941 Con_Printf("usage: %s x y z[ x y z] name\n", Cmd_Argv(0));
1944 mins[0] = atof(Cmd_Argv(1));
1945 mins[1] = atof(Cmd_Argv(2));
1946 mins[2] = atof(Cmd_Argv(3));
1947 if (Cmd_Argc() == 8)
1949 maxs[0] = atof(Cmd_Argv(4));
1950 maxs[1] = atof(Cmd_Argv(5));
1951 maxs[2] = atof(Cmd_Argv(6));
1952 CL_Locs_AddNode(mins, maxs, Cmd_Argv(7));
1955 CL_Locs_AddNode(mins, mins, Cmd_Argv(4));
1958 void CL_Locs_RemoveNearest_f(void)
1961 loc = CL_Locs_FindNearest(r_view.origin);
1963 CL_Locs_FreeNode(loc);
1965 Con_Printf("no loc point or box found for your location\n");
1968 void CL_Locs_Clear_f(void)
1971 CL_Locs_FreeNode(cl.locnodes);
1974 void CL_Locs_Save_f(void)
1978 char locfilename[MAX_QPATH];
1981 Con_Printf("No loc points/boxes exist!\n");
1984 if (cls.state != ca_connected || !cl.worldmodel)
1986 Con_Printf("No level loaded!\n");
1989 FS_StripExtension(cl.worldmodel->name, locfilename, sizeof(locfilename));
1990 strlcat(locfilename, ".loc", sizeof(locfilename));
1992 outfile = FS_Open(locfilename, "w", false, false);
1995 // if any boxes are used then this is a proquake-format loc file, which
1996 // allows comments, so add some relevant information at the start
1997 for (loc = cl.locnodes;loc;loc = loc->next)
1998 if (!VectorCompare(loc->mins, loc->maxs))
2002 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);
2003 for (loc = cl.locnodes;loc;loc = loc->next)
2004 if (VectorCompare(loc->mins, loc->maxs))
2007 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");
2009 for (loc = cl.locnodes;loc;loc = loc->next)
2011 if (VectorCompare(loc->mins, loc->maxs))
2015 const char *in = loc->name;
2016 char name[MAX_INPUTLINE];
2017 for (len = 0;len < (int)sizeof(name) - 1 && *in;)
2019 if (*in == ' ') {s = "$loc_name_separator";in++;}
2020 else if (!strncmp(in, "SSG", 3)) {s = "$loc_name_ssg";in += 3;}
2021 else if (!strncmp(in, "NG", 2)) {s = "$loc_name_ng";in += 2;}
2022 else if (!strncmp(in, "SNG", 3)) {s = "$loc_name_sng";in += 3;}
2023 else if (!strncmp(in, "GL", 2)) {s = "$loc_name_gl";in += 2;}
2024 else if (!strncmp(in, "RL", 2)) {s = "$loc_name_rl";in += 2;}
2025 else if (!strncmp(in, "LG", 2)) {s = "$loc_name_lg";in += 2;}
2026 else if (!strncmp(in, "GA", 2)) {s = "$loc_name_ga";in += 2;}
2027 else if (!strncmp(in, "YA", 2)) {s = "$loc_name_ya";in += 2;}
2028 else if (!strncmp(in, "RA", 2)) {s = "$loc_name_ra";in += 2;}
2029 else if (!strncmp(in, "MEGA", 4)) {s = "$loc_name_mh";in += 4;}
2033 while (len < (int)sizeof(name) - 1 && *s)
2037 name[len++] = *in++;
2040 FS_Printf(outfile, "%.0f %.0f %.0f %s\n", loc->mins[0]*8, loc->mins[1]*8, loc->mins[2]*8, name);
2043 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);
2048 void CL_Locs_Reload_f(void)
2050 int i, linenumber, limit, len;
2052 char *filedata, *text, *textend, *linestart, *linetext, *lineend;
2053 fs_offset_t filesize;
2055 char locfilename[MAX_QPATH];
2056 char name[MAX_INPUTLINE];
2058 if (cls.state != ca_connected || !cl.worldmodel)
2060 Con_Printf("No level loaded!\n");
2066 // try maps/something.loc first (LordHavoc: where I think they should be)
2067 FS_StripExtension(cl.worldmodel->name, locfilename, sizeof(locfilename));
2068 strlcat(locfilename, ".loc", sizeof(locfilename));
2069 filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2072 // try proquake name as well (LordHavoc: I hate path mangling)
2073 FS_StripExtension(va("locs/%s", FS_FileWithoutPath(cl.worldmodel->name)), locfilename, sizeof(locfilename));
2074 strlcat(locfilename, ".loc", sizeof(locfilename));
2075 filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2080 textend = filedata + filesize;
2081 for (linenumber = 1;text < textend;linenumber++)
2084 for (;text < textend && *text != '\r' && *text != '\n';text++)
2087 if (text + 1 < textend && *text == '\r' && text[1] == '\n')
2091 // trim trailing whitespace
2092 while (lineend > linestart && lineend[-1] <= ' ')
2094 // trim leading whitespace
2095 while (linestart < lineend && *linestart <= ' ')
2097 // check if this is a comment
2098 if (linestart + 2 <= lineend && !strncmp(linestart, "//", 2))
2100 linetext = linestart;
2102 for (i = 0;i < limit;i++)
2104 if (linetext >= lineend)
2106 // note: a missing number is interpreted as 0
2108 mins[i] = atof(linetext);
2110 maxs[i - 3] = atof(linetext);
2111 // now advance past the number
2112 while (linetext < lineend && *linetext > ' ' && *linetext != ',')
2114 // advance through whitespace
2115 if (linetext < lineend)
2117 if (*linetext == ',')
2121 // note: comma can be followed by whitespace
2123 if (*linetext <= ' ')
2126 while (linetext < lineend && *linetext <= ' ')
2131 // if this is a quoted name, remove the quotes
2134 if (linetext >= lineend || *linetext != '"')
2135 continue; // proquake location names are always quoted
2138 len = min(lineend - linetext, (int)sizeof(name) - 1);
2139 memcpy(name, linetext, len);
2141 // add the box to the list
2142 CL_Locs_AddNode(mins, maxs, name);
2144 // if a point was parsed, it needs to be scaled down by 8 (since
2145 // point-based loc files were invented by a proxy which dealt
2146 // directly with quake protocol coordinates, which are *8), turn
2150 // interpret silly fuhquake macros
2151 for (len = 0;len < (int)sizeof(name) - 1 && linetext < lineend;)
2153 if (*linetext == '$')
2155 if (linetext + 18 <= lineend && !strncmp(linetext, "$loc_name_separator", 19)) {s = " ";linetext += 19;}
2156 else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_ssg", 13)) {s = "SSG";linetext += 13;}
2157 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ng", 12)) {s = "NG";linetext += 12;}
2158 else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_sng", 13)) {s = "SNG";linetext += 13;}
2159 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_gl", 12)) {s = "GL";linetext += 12;}
2160 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_rl", 12)) {s = "RL";linetext += 12;}
2161 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_lg", 12)) {s = "LG";linetext += 12;}
2162 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ga", 12)) {s = "GA";linetext += 12;}
2163 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ya", 12)) {s = "YA";linetext += 12;}
2164 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ra", 12)) {s = "RA";linetext += 12;}
2165 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_mh", 12)) {s = "MEGA";linetext += 12;}
2169 while (len < (int)sizeof(name) - 1 && *s)
2174 name[len++] = *linetext++;
2177 // add the point to the list
2178 VectorScale(mins, (1.0 / 8.0), mins);
2179 CL_Locs_AddNode(mins, mins, name);
2191 void CL_Shutdown (void)
2193 CL_Screen_Shutdown();
2194 CL_Particles_Shutdown();
2195 CL_Parse_Shutdown();
2197 Mem_FreePool (&cls.permanentmempool);
2198 Mem_FreePool (&cls.levelmempool);
2208 cls.levelmempool = Mem_AllocPool("client (per-level memory)", 0, NULL);
2209 cls.permanentmempool = Mem_AllocPool("client (long term memory)", 0, NULL);
2211 memset(&r_refdef, 0, sizeof(r_refdef));
2212 // max entities sent to renderer per frame
2213 r_refdef.maxentities = MAX_EDICTS + 256 + 512;
2214 r_refdef.entities = (entity_render_t **)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t *) * r_refdef.maxentities);
2219 // register our commands
2221 Cvar_RegisterVariable (&cl_upspeed);
2222 Cvar_RegisterVariable (&cl_forwardspeed);
2223 Cvar_RegisterVariable (&cl_backspeed);
2224 Cvar_RegisterVariable (&cl_sidespeed);
2225 Cvar_RegisterVariable (&cl_movespeedkey);
2226 Cvar_RegisterVariable (&cl_yawspeed);
2227 Cvar_RegisterVariable (&cl_pitchspeed);
2228 Cvar_RegisterVariable (&cl_anglespeedkey);
2229 Cvar_RegisterVariable (&cl_shownet);
2230 Cvar_RegisterVariable (&cl_nolerp);
2231 Cvar_RegisterVariable (&lookspring);
2232 Cvar_RegisterVariable (&lookstrafe);
2233 Cvar_RegisterVariable (&sensitivity);
2234 Cvar_RegisterVariable (&freelook);
2236 Cvar_RegisterVariable (&m_pitch);
2237 Cvar_RegisterVariable (&m_yaw);
2238 Cvar_RegisterVariable (&m_forward);
2239 Cvar_RegisterVariable (&m_side);
2241 Cvar_RegisterVariable (&cl_itembobspeed);
2242 Cvar_RegisterVariable (&cl_itembobheight);
2244 Cmd_AddCommand ("entities", CL_PrintEntities_f, "print information on network entities known to client");
2245 Cmd_AddCommand ("disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
2246 Cmd_AddCommand ("record", CL_Record_f, "record a demo");
2247 Cmd_AddCommand ("stop", CL_Stop_f, "stop recording or playing a demo");
2248 Cmd_AddCommand ("playdemo", CL_PlayDemo_f, "watch a demo file");
2249 Cmd_AddCommand ("timedemo", CL_TimeDemo_f, "play back a demo as fast as possible and save statistics to benchmark.log");
2251 // Support Client-side Model Index List
2252 Cmd_AddCommand ("cl_modelindexlist", CL_ModelIndexList_f, "list information on all models in the client modelindex");
2253 // Support Client-side Sound Index List
2254 Cmd_AddCommand ("cl_soundindexlist", CL_SoundIndexList_f, "list all sounds in the client soundindex");
2256 Cvar_RegisterVariable (&cl_autodemo);
2257 Cvar_RegisterVariable (&cl_autodemo_nameformat);
2259 Cmd_AddCommand ("fog", CL_Fog_f, "set global fog parameters (density red green blue)");
2261 // LordHavoc: added pausedemo
2262 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)");
2264 Cmd_AddCommand ("cl_areastats", CL_AreaStats_f, "prints statistics on entity culling during collision traces");
2266 Cvar_RegisterVariable(&r_draweffects);
2267 Cvar_RegisterVariable(&cl_explosions_alpha_start);
2268 Cvar_RegisterVariable(&cl_explosions_alpha_end);
2269 Cvar_RegisterVariable(&cl_explosions_size_start);
2270 Cvar_RegisterVariable(&cl_explosions_size_end);
2271 Cvar_RegisterVariable(&cl_explosions_lifetime);
2272 Cvar_RegisterVariable(&cl_stainmaps);
2273 Cvar_RegisterVariable(&cl_stainmaps_clearonload);
2274 Cvar_RegisterVariable(&cl_beams_polygons);
2275 Cvar_RegisterVariable(&cl_beams_quakepositionhack);
2276 Cvar_RegisterVariable(&cl_beams_instantaimhack);
2277 Cvar_RegisterVariable(&cl_beams_lightatend);
2278 Cvar_RegisterVariable(&cl_noplayershadow);
2279 Cvar_RegisterVariable(&cl_dlights_decayradius);
2280 Cvar_RegisterVariable(&cl_dlights_decaybrightness);
2282 Cvar_RegisterVariable(&cl_prydoncursor);
2284 Cvar_RegisterVariable(&cl_deathnoviewmodel);
2286 // for QW connections
2287 Cvar_RegisterVariable(&qport);
2288 Cvar_SetValueQuick(&qport, (rand() * RAND_MAX + rand()) & 0xffff);
2290 Cmd_AddCommand("timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs");
2292 Cvar_RegisterVariable(&cl_locs_enable);
2293 Cvar_RegisterVariable(&cl_locs_show);
2294 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)");
2295 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)");
2296 Cmd_AddCommand("locs_clear", CL_Locs_Clear_f, "remove all loc points/boxes");
2297 Cmd_AddCommand("locs_reload", CL_Locs_Reload_f, "reload .loc file for this map");
2298 Cmd_AddCommand("locs_save", CL_Locs_Save_f, "save .loc file for this map containing currently defined points and boxes");
2301 CL_Particles_Init();