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"
30 // we need to declare some mouse variables here, because the menu system
31 // references them even when on a unix system.
33 cvar_t csqc_progname = {0, "csqc_progname","csprogs.dat","name of csprogs.dat file to load"};
34 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"};
35 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"};
37 cvar_t cl_shownet = {0, "cl_shownet","0","1 = print packet size, 2 = print packet message list"};
38 cvar_t cl_nolerp = {0, "cl_nolerp", "0","network update smoothing"};
40 cvar_t cl_itembobheight = {0, "cl_itembobheight", "0","how much items bob up and down (try 8)"};
41 cvar_t cl_itembobspeed = {0, "cl_itembobspeed", "0.5","how frequently items bob up and down"};
43 cvar_t lookspring = {CVAR_SAVE, "lookspring","0","returns pitch to level with the floor when no longer holding a pitch key"};
44 cvar_t lookstrafe = {CVAR_SAVE, "lookstrafe","0","move instead of turning"};
45 cvar_t sensitivity = {CVAR_SAVE, "sensitivity","3","mouse speed multiplier"};
47 cvar_t m_pitch = {CVAR_SAVE, "m_pitch","0.022","mouse pitch speed multiplier"};
48 cvar_t m_yaw = {CVAR_SAVE, "m_yaw","0.022","mouse yaw speed multiplier"};
49 cvar_t m_forward = {CVAR_SAVE, "m_forward","1","mouse forward speed multiplier"};
50 cvar_t m_side = {CVAR_SAVE, "m_side","0.8","mouse side speed multiplier"};
52 cvar_t freelook = {CVAR_SAVE, "freelook", "1","mouse controls pitch instead of forward/back"};
54 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" };
55 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" };
57 cvar_t r_draweffects = {0, "r_draweffects", "1","renders temporary sprite effects"};
59 cvar_t cl_explosions_alpha_start = {CVAR_SAVE, "cl_explosions_alpha_start", "1.5","starting alpha of an explosion shell"};
60 cvar_t cl_explosions_alpha_end = {CVAR_SAVE, "cl_explosions_alpha_end", "0","end alpha of an explosion shell (just before it disappears)"};
61 cvar_t cl_explosions_size_start = {CVAR_SAVE, "cl_explosions_size_start", "16","starting size of an explosion shell"};
62 cvar_t cl_explosions_size_end = {CVAR_SAVE, "cl_explosions_size_end", "128","ending alpha of an explosion shell (just before it disappears)"};
63 cvar_t cl_explosions_lifetime = {CVAR_SAVE, "cl_explosions_lifetime", "0.5","how long an explosion shell lasts"};
65 cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "1","stains lightmaps, much faster than decals but blurred"};
66 cvar_t cl_stainmaps_clearonload = {CVAR_SAVE, "cl_stainmaps_clearonload", "1","clear stainmaps on map restart"};
68 cvar_t cl_beams_polygons = {CVAR_SAVE, "cl_beams_polygons", "1","use beam polygons instead of models"};
69 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)"};
70 cvar_t cl_beams_instantaimhack = {CVAR_SAVE, "cl_beams_instantaimhack", "0", "makes your lightning gun aiming update instantly"};
71 cvar_t cl_beams_lightatend = {CVAR_SAVE, "cl_beams_lightatend", "0", "make a light at the end of the beam"};
73 cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0","hide player shadow"};
75 cvar_t cl_dlights_decayradius = {CVAR_SAVE, "cl_dlights_decayradius", "1", "reduces size of light flashes over time"};
76 cvar_t cl_dlights_decaybrightness = {CVAR_SAVE, "cl_dlights_decaybrightness", "1", "reduces brightness of light flashes over time"};
78 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)"};
80 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"};
82 cvar_t cl_deathnoviewmodel = {0, "cl_deathnoviewmodel", "1", "hides gun model when dead"};
84 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)"};
85 cvar_t cl_locs_show = {0, "locs_show", "0", "shows defined locations for editing purposes"};
90 #define MAX_PARTICLES 32768 // default max # of particles at one time
91 #define ABSOLUTE_MIN_PARTICLES 512 // no fewer than this no matter what's on the command line
99 void CL_ClearState(void)
104 // wipe the entire cl structure
105 Mem_EmptyPool(cls.levelmempool);
106 memset (&cl, 0, sizeof(cl));
110 // reset the view zoom interpolation
111 cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
113 // set up the float version of the stats array for easier access to float stats
114 cl.statsf = (float *)cl.stats;
117 cl.num_static_entities = 0;
118 cl.num_temp_entities = 0;
119 cl.num_brushmodel_entities = 0;
121 // tweak these if the game runs out
122 cl.max_entities = 256;
123 cl.max_static_entities = 256;
124 cl.max_temp_entities = 512;
125 cl.max_effects = 256;
127 cl.max_dlights = MAX_DLIGHTS;
128 cl.max_lightstyle = MAX_LIGHTSTYLES;
129 cl.max_brushmodel_entities = MAX_EDICTS;
130 cl.max_particles = MAX_PARTICLES;
132 // COMMANDLINEOPTION: Client: -particles <number> changes maximum number of particles at once, default 32768
133 i = COM_CheckParm ("-particles");
134 if (i && i < com_argc - 1)
136 cl.max_particles = (int)(atoi(com_argv[i+1]));
137 if (cl.max_particles < ABSOLUTE_MIN_PARTICLES)
138 cl.max_particles = ABSOLUTE_MIN_PARTICLES;
145 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
146 cl.entities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char));
147 cl.static_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_static_entities * sizeof(entity_t));
148 cl.temp_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_temp_entities * sizeof(entity_t));
149 cl.effects = (cl_effect_t *)Mem_Alloc(cls.levelmempool, cl.max_effects * sizeof(cl_effect_t));
150 cl.beams = (beam_t *)Mem_Alloc(cls.levelmempool, cl.max_beams * sizeof(beam_t));
151 cl.dlights = (dlight_t *)Mem_Alloc(cls.levelmempool, cl.max_dlights * sizeof(dlight_t));
152 cl.lightstyle = (lightstyle_t *)Mem_Alloc(cls.levelmempool, cl.max_lightstyle * sizeof(lightstyle_t));
153 cl.brushmodel_entities = (int *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(int));
154 cl.particles = (particle_t *) Mem_Alloc(cls.levelmempool, cl.max_particles * sizeof(particle_t));
156 // LordHavoc: have to set up the baseline info for alpha and other stuff
157 for (i = 0;i < cl.max_entities;i++)
159 cl.entities[i].state_baseline = defaultstate;
160 cl.entities[i].state_previous = defaultstate;
161 cl.entities[i].state_current = defaultstate;
164 if (gamemode == GAME_NEXUIZ)
166 VectorSet(cl.playerstandmins, -16, -16, -24);
167 VectorSet(cl.playerstandmaxs, 16, 16, 45);
168 VectorSet(cl.playercrouchmins, -16, -16, -24);
169 VectorSet(cl.playercrouchmaxs, 16, 16, 25);
173 VectorSet(cl.playerstandmins, -16, -16, -24);
174 VectorSet(cl.playerstandmaxs, 16, 16, 24);
175 VectorSet(cl.playercrouchmins, -16, -16, -24);
176 VectorSet(cl.playercrouchmaxs, 16, 16, 24);
179 // disable until we get textures for it
182 ent = &cl.entities[0];
183 // entire entity array was cleared, so just fill in a few fields
184 ent->state_current.active = true;
185 ent->render.model = cl.worldmodel = NULL; // no world model yet
186 ent->render.alpha = 1;
187 ent->render.colormap = -1; // no special coloring
188 ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
189 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, 0, 0, 0, 0, 0, 0, 1);
190 CL_UpdateRenderEntity(&ent->render);
192 // noclip is turned off at start
193 noclip_anglehack = false;
195 // mark all frames invalid for delta
196 memset(cl.qw_deltasequence, -1, sizeof(cl.qw_deltasequence));
201 void CL_SetInfo(const char *key, const char *value, qboolean send, qboolean allowstarkey, qboolean allowmodel, qboolean quiet)
204 qboolean fail = false;
205 if (!allowstarkey && key[0] == '*')
207 if (!allowmodel && (!strcasecmp(key, "pmodel") || !strcasecmp(key, "emodel")))
209 for (i = 0;key[i];i++)
210 if (key[i] <= ' ' || key[i] == '\"')
212 for (i = 0;value[i];i++)
213 if (value[i] == '\r' || value[i] == '\n' || value[i] == '\"')
218 Con_Printf("Can't setinfo \"%s\" \"%s\"\n", key, value);
221 InfoString_SetValue(cls.userinfo, sizeof(cls.userinfo), key, value);
222 if (cls.state == ca_connected && cls.netcon)
224 if (cls.protocol == PROTOCOL_QUAKEWORLD)
226 MSG_WriteByte(&cls.netcon->message, qw_clc_stringcmd);
227 MSG_WriteString(&cls.netcon->message, va("setinfo \"%s\" \"%s\"", key, value));
229 else if (!strcasecmp(key, "name"))
231 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
232 MSG_WriteString(&cls.netcon->message, va("name \"%s\"", value));
234 else if (!strcasecmp(key, "playermodel"))
236 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
237 MSG_WriteString(&cls.netcon->message, va("playermodel \"%s\"", value));
239 else if (!strcasecmp(key, "playerskin"))
241 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
242 MSG_WriteString(&cls.netcon->message, va("playerskin \"%s\"", value));
244 else if (!strcasecmp(key, "topcolor"))
246 // don't send anything, the combined color code will be updated manually
248 else if (!strcasecmp(key, "bottomcolor"))
250 // don't send anything, the combined color code will be updated manually
252 else if (!strcasecmp(key, "rate"))
254 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
255 MSG_WriteString(&cls.netcon->message, va("rate \"%s\"", value));
260 void CL_ExpandEntities(int num)
262 int i, oldmaxentities;
263 entity_t *oldentities;
264 if (num >= cl.max_entities)
267 Sys_Error("CL_ExpandEntities: cl.entities not initialized");
268 if (num >= MAX_EDICTS)
269 Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
270 oldmaxentities = cl.max_entities;
271 oldentities = cl.entities;
272 cl.max_entities = (num & ~255) + 256;
273 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
274 memcpy(cl.entities, oldentities, oldmaxentities * sizeof(entity_t));
275 Mem_Free(oldentities);
276 for (i = oldmaxentities;i < cl.max_entities;i++)
278 cl.entities[i].state_baseline = defaultstate;
279 cl.entities[i].state_previous = defaultstate;
280 cl.entities[i].state_current = defaultstate;
285 void CL_VM_ShutDown (void);
287 =====================
290 Sends a disconnect message to the server
291 This is also called on Host_Error, so it shouldn't cause any errors
292 =====================
294 void CL_Disconnect(void)
296 if (cls.state == ca_dedicated)
299 Curl_Clear_forthismap();
301 Con_DPrintf("CL_Disconnect\n");
304 // stop sounds (especially looping!)
307 cl.parsingtextexpectingpingforscores = 0; // just in case no reply has come yet
309 // clear contents blends
310 cl.cshifts[0].percent = 0;
311 cl.cshifts[1].percent = 0;
312 cl.cshifts[2].percent = 0;
313 cl.cshifts[3].percent = 0;
315 cl.worldmodel = NULL;
317 CL_Parse_ErrorCleanUp();
319 if (cls.demoplayback)
324 unsigned char bufdata[8];
325 if (cls.demorecording)
328 // send disconnect message 3 times to improve chances of server
329 // receiving it (but it still fails sometimes)
330 memset(&buf, 0, sizeof(buf));
332 buf.maxsize = sizeof(bufdata);
333 if (cls.protocol == PROTOCOL_QUAKEWORLD)
335 Con_DPrint("Sending drop command\n");
336 MSG_WriteByte(&buf, qw_clc_stringcmd);
337 MSG_WriteString(&buf, "drop");
341 Con_DPrint("Sending clc_disconnect\n");
342 MSG_WriteByte(&buf, clc_disconnect);
344 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000);
345 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000);
346 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000);
347 NetConn_Close(cls.netcon);
350 cls.state = ca_disconnected;
352 cls.demoplayback = cls.timedemo = false;
356 void CL_Disconnect_f(void)
360 Host_ShutdownServer ();
367 =====================
368 CL_EstablishConnection
370 Host should be either "local" or a net address
371 =====================
373 void CL_EstablishConnection(const char *host)
375 if (cls.state == ca_dedicated)
378 // clear menu's connect error message
379 M_Update_Return_Reason("");
382 // stop demo loop in case this fails
383 if (cls.demoplayback)
386 // if downloads are running, cancel their finishing action
387 Curl_Clear_forthismap();
389 // make sure the client ports are open before attempting to connect
390 NetConn_UpdateSockets();
392 // run a network frame
393 //NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
395 if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
397 cls.connect_trying = true;
398 cls.connect_remainingtries = 3;
399 cls.connect_nextsendtime = 0;
400 M_Update_Return_Reason("Trying to connect...");
401 // run several network frames to jump into the game quickly
404 // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
405 // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
406 // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
407 // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
412 Con_Print("Unable to find a suitable network socket to connect to server.\n");
413 M_Update_Return_Reason("No network");
422 static void CL_PrintEntities_f(void)
427 for (i = 0, ent = cl.entities;i < cl.num_entities;i++, ent++)
429 const char* modelname;
431 if (!ent->state_current.active)
434 if (ent->render.model)
435 modelname = ent->render.model->name;
437 modelname = "--no model--";
438 Con_Printf("%3i: %-25s:%4i (%5i %5i %5i) [%3i %3i %3i] %4.2f %5.3f\n", i, modelname, ent->render.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);
446 List all models in the client modelindex
449 static void CL_ModelIndexList_f(void)
451 int nModelIndexCnt = 1;
453 while(cl.model_precache[nModelIndexCnt] && nModelIndexCnt != MAX_MODELS)
455 Con_Printf("%i : %s\n", nModelIndexCnt, cl.model_precache[nModelIndexCnt]->name);
460 //static const vec3_t nomodelmins = {-16, -16, -16};
461 //static const vec3_t nomodelmaxs = {16, 16, 16};
462 void CL_UpdateRenderEntity(entity_render_t *ent)
466 model_t *model = ent->model;
467 // update the inverse matrix for the renderer
468 Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
469 // update the animation blend state
470 R_LerpAnimation(ent);
471 // we need the matrix origin to center the box
472 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
473 // update entity->render.scale because the renderer needs it
474 ent->scale = scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
477 // NOTE: this directly extracts vector components from the matrix, which relies on the matrix orientation!
478 #ifdef MATRIX4x4_OPENGLORIENTATION
479 if (ent->matrix.m[0][2] != 0 || ent->matrix.m[1][2] != 0)
481 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
485 VectorMA(org, scale, model->rotatedmins, ent->mins);
486 VectorMA(org, scale, model->rotatedmaxs, ent->maxs);
488 #ifdef MATRIX4x4_OPENGLORIENTATION
489 else if (ent->matrix.m[1][0] != 0 || ent->matrix.m[0][1] != 0)
491 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
495 VectorMA(org, scale, model->yawmins, ent->mins);
496 VectorMA(org, scale, model->yawmaxs, ent->maxs);
500 VectorMA(org, scale, model->normalmins, ent->mins);
501 VectorMA(org, scale, model->normalmaxs, ent->maxs);
506 ent->mins[0] = org[0] - 16;
507 ent->mins[1] = org[1] - 16;
508 ent->mins[2] = org[2] - 16;
509 ent->maxs[0] = org[0] + 16;
510 ent->maxs[1] = org[1] + 16;
511 ent->maxs[2] = org[2] + 16;
519 Determines the fraction between the last two messages that the objects
523 static float CL_LerpPoint(void)
527 if (cl_nettimesyncboundmode.integer == 1)
528 cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
530 // LordHavoc: lerp in listen games as the server is being capped below the client (usually)
531 if (cl.mtime[0] <= cl.mtime[1])
533 cl.time = cl.mtime[0];
537 f = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]);
538 return bound(0, f, 1);
541 void CL_ClearTempEntities (void)
543 cl.num_temp_entities = 0;
546 entity_t *CL_NewTempEntity(void)
550 if (r_refdef.numentities >= r_refdef.maxentities)
552 if (cl.num_temp_entities >= cl.max_temp_entities)
554 ent = &cl.temp_entities[cl.num_temp_entities++];
555 memset (ent, 0, sizeof(*ent));
556 r_refdef.entities[r_refdef.numentities++] = &ent->render;
558 ent->render.colormap = -1; // no special coloring
559 ent->render.alpha = 1;
560 VectorSet(ent->render.colormod, 1, 1, 1);
564 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
568 if (!modelindex) // sanity check
572 Con_Printf("CL_Effect: framerate %f is < 1\n", framerate);
577 Con_Printf("CL_Effect: framecount %i is < 1\n", framecount);
580 for (i = 0, e = cl.effects;i < cl.max_effects;i++, e++)
585 VectorCopy(org, e->origin);
586 e->modelindex = modelindex;
587 e->starttime = cl.time;
588 e->startframe = startframe;
589 e->endframe = startframe + framecount;
590 e->framerate = framerate;
593 e->frame1time = cl.time;
594 e->frame2time = cl.time;
595 cl.num_effects = max(cl.num_effects, i + 1);
600 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)
606 // first look for an exact key match
610 for (i = 0;i < cl.num_dlights;i++, dl++)
616 // then look for anything else
618 for (i = 0;i < cl.num_dlights;i++, dl++)
621 // if we hit the end of the active dlights and found no gaps, add a new one
624 cl.num_dlights = i + 1;
628 // unable to find one
632 //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
633 memset (dl, 0, sizeof(*dl));
634 Matrix4x4_Normalize(&dl->matrix, matrix);
636 Matrix4x4_OriginFromMatrix(&dl->matrix, dl->origin);
637 CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
638 Matrix4x4_SetOrigin(&dl->matrix, dl->origin[0], dl->origin[1], dl->origin[2]);
641 dl->color[1] = green;
643 dl->initialradius = radius;
644 dl->initialcolor[0] = red;
645 dl->initialcolor[1] = green;
646 dl->initialcolor[2] = blue;
647 dl->decay = decay / radius; // changed decay to be a percentage decrease
648 dl->intensity = 1; // this is what gets decayed
650 dl->die = cl.time + lifetime;
654 dpsnprintf(dl->cubemapname, sizeof(dl->cubemapname), "cubemaps/%i", cubemapnum);
656 dl->cubemapname[0] = 0;
658 dl->shadow = shadowenable;
661 dl->coronasizescale = coronasizescale;
662 dl->ambientscale = ambientscale;
663 dl->diffusescale = diffusescale;
664 dl->specularscale = specularscale;
667 void CL_DecayLightFlashes(void)
673 time = bound(0, cl.time - cl.oldtime, 0.1);
674 oldmax = cl.num_dlights;
676 for (i = 0, dl = cl.dlights;i < oldmax;i++, dl++)
680 dl->intensity -= time * dl->decay;
681 if (cl.time < dl->die && dl->intensity > 0)
683 if (cl_dlights_decayradius.integer)
684 dl->radius = dl->initialradius * dl->intensity;
686 dl->radius = dl->initialradius;
687 if (cl_dlights_decaybrightness.integer)
688 VectorScale(dl->initialcolor, dl->intensity, dl->color);
690 VectorCopy(dl->initialcolor, dl->color);
691 cl.num_dlights = i + 1;
699 // called before entity relinking
700 void CL_RelinkLightFlashes(void)
705 matrix4x4_t tempmatrix;
707 if (r_dynamic.integer)
709 for (i = 0, dl = cl.dlights;i < cl.num_dlights && r_refdef.numlights < MAX_DLIGHTS;i++, dl++)
713 tempmatrix = dl->matrix;
714 Matrix4x4_Scale(&tempmatrix, dl->radius, 1);
715 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);
721 // 'm' is normal light, 'a' is no light, 'z' is double bright
725 for (j = 0;j < cl.max_lightstyle;j++)
727 if (!cl.lightstyle || !cl.lightstyle[j].length)
729 r_refdef.lightstylevalue[j] = 256;
732 k = i % cl.lightstyle[j].length;
733 l = (i-1) % cl.lightstyle[j].length;
734 k = cl.lightstyle[j].map[k] - 'a';
735 l = cl.lightstyle[j].map[l] - 'a';
736 r_refdef.lightstylevalue[j] = (unsigned short)(((k*frac)+(l*(1-frac)))*22);
740 void CL_AddQWCTFFlagModel(entity_t *player, int skin)
744 matrix4x4_t flagmatrix;
746 // this code taken from QuakeWorld
748 if (player->render.frame2 >= 29 && player->render.frame2 <= 40)
750 if (player->render.frame2 >= 29 && player->render.frame2 <= 34)
752 if (player->render.frame2 == 29) f = f + 2;
753 else if (player->render.frame2 == 30) f = f + 8;
754 else if (player->render.frame2 == 31) f = f + 12;
755 else if (player->render.frame2 == 32) f = f + 11;
756 else if (player->render.frame2 == 33) f = f + 10;
757 else if (player->render.frame2 == 34) f = f + 4;
759 else if (player->render.frame2 >= 35 && player->render.frame2 <= 40)
761 if (player->render.frame2 == 35) f = f + 2;
762 else if (player->render.frame2 == 36) f = f + 10;
763 else if (player->render.frame2 == 37) f = f + 10;
764 else if (player->render.frame2 == 38) f = f + 8;
765 else if (player->render.frame2 == 39) f = f + 4;
766 else if (player->render.frame2 == 40) f = f + 2;
769 else if (player->render.frame2 >= 103 && player->render.frame2 <= 118)
771 if (player->render.frame2 >= 103 && player->render.frame2 <= 104) f = f + 6; //nailattack
772 else if (player->render.frame2 >= 105 && player->render.frame2 <= 106) f = f + 6; //light
773 else if (player->render.frame2 >= 107 && player->render.frame2 <= 112) f = f + 7; //rocketattack
774 else if (player->render.frame2 >= 112 && player->render.frame2 <= 118) f = f + 7; //shotattack
776 // end of code taken from QuakeWorld
778 flag = CL_NewTempEntity();
782 flag->render.model = cl.model_precache[cl.qw_modelindex_flag];
783 flag->render.skinnum = skin;
784 flag->render.colormap = -1; // no special coloring
785 flag->render.alpha = 1;
786 VectorSet(flag->render.colormod, 1, 1, 1);
787 // attach the flag to the player matrix
788 Matrix4x4_CreateFromQuakeEntity(&flagmatrix, -f, -22, 0, 0, 0, -45, 1);
789 Matrix4x4_Concat(&flag->render.matrix, &player->render.matrix, &flagmatrix);
790 CL_UpdateRenderEntity(&flag->render);
793 matrix4x4_t viewmodelmatrix;
795 static const vec3_t muzzleflashorigin = {18, 0, 0};
797 extern void V_DriftPitch(void);
798 extern void V_FadeViewFlashs(void);
799 extern void V_CalcViewBlend(void);
800 extern void V_CalcRefdef(void);
802 // note this is a recursive function, recursionlimit should be 32 or so on the initial call
803 void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolate)
805 const matrix4x4_t *matrix;
806 matrix4x4_t blendmatrix, tempmatrix, matrix2;
808 float origin[3], angles[3], delta[3], lerp, d;
811 //entity_persistent_t *p = &e->persistent;
812 //entity_render_t *r = &e->render;
813 // skip inactive entities and world
814 if (!e->state_current.active || e == cl.entities)
816 if (recursionlimit < 1)
818 e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
819 e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
820 e->render.flags = e->state_current.flags;
821 e->render.effects = e->state_current.effects;
822 VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
823 e->render.entitynumber = e - cl.entities;
824 if (e->state_current.flags & RENDER_COLORMAPPED)
827 unsigned char *cbcolor;
828 e->render.colormap = e->state_current.colormap;
829 cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12;
830 cbcolor = (unsigned char *) (&palette_complete[cb]);
831 e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f);
832 e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f);
833 e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f);
834 cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
835 cbcolor = (unsigned char *) (&palette_complete[cb]);
836 e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f);
837 e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f);
838 e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f);
840 else if (e->state_current.colormap && cl.scores != NULL)
843 unsigned char *cbcolor;
844 e->render.colormap = cl.scores[e->state_current.colormap - 1].colors; // color it
845 cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12;
846 cbcolor = (unsigned char *) (&palette_complete[cb]);
847 e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f);
848 e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f);
849 e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f);
850 cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
851 cbcolor = (unsigned char *) (&palette_complete[cb]);
852 e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f);
853 e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f);
854 e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f);
858 e->render.colormap = -1; // no special coloring
859 VectorClear(e->render.colormap_pantscolor);
860 VectorClear(e->render.colormap_shirtcolor);
862 e->render.skinnum = e->state_current.skin;
863 if (e->state_current.tagentity)
865 // attached entity (gun held in player model's hand, etc)
866 // if the tag entity is currently impossible, skip it
867 if (e->state_current.tagentity >= cl.num_entities)
869 t = cl.entities + e->state_current.tagentity;
870 // if the tag entity is inactive, skip it
871 if (!t->state_current.active)
873 // update the parent first
874 CL_UpdateNetworkEntity(t, recursionlimit - 1, interpolate);
875 // make relative to the entity
876 matrix = &t->render.matrix;
877 // some properties of the tag entity carry over
878 e->render.flags |= t->render.flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
879 // if a valid tagindex is used, make it relative to that tag instead
880 // FIXME: use a model function to get tag info (need to handle skeletal)
881 if (e->state_current.tagentity && e->state_current.tagindex >= 1 && (model = t->render.model))
883 // blend the matrices
884 memset(&blendmatrix, 0, sizeof(blendmatrix));
885 for (j = 0;j < 4 && t->render.frameblend[j].lerp > 0;j++)
887 matrix4x4_t tagmatrix;
888 Mod_Alias_GetTagMatrix(model, t->render.frameblend[j].frame, e->state_current.tagindex - 1, &tagmatrix);
889 d = t->render.frameblend[j].lerp;
890 for (l = 0;l < 4;l++)
891 for (k = 0;k < 4;k++)
892 blendmatrix.m[l][k] += d * tagmatrix.m[l][k];
894 // concat the tag matrices onto the entity matrix
895 Matrix4x4_Concat(&tempmatrix, &t->render.matrix, &blendmatrix);
896 // use the constructed tag matrix
897 matrix = &tempmatrix;
900 else if (e->render.flags & RENDER_VIEWMODEL)
902 // view-relative entity (guns and such)
903 if (e->render.effects & EF_NOGUNBOB)
904 matrix = &r_view.matrix; // really attached to view
906 matrix = &viewmodelmatrix; // attached to gun bob matrix
910 // world-relative entity (the normal kind)
911 matrix = &identitymatrix;
915 // if it's the predicted player entity, update according to client movement
916 // but don't lerp if going through a teleporter as it causes a bad lerp
917 // also don't use the predicted location if fixangle was set on both of
918 // the most recent server messages, as that cause means you are spectating
919 // someone or watching a cutscene of some sort
920 if (cl_nolerp.integer || cls.timedemo)
922 if (e == cl.entities + cl.playerentity && cl.movement_predicted && (!cl.fixangle[1] || !cl.fixangle[0]))
924 lerp = (cl.time - cl.movement_time[2]) / (cl.movement_time[0] - cl.movement_time[1]);
925 lerp = bound(0, lerp, 1);
928 VectorLerp(cl.movement_oldorigin, lerp, cl.movement_origin, origin);
929 VectorSet(angles, 0, cl.viewangles[1], 0);
931 else if (interpolate && e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1)
933 // interpolate the origin and angles
935 VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
936 VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
937 if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
938 if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
939 if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
940 VectorMA(e->persistent.oldangles, lerp, delta, angles);
945 VectorCopy(e->persistent.neworigin, origin);
946 VectorCopy(e->persistent.newangles, angles);
949 // model setup and some modelflags
950 if(e->state_current.modelindex < MAX_MODELS)
951 e->render.model = cl.model_precache[e->state_current.modelindex];
954 // models can set flags such as EF_ROCKET
955 // this 0xFF800000 mask is EF_NOMODELFLAGS plus all the higher EF_ flags such as EF_ROCKET
956 if (!(e->render.effects & 0xFF800000))
957 e->render.effects |= e->render.model->effects;
958 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
959 if (e->render.model->type == mod_alias)
960 angles[0] = -angles[0];
961 if ((e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
962 VectorScale(e->render.colormod, 2, e->render.colormod);
964 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
965 else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
966 angles[0] = -angles[0];
968 if ((e->render.effects & EF_ROTATE) && !(e->render.flags & RENDER_VIEWMODEL))
970 angles[1] = ANGLEMOD(100*cl.time);
971 if (cl_itembobheight.value)
972 origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
976 if (e->render.frame2 == e->state_current.frame)
978 // update frame lerp fraction
979 e->render.framelerp = 1;
980 if (e->render.frame2time > e->render.frame1time)
982 // make sure frame lerp won't last longer than 100ms
983 // (this mainly helps with models that use framegroups and
984 // switch between them infrequently)
985 e->render.framelerp = (cl.time - e->render.frame2time) / min(e->render.frame2time - e->render.frame1time, 0.1);
986 e->render.framelerp = bound(0, e->render.framelerp, 1);
991 // begin a new frame lerp
992 e->render.frame1 = e->render.frame2;
993 e->render.frame1time = e->render.frame2time;
994 e->render.frame = e->render.frame2 = e->state_current.frame;
995 e->render.frame2time = cl.time;
996 e->render.framelerp = 0;
999 // set up the render matrix
1002 // attached entity, this requires a matrix multiply (concat)
1003 // FIXME: e->render.scale should go away
1004 Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1005 // concat the matrices to make the entity relative to its tag
1006 Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
1007 // get the origin from the new matrix
1008 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1012 // unattached entities are faster to process
1013 Matrix4x4_CreateFromQuakeEntity(&e->render.matrix, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1016 // make the other useful stuff
1017 CL_UpdateRenderEntity(&e->render);
1019 // tenebrae's sprites are all additive mode (weird)
1020 if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
1021 e->render.effects |= EF_ADDITIVE;
1022 // player model is only shown with chase_active on
1023 if (e->state_current.number == cl.viewentity)
1024 e->render.flags |= RENDER_EXTERIORMODEL;
1025 // either fullbright or lit
1026 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1027 e->render.flags |= RENDER_LIGHT;
1028 // hide player shadow during intermission or nehahra movie
1029 if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST))
1030 && (e->render.alpha >= 1)
1031 && !(e->render.flags & RENDER_VIEWMODEL)
1032 && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
1033 e->render.flags |= RENDER_SHADOW;
1034 if (e->render.flags & RENDER_VIEWMODEL)
1035 e->render.flags |= RENDER_NOSELFSHADOW;
1038 // creates light and trails from an entity
1039 void CL_UpdateNetworkEntityTrail(entity_t *e)
1041 effectnameindex_t trailtype;
1044 // bmodels are treated specially since their origin is usually '0 0 0' and
1045 // their actual geometry is far from '0 0 0'
1046 if (e->render.model && e->render.model->soundfromcenter)
1049 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1050 Matrix4x4_Transform(&e->render.matrix, o, origin);
1053 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1055 // handle particle trails and such effects now that we know where this
1056 // entity is in the world...
1057 trailtype = EFFECT_NONE;
1058 // LordHavoc: if the entity has no effects, don't check each
1059 if (e->render.effects & (EF_BRIGHTFIELD | EF_FLAME | EF_STARDUST))
1061 if (e->render.effects & EF_BRIGHTFIELD)
1063 if (gamemode == GAME_NEXUIZ)
1064 trailtype = EFFECT_TR_NEXUIZPLASMA;
1066 CL_EntityParticles(e);
1068 if (e->render.effects & EF_FLAME)
1069 CL_ParticleTrail(EFFECT_EF_FLAME, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true);
1070 if (e->render.effects & EF_STARDUST)
1071 CL_ParticleTrail(EFFECT_EF_STARDUST, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true);
1073 if (e->render.internaleffects & (INTEF_FLAG1QW | INTEF_FLAG2QW))
1075 // these are only set on player entities
1076 CL_AddQWCTFFlagModel(e, (e->render.internaleffects & INTEF_FLAG2QW) != 0);
1078 // muzzleflash fades over time
1079 if (e->persistent.muzzleflash > 0)
1080 e->persistent.muzzleflash -= bound(0, cl.time - cl.oldtime, 0.1) * 20;
1081 // LordHavoc: if the entity has no effects, don't check each
1082 if (e->render.model && e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1084 if (e->render.effects & EF_GIB)
1085 trailtype = EFFECT_TR_BLOOD;
1086 else if (e->render.effects & EF_ZOMGIB)
1087 trailtype = EFFECT_TR_SLIGHTBLOOD;
1088 else if (e->render.effects & EF_TRACER)
1089 trailtype = EFFECT_TR_WIZSPIKE;
1090 else if (e->render.effects & EF_TRACER2)
1091 trailtype = EFFECT_TR_KNIGHTSPIKE;
1092 else if (e->render.effects & EF_ROCKET)
1093 trailtype = EFFECT_TR_ROCKET;
1094 else if (e->render.effects & EF_GRENADE)
1096 // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1097 trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1099 else if (e->render.effects & EF_TRACER3)
1100 trailtype = EFFECT_TR_VORESPIKE;
1103 if (e->render.flags & RENDER_GLOWTRAIL)
1104 trailtype = EFFECT_TR_GLOWTRAIL;
1105 // check if a trail is allowed (it is not after a teleport for example)
1106 if (trailtype && e->persistent.trail_allowed)
1110 VectorSubtract(e->state_current.origin, e->state_previous.origin, vel);
1111 len = e->state_current.time - e->state_previous.time;
1114 VectorScale(vel, len, vel);
1115 CL_ParticleTrail(trailtype, 1, e->persistent.trail_origin, origin, vel, vel, e, e->state_current.glowcolor, false, true);
1117 // now that the entity has survived one trail update it is allowed to
1118 // leave a real trail on later frames
1119 e->persistent.trail_allowed = true;
1120 VectorCopy(origin, e->persistent.trail_origin);
1126 CL_UpdateViewEntities
1129 void CL_UpdateViewEntities(void)
1132 // update any RENDER_VIEWMODEL entities to use the new view matrix
1133 for (i = 1;i < cl.num_entities;i++)
1135 if (cl.entities_active[i])
1137 entity_t *ent = cl.entities + i;
1138 if ((ent->render.flags & RENDER_VIEWMODEL) || ent->state_current.tagentity)
1139 CL_UpdateNetworkEntity(ent, 32, true);
1142 // and of course the engine viewmodel needs updating as well
1143 CL_UpdateNetworkEntity(&cl.viewent, 32, true);
1148 CL_UpdateNetworkCollisionEntities
1151 void CL_UpdateNetworkCollisionEntities(void)
1156 // start on the entity after the world
1157 cl.num_brushmodel_entities = 0;
1158 for (i = cl.maxclients + 1;i < cl.num_entities;i++)
1160 if (cl.entities_active[i])
1162 ent = cl.entities + i;
1163 if (ent->state_current.active && ent->render.model && ent->render.model->name[0] == '*' && ent->render.model->TraceBox)
1165 // do not interpolate the bmodels for this
1166 CL_UpdateNetworkEntity(ent, 32, false);
1167 cl.brushmodel_entities[cl.num_brushmodel_entities++] = i;
1175 CL_UpdateNetworkEntities
1178 void CL_UpdateNetworkEntities(void)
1183 // start on the entity after the world
1184 for (i = 1;i < cl.num_entities;i++)
1186 if (cl.entities_active[i])
1188 ent = cl.entities + i;
1189 if (ent->state_current.active)
1191 CL_UpdateNetworkEntity(ent, 32, true);
1192 // view models should never create light/trails
1193 if (!(ent->render.flags & RENDER_VIEWMODEL))
1194 CL_UpdateNetworkEntityTrail(ent);
1197 cl.entities_active[i] = false;
1202 void CL_UpdateViewModel(void)
1206 ent->state_previous = ent->state_current;
1207 ent->state_current = defaultstate;
1208 ent->state_current.time = cl.time;
1209 ent->state_current.number = -1;
1210 ent->state_current.active = true;
1211 ent->state_current.modelindex = cl.stats[STAT_WEAPON];
1212 ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
1213 ent->state_current.flags = RENDER_VIEWMODEL;
1214 if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
1215 ent->state_current.modelindex = 0;
1216 else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
1218 if (gamemode == GAME_TRANSFUSION)
1219 ent->state_current.alpha = 128;
1221 ent->state_current.modelindex = 0;
1223 ent->state_current.alpha = cl.entities[cl.viewentity].state_current.alpha;
1224 ent->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB));
1226 // reset animation interpolation on weaponmodel if model changed
1227 if (ent->state_previous.modelindex != ent->state_current.modelindex)
1229 ent->render.frame = ent->render.frame1 = ent->render.frame2 = ent->state_current.frame;
1230 ent->render.frame1time = ent->render.frame2time = cl.time;
1231 ent->render.framelerp = 1;
1233 CL_UpdateNetworkEntity(ent, 32, true);
1236 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
1237 void CL_LinkNetworkEntity(entity_t *e)
1239 effectnameindex_t trailtype;
1244 // skip inactive entities and world
1245 if (!e->state_current.active || e == cl.entities)
1247 if (e->state_current.tagentity)
1249 // if the tag entity is currently impossible, skip it
1250 if (e->state_current.tagentity >= cl.num_entities)
1252 // if the tag entity is inactive, skip it
1253 if (!cl.entities[e->state_current.tagentity].state_current.active)
1257 // create entity dlights associated with this entity
1258 if (e->render.model && e->render.model->soundfromcenter)
1260 // bmodels are treated specially since their origin is usually '0 0 0'
1262 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1263 Matrix4x4_Transform(&e->render.matrix, o, origin);
1266 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1267 trailtype = EFFECT_NONE;
1272 // LordHavoc: if the entity has no effects, don't check each
1273 if (e->render.effects & (EF_BRIGHTFIELD | EF_DIMLIGHT | EF_BRIGHTLIGHT | EF_RED | EF_BLUE | EF_FLAME | EF_STARDUST))
1275 if (e->render.effects & EF_BRIGHTFIELD)
1277 if (gamemode == GAME_NEXUIZ)
1278 trailtype = EFFECT_TR_NEXUIZPLASMA;
1280 if (e->render.effects & EF_DIMLIGHT)
1282 dlightradius = max(dlightradius, 200);
1283 dlightcolor[0] += 1.50f;
1284 dlightcolor[1] += 1.50f;
1285 dlightcolor[2] += 1.50f;
1287 if (e->render.effects & EF_BRIGHTLIGHT)
1289 dlightradius = max(dlightradius, 400);
1290 dlightcolor[0] += 3.00f;
1291 dlightcolor[1] += 3.00f;
1292 dlightcolor[2] += 3.00f;
1294 // LordHavoc: more effects
1295 if (e->render.effects & EF_RED) // red
1297 dlightradius = max(dlightradius, 200);
1298 dlightcolor[0] += 1.50f;
1299 dlightcolor[1] += 0.15f;
1300 dlightcolor[2] += 0.15f;
1302 if (e->render.effects & EF_BLUE) // blue
1304 dlightradius = max(dlightradius, 200);
1305 dlightcolor[0] += 0.15f;
1306 dlightcolor[1] += 0.15f;
1307 dlightcolor[2] += 1.50f;
1309 if (e->render.effects & EF_FLAME)
1310 CL_ParticleTrail(EFFECT_EF_FLAME, 0, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false);
1311 if (e->render.effects & EF_STARDUST)
1312 CL_ParticleTrail(EFFECT_EF_STARDUST, 0, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false);
1314 // muzzleflash fades over time, and is offset a bit
1315 if (e->persistent.muzzleflash > 0 && r_refdef.numlights < MAX_DLIGHTS)
1320 matrix4x4_t tempmatrix;
1321 Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
1322 trace = CL_Move(origin, vec3_origin, vec3_origin, v2, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, true, false, NULL, false);
1323 Matrix4x4_Normalize(&tempmatrix, &e->render.matrix);
1324 Matrix4x4_SetOrigin(&tempmatrix, trace.endpos[0], trace.endpos[1], trace.endpos[2]);
1325 Matrix4x4_Scale(&tempmatrix, 150, 1);
1326 VectorSet(color, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f);
1327 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);
1329 // LordHavoc: if the model has no flags, don't check each
1330 if (e->render.model && e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1332 if (e->render.effects & EF_GIB)
1333 trailtype = EFFECT_TR_BLOOD;
1334 else if (e->render.effects & EF_ZOMGIB)
1335 trailtype = EFFECT_TR_SLIGHTBLOOD;
1336 else if (e->render.effects & EF_TRACER)
1337 trailtype = EFFECT_TR_WIZSPIKE;
1338 else if (e->render.effects & EF_TRACER2)
1339 trailtype = EFFECT_TR_KNIGHTSPIKE;
1340 else if (e->render.effects & EF_ROCKET)
1341 trailtype = EFFECT_TR_ROCKET;
1342 else if (e->render.effects & EF_GRENADE)
1344 // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1345 trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1347 else if (e->render.effects & EF_TRACER3)
1348 trailtype = EFFECT_TR_VORESPIKE;
1350 // LordHavoc: customizable glow
1351 if (e->state_current.glowsize)
1353 // * 4 for the expansion from 0-255 to 0-1023 range,
1354 // / 255 to scale down byte colors
1355 dlightradius = max(dlightradius, e->state_current.glowsize * 4);
1356 VectorMA(dlightcolor, (1.0f / 255.0f), (unsigned char *)&palette_complete[e->state_current.glowcolor], dlightcolor);
1358 // make the glow dlight
1359 if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL) && r_refdef.numlights < MAX_DLIGHTS)
1361 matrix4x4_t dlightmatrix;
1362 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1363 // hack to make glowing player light shine on their gun
1364 //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
1365 // Matrix4x4_AdjustOrigin(&dlightmatrix, 0, 0, 30);
1366 Matrix4x4_Scale(&dlightmatrix, dlightradius, 1);
1367 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);
1370 if ((e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) && r_refdef.numlights < MAX_DLIGHTS)
1372 matrix4x4_t dlightmatrix;
1374 VectorScale(e->state_current.light, (1.0f / 256.0f), light);
1375 light[3] = e->state_current.light[3];
1376 if (light[0] == 0 && light[1] == 0 && light[2] == 0)
1377 VectorSet(light, 1, 1, 1);
1380 // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
1381 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1382 Matrix4x4_Scale(&dlightmatrix, light[3], 1);
1383 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);
1386 if (e->render.flags & RENDER_GLOWTRAIL)
1387 trailtype = EFFECT_TR_GLOWTRAIL;
1389 CL_ParticleTrail(trailtype, 0, origin, origin, vec3_origin, vec3_origin, NULL, e->state_current.glowcolor, true, false);
1391 // don't show viewmodels in certain situations
1392 if (e->render.flags & RENDER_VIEWMODEL)
1393 if (!r_drawviewmodel.integer || chase_active.integer || r_refdef.envmap)
1395 // don't show entities with no modelindex (note: this still shows
1396 // entities which have a modelindex that resolved to a NULL model)
1397 if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.numentities < r_refdef.maxentities)
1398 r_refdef.entities[r_refdef.numentities++] = &e->render;
1399 //if (cl.viewentity && e->state_current.number == cl.viewentity)
1400 // Matrix4x4_Print(&e->render.matrix);
1403 void CL_RelinkWorld(void)
1405 entity_t *ent = &cl.entities[0];
1406 // FIXME: this should be done at load
1407 ent->render.matrix = identitymatrix;
1408 CL_UpdateRenderEntity(&ent->render);
1409 ent->render.flags = RENDER_SHADOW;
1410 if (!r_fullbright.integer)
1411 ent->render.flags |= RENDER_LIGHT;
1412 VectorSet(ent->render.colormod, 1, 1, 1);
1413 r_refdef.worldentity = &ent->render;
1414 r_refdef.worldmodel = cl.worldmodel;
1417 static void CL_RelinkStaticEntities(void)
1421 for (i = 0, e = cl.static_entities;i < cl.num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++, e++)
1423 e->render.flags = 0;
1424 // if the model was not loaded when the static entity was created we
1425 // need to re-fetch the model pointer
1426 e->render.model = cl.model_precache[e->state_baseline.modelindex];
1427 CL_UpdateRenderEntity(&e->render);
1428 // either fullbright or lit
1429 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1430 e->render.flags |= RENDER_LIGHT;
1431 // hide player shadow during intermission or nehahra movie
1432 if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST)) && (e->render.alpha >= 1))
1433 e->render.flags |= RENDER_SHADOW;
1434 VectorSet(e->render.colormod, 1, 1, 1);
1435 R_LerpAnimation(&e->render);
1436 r_refdef.entities[r_refdef.numentities++] = &e->render;
1445 static void CL_RelinkNetworkEntities(void)
1450 // start on the entity after the world
1451 for (i = 1;i < cl.num_entities;i++)
1453 if (cl.entities_active[i])
1455 ent = cl.entities + i;
1456 if (ent->state_current.active)
1457 CL_LinkNetworkEntity(ent);
1459 cl.entities_active[i] = false;
1464 static void CL_RelinkEffects(void)
1471 for (i = 0, e = cl.effects;i < cl.num_effects;i++, e++)
1475 frame = (cl.time - e->starttime) * e->framerate + e->startframe;
1476 intframe = (int)frame;
1477 if (intframe < 0 || intframe >= e->endframe)
1479 memset(e, 0, sizeof(*e));
1480 while (cl.num_effects > 0 && !cl.effects[cl.num_effects - 1].active)
1485 if (intframe != e->frame)
1487 e->frame = intframe;
1488 e->frame1time = e->frame2time;
1489 e->frame2time = cl.time;
1492 // if we're drawing effects, get a new temp entity
1493 // (NewTempEntity adds it to the render entities list for us)
1494 if (r_draweffects.integer && (ent = CL_NewTempEntity()))
1496 // interpolation stuff
1497 ent->render.frame1 = intframe;
1498 ent->render.frame2 = intframe + 1;
1499 if (ent->render.frame2 >= e->endframe)
1500 ent->render.frame2 = -1; // disappear
1501 ent->render.framelerp = frame - intframe;
1502 ent->render.frame1time = e->frame1time;
1503 ent->render.frame2time = e->frame2time;
1506 if(e->modelindex < MAX_MODELS)
1507 ent->render.model = cl.model_precache[e->modelindex];
1509 ent->render.model = cl.csqc_model_precache[-(e->modelindex+1)];
1510 ent->render.frame = ent->render.frame2;
1511 ent->render.colormap = -1; // no special coloring
1512 ent->render.alpha = 1;
1513 VectorSet(ent->render.colormod, 1, 1, 1);
1515 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
1516 CL_UpdateRenderEntity(&ent->render);
1522 void CL_Beam_CalculatePositions(const beam_t *b, vec3_t start, vec3_t end)
1524 VectorCopy(b->start, start);
1525 VectorCopy(b->end, end);
1527 // if coming from the player, update the start position
1528 if (b->entity == cl.viewentity)
1530 if (cl_beams_quakepositionhack.integer && !chase_active.integer)
1532 // LordHavoc: this is a stupid hack from Quake that makes your
1533 // lightning appear to come from your waist and cover less of your
1535 // in Quake this hack was applied to all players (causing the
1536 // infamous crotch-lightning), but in darkplaces and QuakeWorld it
1537 // only applies to your own lightning, and only in first person
1538 Matrix4x4_OriginFromMatrix(&cl.entities[cl.viewentity].render.matrix, start);
1540 if (cl_beams_instantaimhack.integer)
1542 vec3_t dir, localend;
1544 // LordHavoc: this updates the beam direction to match your
1546 VectorSubtract(end, start, dir);
1547 len = VectorLength(dir);
1548 VectorNormalize(dir);
1549 VectorSet(localend, len, 0, 0);
1550 Matrix4x4_Transform(&r_view.matrix, localend, end);
1555 void CL_RelinkBeams(void)
1559 vec3_t dist, org, start, end;
1564 matrix4x4_t tempmatrix;
1566 for (i = 0, b = cl.beams;i < cl.num_beams;i++, b++)
1570 if (b->endtime < cl.time)
1576 CL_Beam_CalculatePositions(b, start, end);
1580 if (cl_beams_lightatend.integer && r_refdef.numlights < MAX_DLIGHTS)
1582 // FIXME: create a matrix from the beam start/end orientation
1584 VectorSet(dlightcolor, 0.3, 0.7, 1);
1585 Matrix4x4_CreateFromQuakeEntity(&tempmatrix, end[0], end[1], end[2], 0, 0, 0, 200);
1586 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);
1588 if (cl_beams_polygons.integer)
1592 // calculate pitch and yaw
1593 // (this is similar to the QuakeC builtin function vectoangles)
1594 VectorSubtract(end, start, dist);
1595 if (dist[1] == 0 && dist[0] == 0)
1605 yaw = atan2(dist[1], dist[0]) * 180 / M_PI;
1609 forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1610 pitch = atan2(dist[2], forward) * 180 / M_PI;
1615 // add new entities for the lightning
1616 VectorCopy (start, org);
1617 d = VectorNormalizeLength(dist);
1620 ent = CL_NewTempEntity ();
1623 //VectorCopy (org, ent->render.origin);
1624 ent->render.model = b->model;
1625 //ent->render.effects = EF_FULLBRIGHT;
1626 //ent->render.angles[0] = pitch;
1627 //ent->render.angles[1] = yaw;
1628 //ent->render.angles[2] = rand()%360;
1629 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1630 CL_UpdateRenderEntity(&ent->render);
1631 VectorMA(org, 30, dist, org);
1636 while (cl.num_beams > 0 && !cl.beams[cl.num_beams - 1].model)
1640 static void CL_RelinkQWNails(void)
1646 for (i = 0;i < cl.qw_num_nails;i++)
1650 // if we're drawing effects, get a new temp entity
1651 // (NewTempEntity adds it to the render entities list for us)
1652 if (!(ent = CL_NewTempEntity()))
1656 ent->render.model = cl.model_precache[cl.qw_modelindex_spike];
1657 ent->render.colormap = -1; // no special coloring
1658 ent->render.alpha = 1;
1659 VectorSet(ent->render.colormod, 1, 1, 1);
1661 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1);
1662 CL_UpdateRenderEntity(&ent->render);
1666 void CL_LerpPlayer(float frac)
1670 cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
1671 for (i = 0;i < 3;i++)
1673 cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
1674 cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
1675 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
1678 // interpolate the angles if playing a demo or spectating someone
1679 if (cls.demoplayback || cl.fixangle[0])
1681 for (i = 0;i < 3;i++)
1683 float d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
1688 cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
1693 void CSQC_RelinkAllEntities (int drawmask)
1697 CL_RelinkStaticEntities();
1702 if (drawmask & ENTMASK_ENGINE)
1704 CL_RelinkNetworkEntities();
1705 if (drawmask & ENTMASK_ENGINEVIEWMODELS)
1706 CL_LinkNetworkEntity(&cl.viewent); // link gun model
1710 // update view blend
1718 Update client game world for a new frame
1721 void CL_UpdateWorld(void)
1723 r_refdef.extraupdate = !r_speeds.integer;
1724 r_refdef.numentities = 0;
1725 r_refdef.numlights = 0;
1726 r_view.matrix = identitymatrix;
1728 cl.num_brushmodel_entities = 0;
1730 if (cls.state == ca_connected && cls.signon == SIGNONS)
1732 // prepare for a new frame
1733 CL_LerpPlayer(CL_LerpPoint());
1734 CL_DecayLightFlashes();
1735 CL_ClearTempEntities();
1739 // if prediction is enabled we have to update all the collidable
1740 // network entities before the prediction code can be run
1741 CL_UpdateNetworkCollisionEntities();
1743 // now update the player prediction
1744 CL_ClientMovement_Replay();
1746 // update the player entity (which may be predicted)
1747 CL_UpdateNetworkEntity(cl.entities + cl.viewentity, 32, true);
1749 // now update the view (which depends on that player entity)
1752 // now update all the network entities and create particle trails
1753 // (some entities may depend on the view)
1754 CL_UpdateNetworkEntities();
1756 // update the engine-based viewmodel
1757 CL_UpdateViewModel();
1759 CL_RelinkLightFlashes();
1760 CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS);
1767 r_refdef.time = cl.time;
1770 // LordHavoc: pausedemo command
1771 static void CL_PauseDemo_f (void)
1773 cls.demopaused = !cls.demopaused;
1775 Con_Print("Demo paused\n");
1777 Con_Print("Demo unpaused\n");
1781 ======================
1783 ======================
1785 static void CL_Fog_f (void)
1787 if (Cmd_Argc () == 1)
1789 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);
1792 r_refdef.fog_density = atof(Cmd_Argv(1));
1793 r_refdef.fog_red = atof(Cmd_Argv(2));
1794 r_refdef.fog_green = atof(Cmd_Argv(3));
1795 r_refdef.fog_blue = atof(Cmd_Argv(4));
1799 ====================
1802 For program optimization
1803 ====================
1805 static void CL_TimeRefresh_f (void)
1808 float timestart, timedelta;
1810 r_refdef.extraupdate = false;
1812 timestart = Sys_DoubleTime();
1813 for (i = 0;i < 128;i++)
1815 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);
1818 timedelta = Sys_DoubleTime() - timestart;
1820 Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
1823 void CL_AreaStats_f(void)
1825 World_PrintAreaStats(&cl.world, "client");
1828 cl_locnode_t *CL_Locs_FindNearest(const vec3_t point)
1833 vec3_t nearestpoint;
1834 vec_t dist, bestdist;
1837 for (loc = cl.locnodes;loc;loc = loc->next)
1839 for (i = 0;i < 3;i++)
1840 nearestpoint[i] = bound(loc->mins[i], point[i], loc->maxs[i]);
1841 dist = VectorDistance2(nearestpoint, point);
1842 if (bestdist > dist || !best)
1853 void CL_Locs_FindLocationName(char *buffer, size_t buffersize, vec3_t point)
1856 loc = CL_Locs_FindNearest(point);
1858 strlcpy(buffer, loc->name, buffersize);
1860 dpsnprintf(buffer, buffersize, "LOC=%.0f:%.0f:%.0f", point[0], point[1], point[2]);
1863 void CL_Locs_FreeNode(cl_locnode_t *node)
1865 cl_locnode_t **pointer, **next;
1866 for (pointer = &cl.locnodes;*pointer;pointer = next)
1868 next = &(*pointer)->next;
1869 if (*pointer == node)
1871 *pointer = node->next;
1875 Con_Printf("CL_Locs_FreeNode: no such node! (%p)\n", node);
1878 void CL_Locs_AddNode(vec3_t mins, vec3_t maxs, const char *name)
1880 cl_locnode_t *node, **pointer;
1884 namelen = strlen(name);
1885 node = Mem_Alloc(cls.levelmempool, sizeof(cl_locnode_t) + namelen + 1);
1886 VectorSet(node->mins, min(mins[0], maxs[0]), min(mins[1], maxs[1]), min(mins[2], maxs[2]));
1887 VectorSet(node->maxs, max(mins[0], maxs[0]), max(mins[1], maxs[1]), max(mins[2], maxs[2]));
1888 node->name = (char *)(node + 1);
1889 memcpy(node->name, name, namelen);
1890 node->name[namelen] = 0;
1891 // link it into the tail of the list to preserve the order
1892 for (pointer = &cl.locnodes;*pointer;pointer = &(*pointer)->next)
1897 void CL_Locs_Add_f(void)
1900 if (Cmd_Argc() != 5 && Cmd_Argc() != 8)
1902 Con_Printf("usage: %s x y z[ x y z] name\n", Cmd_Argv(0));
1905 mins[0] = atof(Cmd_Argv(1));
1906 mins[1] = atof(Cmd_Argv(2));
1907 mins[2] = atof(Cmd_Argv(3));
1908 if (Cmd_Argc() == 8)
1910 maxs[0] = atof(Cmd_Argv(4));
1911 maxs[1] = atof(Cmd_Argv(5));
1912 maxs[2] = atof(Cmd_Argv(6));
1913 CL_Locs_AddNode(mins, maxs, Cmd_Argv(7));
1916 CL_Locs_AddNode(mins, mins, Cmd_Argv(4));
1919 void CL_Locs_RemoveNearest_f(void)
1922 loc = CL_Locs_FindNearest(r_view.origin);
1924 CL_Locs_FreeNode(loc);
1926 Con_Printf("no loc point or box found for your location\n");
1929 void CL_Locs_Clear_f(void)
1932 CL_Locs_FreeNode(cl.locnodes);
1935 void CL_Locs_Save_f(void)
1939 char locfilename[MAX_QPATH];
1942 Con_Printf("No loc points/boxes exist!\n");
1945 if (cls.state != ca_connected || !cl.worldmodel)
1947 Con_Printf("No level loaded!\n");
1950 FS_StripExtension(cl.worldmodel->name, locfilename, sizeof(locfilename));
1951 strlcat(locfilename, ".loc", sizeof(locfilename));
1953 outfile = FS_Open(locfilename, "w", false, false);
1956 // if any boxes are used then this is a proquake-format loc file, which
1957 // allows comments, so add some relevant information at the start
1958 for (loc = cl.locnodes;loc;loc = loc->next)
1959 if (!VectorCompare(loc->mins, loc->maxs))
1963 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);
1964 for (loc = cl.locnodes;loc;loc = loc->next)
1965 if (VectorCompare(loc->mins, loc->maxs))
1968 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");
1970 for (loc = cl.locnodes;loc;loc = loc->next)
1972 if (VectorCompare(loc->mins, loc->maxs))
1976 const char *in = loc->name;
1977 char name[MAX_INPUTLINE];
1978 for (len = 0;len < (int)sizeof(name) - 1 && *in;)
1980 if (*in == ' ') {s = "$loc_name_separator";in++;}
1981 else if (!strncmp(in, "SSG", 3)) {s = "$loc_name_ssg";in += 3;}
1982 else if (!strncmp(in, "NG", 2)) {s = "$loc_name_ng";in += 2;}
1983 else if (!strncmp(in, "SNG", 3)) {s = "$loc_name_sng";in += 3;}
1984 else if (!strncmp(in, "GL", 2)) {s = "$loc_name_gl";in += 2;}
1985 else if (!strncmp(in, "RL", 2)) {s = "$loc_name_rl";in += 2;}
1986 else if (!strncmp(in, "LG", 2)) {s = "$loc_name_lg";in += 2;}
1987 else if (!strncmp(in, "GA", 2)) {s = "$loc_name_ga";in += 2;}
1988 else if (!strncmp(in, "YA", 2)) {s = "$loc_name_ya";in += 2;}
1989 else if (!strncmp(in, "RA", 2)) {s = "$loc_name_ra";in += 2;}
1990 else if (!strncmp(in, "MEGA", 4)) {s = "$loc_name_mh";in += 4;}
1994 while (len < (int)sizeof(name) - 1 && *s)
1998 name[len++] = *in++;
2001 FS_Printf(outfile, "%.0f %.0f %.0f %s\n", loc->mins[0]*8, loc->mins[1]*8, loc->mins[2]*8, name);
2004 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);
2009 void CL_Locs_Reload_f(void)
2011 int i, linenumber, limit, len;
2013 char *filedata, *text, *textend, *linestart, *linetext, *lineend;
2014 fs_offset_t filesize;
2016 char locfilename[MAX_QPATH];
2017 char name[MAX_INPUTLINE];
2019 if (cls.state != ca_connected || !cl.worldmodel)
2021 Con_Printf("No level loaded!\n");
2027 // try maps/something.loc first (LordHavoc: where I think they should be)
2028 FS_StripExtension(cl.worldmodel->name, locfilename, sizeof(locfilename));
2029 strlcat(locfilename, ".loc", sizeof(locfilename));
2030 filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2033 // try proquake name as well (LordHavoc: I hate path mangling)
2034 FS_StripExtension(va("locs/%s", FS_FileWithoutPath(cl.worldmodel->name)), locfilename, sizeof(locfilename));
2035 strlcat(locfilename, ".loc", sizeof(locfilename));
2036 filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2041 textend = filedata + filesize;
2042 for (linenumber = 1;text < textend;linenumber++)
2045 for (;text < textend && *text != '\r' && *text != '\n';text++)
2048 if (text + 1 < textend && *text == '\r' && text[1] == '\n')
2052 // trim trailing whitespace
2053 while (lineend > linestart && lineend[-1] <= ' ')
2055 // trim leading whitespace
2056 while (linestart < lineend && *linestart <= ' ')
2058 // check if this is a comment
2059 if (linestart + 2 <= lineend && !strncmp(linestart, "//", 2))
2061 linetext = linestart;
2063 for (i = 0;i < limit;i++)
2065 if (linetext >= lineend)
2067 // note: a missing number is interpreted as 0
2069 mins[i] = atof(linetext);
2071 maxs[i - 3] = atof(linetext);
2072 // now advance past the number
2073 while (linetext < lineend && *linetext > ' ' && *linetext != ',')
2075 // advance through whitespace
2076 if (linetext < lineend)
2078 if (*linetext == ',')
2082 // note: comma can be followed by whitespace
2084 if (*linetext <= ' ')
2087 while (linetext < lineend && *linetext <= ' ')
2092 // if this is a quoted name, remove the quotes
2095 if (linetext >= lineend || *linetext != '"')
2096 continue; // proquake location names are always quoted
2099 len = min(lineend - linetext, (int)sizeof(name) - 1);
2100 memcpy(name, linetext, len);
2102 // add the box to the list
2103 CL_Locs_AddNode(mins, maxs, name);
2105 // if a point was parsed, it needs to be scaled down by 8 (since
2106 // point-based loc files were invented by a proxy which dealt
2107 // directly with quake protocol coordinates, which are *8), turn
2111 // interpret silly fuhquake macros
2112 for (len = 0;len < (int)sizeof(name) - 1 && linetext < lineend;)
2114 if (*linetext == '$')
2116 if (linetext + 18 <= lineend && !strncmp(linetext, "$loc_name_separator", 19)) {s = " ";linetext += 19;}
2117 else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_ssg", 13)) {s = "SSG";linetext += 13;}
2118 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ng", 12)) {s = "NG";linetext += 12;}
2119 else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_sng", 13)) {s = "SNG";linetext += 13;}
2120 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_gl", 12)) {s = "GL";linetext += 12;}
2121 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_rl", 12)) {s = "RL";linetext += 12;}
2122 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_lg", 12)) {s = "LG";linetext += 12;}
2123 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ga", 12)) {s = "GA";linetext += 12;}
2124 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ya", 12)) {s = "YA";linetext += 12;}
2125 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ra", 12)) {s = "RA";linetext += 12;}
2126 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_mh", 12)) {s = "MEGA";linetext += 12;}
2130 while (len < (int)sizeof(name) - 1 && *s)
2135 name[len++] = *linetext++;
2138 // add the point to the list
2139 VectorScale(mins, (1.0 / 8.0), mins);
2140 CL_Locs_AddNode(mins, mins, name);
2152 void CL_Shutdown (void)
2154 CL_Screen_Shutdown();
2155 CL_Particles_Shutdown();
2156 CL_Parse_Shutdown();
2158 Mem_FreePool (&cls.permanentmempool);
2159 Mem_FreePool (&cls.levelmempool);
2169 cls.levelmempool = Mem_AllocPool("client (per-level memory)", 0, NULL);
2170 cls.permanentmempool = Mem_AllocPool("client (long term memory)", 0, NULL);
2172 memset(&r_refdef, 0, sizeof(r_refdef));
2173 // max entities sent to renderer per frame
2174 r_refdef.maxentities = MAX_EDICTS + 256 + 512;
2175 r_refdef.entities = (entity_render_t **)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t *) * r_refdef.maxentities);
2180 // register our commands
2182 Cvar_RegisterVariable (&cl_upspeed);
2183 Cvar_RegisterVariable (&cl_forwardspeed);
2184 Cvar_RegisterVariable (&cl_backspeed);
2185 Cvar_RegisterVariable (&cl_sidespeed);
2186 Cvar_RegisterVariable (&cl_movespeedkey);
2187 Cvar_RegisterVariable (&cl_yawspeed);
2188 Cvar_RegisterVariable (&cl_pitchspeed);
2189 Cvar_RegisterVariable (&cl_anglespeedkey);
2190 Cvar_RegisterVariable (&cl_shownet);
2191 Cvar_RegisterVariable (&cl_nolerp);
2192 Cvar_RegisterVariable (&lookspring);
2193 Cvar_RegisterVariable (&lookstrafe);
2194 Cvar_RegisterVariable (&sensitivity);
2195 Cvar_RegisterVariable (&freelook);
2197 Cvar_RegisterVariable (&m_pitch);
2198 Cvar_RegisterVariable (&m_yaw);
2199 Cvar_RegisterVariable (&m_forward);
2200 Cvar_RegisterVariable (&m_side);
2202 Cvar_RegisterVariable (&cl_itembobspeed);
2203 Cvar_RegisterVariable (&cl_itembobheight);
2205 Cmd_AddCommand ("entities", CL_PrintEntities_f, "print information on network entities known to client");
2206 Cmd_AddCommand ("disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
2207 Cmd_AddCommand ("record", CL_Record_f, "record a demo");
2208 Cmd_AddCommand ("stop", CL_Stop_f, "stop recording or playing a demo");
2209 Cmd_AddCommand ("playdemo", CL_PlayDemo_f, "watch a demo file");
2210 Cmd_AddCommand ("timedemo", CL_TimeDemo_f, "play back a demo as fast as possible and save statistics to benchmark.log");
2212 // Support Client-side Model Index List
2213 Cmd_AddCommand ("cl_modelindexlist", CL_ModelIndexList_f, "list all models in the client modelindex");
2215 Cvar_RegisterVariable (&cl_autodemo);
2216 Cvar_RegisterVariable (&cl_autodemo_nameformat);
2218 Cmd_AddCommand ("fog", CL_Fog_f, "set global fog parameters (density red green blue)");
2220 // LordHavoc: added pausedemo
2221 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)");
2223 Cmd_AddCommand ("cl_areastats", CL_AreaStats_f, "prints statistics on entity culling during collision traces");
2225 Cvar_RegisterVariable(&r_draweffects);
2226 Cvar_RegisterVariable(&cl_explosions_alpha_start);
2227 Cvar_RegisterVariable(&cl_explosions_alpha_end);
2228 Cvar_RegisterVariable(&cl_explosions_size_start);
2229 Cvar_RegisterVariable(&cl_explosions_size_end);
2230 Cvar_RegisterVariable(&cl_explosions_lifetime);
2231 Cvar_RegisterVariable(&cl_stainmaps);
2232 Cvar_RegisterVariable(&cl_stainmaps_clearonload);
2233 Cvar_RegisterVariable(&cl_beams_polygons);
2234 Cvar_RegisterVariable(&cl_beams_quakepositionhack);
2235 Cvar_RegisterVariable(&cl_beams_instantaimhack);
2236 Cvar_RegisterVariable(&cl_beams_lightatend);
2237 Cvar_RegisterVariable(&cl_noplayershadow);
2238 Cvar_RegisterVariable(&cl_dlights_decayradius);
2239 Cvar_RegisterVariable(&cl_dlights_decaybrightness);
2241 Cvar_RegisterVariable(&cl_prydoncursor);
2243 Cvar_RegisterVariable(&cl_deathnoviewmodel);
2245 // for QW connections
2246 Cvar_RegisterVariable(&qport);
2247 Cvar_SetValueQuick(&qport, (rand() * RAND_MAX + rand()) & 0xffff);
2249 Cmd_AddCommand("timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs");
2251 Cvar_RegisterVariable(&cl_locs_enable);
2252 Cvar_RegisterVariable(&cl_locs_show);
2253 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)");
2254 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)");
2255 Cmd_AddCommand("locs_clear", CL_Locs_Clear_f, "remove all loc points/boxes");
2256 Cmd_AddCommand("locs_reload", CL_Locs_Reload_f, "reload .loc file for this map");
2257 Cmd_AddCommand("locs_save", CL_Locs_Save_f, "save .loc file for this map containing currently defined points and boxes");
2260 CL_Particles_Init();