2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
20 // cl_main.c -- client main loop
23 #include "cl_collision.h"
32 // we need to declare some mouse variables here, because the menu system
33 // references them even when on a unix system.
35 cvar_t csqc_progname = {0, "csqc_progname","csprogs.dat","name of csprogs.dat file to load"};
36 cvar_t csqc_progcrc = {CVAR_READONLY, "csqc_progcrc","-1","CRC of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1"};
37 cvar_t csqc_progsize = {CVAR_READONLY, "csqc_progsize","-1","file size of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1"};
39 cvar_t cl_shownet = {0, "cl_shownet","0","1 = print packet size, 2 = print packet message list"};
40 cvar_t cl_nolerp = {0, "cl_nolerp", "0","network update smoothing"};
42 cvar_t cl_itembobheight = {0, "cl_itembobheight", "0","how much items bob up and down (try 8)"};
43 cvar_t cl_itembobspeed = {0, "cl_itembobspeed", "0.5","how frequently items bob up and down"};
45 cvar_t lookspring = {CVAR_SAVE, "lookspring","0","returns pitch to level with the floor when no longer holding a pitch key"};
46 cvar_t lookstrafe = {CVAR_SAVE, "lookstrafe","0","move instead of turning"};
47 cvar_t sensitivity = {CVAR_SAVE, "sensitivity","3","mouse speed multiplier"};
49 cvar_t m_pitch = {CVAR_SAVE, "m_pitch","0.022","mouse pitch speed multiplier"};
50 cvar_t m_yaw = {CVAR_SAVE, "m_yaw","0.022","mouse yaw speed multiplier"};
51 cvar_t m_forward = {CVAR_SAVE, "m_forward","1","mouse forward speed multiplier"};
52 cvar_t m_side = {CVAR_SAVE, "m_side","0.8","mouse side speed multiplier"};
54 cvar_t freelook = {CVAR_SAVE, "freelook", "1","mouse controls pitch instead of forward/back"};
56 cvar_t cl_autodemo = {CVAR_SAVE, "cl_autodemo", "0", "records every game played, using the date/time and map name to name the demo file" };
57 cvar_t cl_autodemo_nameformat = {CVAR_SAVE, "cl_autodemo_nameformat", "autodemos/%Y-%m-%d_%H-%M", "The format of the cl_autodemo filename, followed by the map name (the date is encoded using strftime escapes)" };
59 cvar_t r_draweffects = {0, "r_draweffects", "1","renders temporary sprite effects"};
61 cvar_t cl_explosions_alpha_start = {CVAR_SAVE, "cl_explosions_alpha_start", "1.5","starting alpha of an explosion shell"};
62 cvar_t cl_explosions_alpha_end = {CVAR_SAVE, "cl_explosions_alpha_end", "0","end alpha of an explosion shell (just before it disappears)"};
63 cvar_t cl_explosions_size_start = {CVAR_SAVE, "cl_explosions_size_start", "16","starting size of an explosion shell"};
64 cvar_t cl_explosions_size_end = {CVAR_SAVE, "cl_explosions_size_end", "128","ending alpha of an explosion shell (just before it disappears)"};
65 cvar_t cl_explosions_lifetime = {CVAR_SAVE, "cl_explosions_lifetime", "0.5","how long an explosion shell lasts"};
67 cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "0","stains lightmaps, much faster than decals but blurred"};
68 cvar_t cl_stainmaps_clearonload = {CVAR_SAVE, "cl_stainmaps_clearonload", "1","clear stainmaps on map restart"};
70 cvar_t cl_beams_polygons = {CVAR_SAVE, "cl_beams_polygons", "1","use beam polygons instead of models"};
71 cvar_t cl_beams_quakepositionhack = {CVAR_SAVE, "cl_beams_quakepositionhack", "1", "makes your lightning gun appear to fire from your waist (as in Quake and QuakeWorld)"};
72 cvar_t cl_beams_instantaimhack = {CVAR_SAVE, "cl_beams_instantaimhack", "0", "makes your lightning gun aiming update instantly"};
73 cvar_t cl_beams_lightatend = {CVAR_SAVE, "cl_beams_lightatend", "0", "make a light at the end of the beam"};
75 cvar_t cl_deathfade = {CVAR_SAVE, "cl_deathfade", "0", "fade screen to dark red when dead, value = how fast the fade is"};
77 cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0","hide player shadow"};
79 cvar_t cl_dlights_decayradius = {CVAR_SAVE, "cl_dlights_decayradius", "1", "reduces size of light flashes over time"};
80 cvar_t cl_dlights_decaybrightness = {CVAR_SAVE, "cl_dlights_decaybrightness", "1", "reduces brightness of light flashes over time"};
82 cvar_t qport = {0, "qport", "0", "identification key for playing on qw servers (allows you to maintain a connection to a quakeworld server even if your port changes)"};
84 cvar_t cl_prydoncursor = {0, "cl_prydoncursor", "0", "enables a mouse pointer which is able to click on entities in the world, useful for point and click mods, see PRYDON_CLIENTCURSOR extension in dpextensions.qc"};
86 cvar_t cl_deathnoviewmodel = {0, "cl_deathnoviewmodel", "1", "hides gun model when dead"};
88 cvar_t cl_locs_enable = {CVAR_SAVE, "locs_enable", "1", "enables replacement of certain % codes in chat messages: %l (location), %d (last death location), %h (health), %a (armor), %x (rockets), %c (cells), %r (rocket launcher status), %p (powerup status), %w (weapon status), %t (current time in level)"};
89 cvar_t cl_locs_show = {0, "locs_show", "0", "shows defined locations for editing purposes"};
91 extern cvar_t r_equalize_entities_fullbright;
100 =====================
102 void CL_VM_ShutDown (void);
103 void CL_ClearState(void)
110 // wipe the entire cl structure
111 Mem_EmptyPool(cls.levelmempool);
112 memset (&cl, 0, sizeof(cl));
116 // reset the view zoom interpolation
117 cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
118 cl.sensitivityscale = 1.0f;
120 // enable rendering of the world and such
121 cl.csqc_vidvars.drawworld = true;
122 cl.csqc_vidvars.drawenginesbar = true;
123 cl.csqc_vidvars.drawcrosshair = true;
125 // set up the float version of the stats array for easier access to float stats
126 cl.statsf = (float *)cl.stats;
129 cl.num_static_entities = 0;
130 cl.num_brushmodel_entities = 0;
132 // tweak these if the game runs out
133 cl.max_entities = 256;
134 cl.max_static_entities = 256;
135 cl.max_effects = 256;
137 cl.max_dlights = MAX_DLIGHTS;
138 cl.max_lightstyle = MAX_LIGHTSTYLES;
139 cl.max_brushmodel_entities = MAX_EDICTS;
140 cl.max_particles = 8192; // grows dynamically
141 cl.max_decals = 2048; // grows dynamically
148 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
149 cl.entities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char));
150 cl.static_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_static_entities * sizeof(entity_t));
151 cl.effects = (cl_effect_t *)Mem_Alloc(cls.levelmempool, cl.max_effects * sizeof(cl_effect_t));
152 cl.beams = (beam_t *)Mem_Alloc(cls.levelmempool, cl.max_beams * sizeof(beam_t));
153 cl.dlights = (dlight_t *)Mem_Alloc(cls.levelmempool, cl.max_dlights * sizeof(dlight_t));
154 cl.lightstyle = (lightstyle_t *)Mem_Alloc(cls.levelmempool, cl.max_lightstyle * sizeof(lightstyle_t));
155 cl.brushmodel_entities = (int *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(int));
156 cl.particles = (particle_t *) Mem_Alloc(cls.levelmempool, cl.max_particles * sizeof(particle_t));
157 cl.decals = (decal_t *) Mem_Alloc(cls.levelmempool, cl.max_decals * sizeof(decal_t));
160 // LordHavoc: have to set up the baseline info for alpha and other stuff
161 for (i = 0;i < cl.max_entities;i++)
163 cl.entities[i].state_baseline = defaultstate;
164 cl.entities[i].state_previous = defaultstate;
165 cl.entities[i].state_current = defaultstate;
168 if (gamemode == GAME_NEXUIZ)
170 VectorSet(cl.playerstandmins, -16, -16, -24);
171 VectorSet(cl.playerstandmaxs, 16, 16, 45);
172 VectorSet(cl.playercrouchmins, -16, -16, -24);
173 VectorSet(cl.playercrouchmaxs, 16, 16, 25);
177 VectorSet(cl.playerstandmins, -16, -16, -24);
178 VectorSet(cl.playerstandmaxs, 16, 16, 24);
179 VectorSet(cl.playercrouchmins, -16, -16, -24);
180 VectorSet(cl.playercrouchmaxs, 16, 16, 24);
183 // disable until we get textures for it
186 ent = &cl.entities[0];
187 // entire entity array was cleared, so just fill in a few fields
188 ent->state_current.active = true;
189 ent->render.model = cl.worldmodel = NULL; // no world model yet
190 ent->render.alpha = 1;
191 ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
192 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, 0, 0, 0, 0, 0, 0, 1);
193 CL_UpdateRenderEntity(&ent->render);
195 // noclip is turned off at start
196 noclip_anglehack = false;
198 // mark all frames invalid for delta
199 memset(cl.qw_deltasequence, -1, sizeof(cl.qw_deltasequence));
201 // set bestweapon data back to Quake data
202 IN_BestWeapon_ResetData();
207 void CL_SetInfo(const char *key, const char *value, qboolean send, qboolean allowstarkey, qboolean allowmodel, qboolean quiet)
210 qboolean fail = false;
211 if (!allowstarkey && key[0] == '*')
213 if (!allowmodel && (!strcasecmp(key, "pmodel") || !strcasecmp(key, "emodel")))
215 for (i = 0;key[i];i++)
216 if (ISWHITESPACE(key[i]) || key[i] == '\"')
218 for (i = 0;value[i];i++)
219 if (value[i] == '\r' || value[i] == '\n' || value[i] == '\"')
224 Con_Printf("Can't setinfo \"%s\" \"%s\"\n", key, value);
227 InfoString_SetValue(cls.userinfo, sizeof(cls.userinfo), key, value);
228 if (cls.state == ca_connected && cls.netcon)
230 if (cls.protocol == PROTOCOL_QUAKEWORLD)
232 MSG_WriteByte(&cls.netcon->message, qw_clc_stringcmd);
233 MSG_WriteString(&cls.netcon->message, va("setinfo \"%s\" \"%s\"", key, value));
235 else if (!strcasecmp(key, "name"))
237 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
238 MSG_WriteString(&cls.netcon->message, va("name \"%s\"", value));
240 else if (!strcasecmp(key, "playermodel"))
242 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
243 MSG_WriteString(&cls.netcon->message, va("playermodel \"%s\"", value));
245 else if (!strcasecmp(key, "playerskin"))
247 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
248 MSG_WriteString(&cls.netcon->message, va("playerskin \"%s\"", value));
250 else if (!strcasecmp(key, "topcolor"))
252 // don't send anything, the combined color code will be updated manually
254 else if (!strcasecmp(key, "bottomcolor"))
256 // don't send anything, the combined color code will be updated manually
258 else if (!strcasecmp(key, "rate"))
260 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
261 MSG_WriteString(&cls.netcon->message, va("rate \"%s\"", value));
266 void CL_ExpandEntities(int num)
268 int i, oldmaxentities;
269 entity_t *oldentities;
270 if (num >= cl.max_entities)
273 Sys_Error("CL_ExpandEntities: cl.entities not initialized");
274 if (num >= MAX_EDICTS)
275 Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
276 oldmaxentities = cl.max_entities;
277 oldentities = cl.entities;
278 cl.max_entities = (num & ~255) + 256;
279 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
280 memcpy(cl.entities, oldentities, oldmaxentities * sizeof(entity_t));
281 Mem_Free(oldentities);
282 for (i = oldmaxentities;i < cl.max_entities;i++)
284 cl.entities[i].state_baseline = defaultstate;
285 cl.entities[i].state_previous = defaultstate;
286 cl.entities[i].state_current = defaultstate;
292 =====================
295 Sends a disconnect message to the server
296 This is also called on Host_Error, so it shouldn't cause any errors
297 =====================
299 void CL_Disconnect(void)
301 if (cls.state == ca_dedicated)
304 if (COM_CheckParm("-profilegameonly"))
305 Sys_AllowProfiling(false);
307 Curl_Clear_forthismap();
309 Con_DPrintf("CL_Disconnect\n");
311 Cvar_SetValueQuick(&csqc_progcrc, -1);
312 Cvar_SetValueQuick(&csqc_progsize, -1);
314 // stop sounds (especially looping!)
317 cl.parsingtextexpectingpingforscores = 0; // just in case no reply has come yet
319 // clear contents blends
320 cl.cshifts[0].percent = 0;
321 cl.cshifts[1].percent = 0;
322 cl.cshifts[2].percent = 0;
323 cl.cshifts[3].percent = 0;
325 cl.worldmodel = NULL;
327 CL_Parse_ErrorCleanUp();
329 if (cls.demoplayback)
334 unsigned char bufdata[8];
335 if (cls.demorecording)
338 // send disconnect message 3 times to improve chances of server
339 // receiving it (but it still fails sometimes)
340 memset(&buf, 0, sizeof(buf));
342 buf.maxsize = sizeof(bufdata);
343 if (cls.protocol == PROTOCOL_QUAKEWORLD)
345 Con_DPrint("Sending drop command\n");
346 MSG_WriteByte(&buf, qw_clc_stringcmd);
347 MSG_WriteString(&buf, "drop");
351 Con_DPrint("Sending clc_disconnect\n");
352 MSG_WriteByte(&buf, clc_disconnect);
354 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
355 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
356 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
357 NetConn_Close(cls.netcon);
360 cls.state = ca_disconnected;
362 cls.demoplayback = cls.timedemo = false;
366 void CL_Disconnect_f(void)
370 Host_ShutdownServer ();
377 =====================
378 CL_EstablishConnection
380 Host should be either "local" or a net address
381 =====================
383 void CL_EstablishConnection(const char *host)
385 if (cls.state == ca_dedicated)
388 // clear menu's connect error message
389 M_Update_Return_Reason("");
392 // stop demo loop in case this fails
393 if (cls.demoplayback)
396 // if downloads are running, cancel their finishing action
397 Curl_Clear_forthismap();
399 // make sure the client ports are open before attempting to connect
400 NetConn_UpdateSockets();
402 // run a network frame
403 //NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
405 if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
407 cls.connect_trying = true;
408 cls.connect_remainingtries = 3;
409 cls.connect_nextsendtime = 0;
410 M_Update_Return_Reason("Trying to connect...");
411 // run several network frames to jump into the game quickly
414 // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
415 // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
416 // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
417 // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
422 Con_Print("Unable to find a suitable network socket to connect to server.\n");
423 M_Update_Return_Reason("No network");
432 static void CL_PrintEntities_f(void)
437 for (i = 0, ent = cl.entities;i < cl.num_entities;i++, ent++)
439 const char* modelname;
441 if (!ent->state_current.active)
444 if (ent->render.model)
445 modelname = ent->render.model->name;
447 modelname = "--no model--";
448 Con_Printf("%3i: %-25s:%4i (%5i %5i %5i) [%3i %3i %3i] %4.2f %5.3f\n", i, modelname, ent->render.framegroupblend[0].frame, (int) ent->state_current.origin[0], (int) ent->state_current.origin[1], (int) ent->state_current.origin[2], (int) ent->state_current.angles[0] % 360, (int) ent->state_current.angles[1] % 360, (int) ent->state_current.angles[2] % 360, ent->render.scale, ent->render.alpha);
456 List information on all models in the client modelindex
459 static void CL_ModelIndexList_f(void)
464 Con_Printf("%3s: %-30s %-8s %-8s\n", "ID", "Name", "Type", "Triangles");
466 while(cl.model_precache[i] && i != MAX_MODELS)
468 if(cl.model_precache[i]->loaded || i == 1)
469 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);
471 Con_Printf("%3i: %-30s %-30s\n", i, cl.model_precache[i]->name, "--no local model found--");
480 List all sounds in the client soundindex
483 static void CL_SoundIndexList_f(void)
487 while(cl.sound_precache[i] && i != MAX_SOUNDS)
489 Con_Printf("%i : %s\n", i, cl.sound_precache[i]->name);
496 CL_UpdateRenderEntity
498 Updates inversematrix, animation interpolation factors, scale, and mins/maxs
501 void CL_UpdateRenderEntity(entity_render_t *ent)
505 dp_model_t *model = ent->model;
506 // update the inverse matrix for the renderer
507 Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
508 // update the animation blend state
509 R_LerpAnimation(ent);
510 // we need the matrix origin to center the box
511 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
512 // update entity->render.scale because the renderer needs it
513 ent->scale = scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
516 // NOTE: this directly extracts vector components from the matrix, which relies on the matrix orientation!
517 #ifdef MATRIX4x4_OPENGLORIENTATION
518 if (ent->matrix.m[0][2] != 0 || ent->matrix.m[1][2] != 0)
520 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
524 VectorMA(org, scale, model->rotatedmins, ent->mins);
525 VectorMA(org, scale, model->rotatedmaxs, ent->maxs);
527 #ifdef MATRIX4x4_OPENGLORIENTATION
528 else if (ent->matrix.m[1][0] != 0 || ent->matrix.m[0][1] != 0)
530 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
534 VectorMA(org, scale, model->yawmins, ent->mins);
535 VectorMA(org, scale, model->yawmaxs, ent->maxs);
539 VectorMA(org, scale, model->normalmins, ent->mins);
540 VectorMA(org, scale, model->normalmaxs, ent->maxs);
545 ent->mins[0] = org[0] - 16;
546 ent->mins[1] = org[1] - 16;
547 ent->mins[2] = org[2] - 16;
548 ent->maxs[0] = org[0] + 16;
549 ent->maxs[1] = org[1] + 16;
550 ent->maxs[2] = org[2] + 16;
558 Determines the fraction between the last two messages that the objects
562 static float CL_LerpPoint(void)
566 if (cl_nettimesyncboundmode.integer == 1)
567 cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
569 // LordHavoc: lerp in listen games as the server is being capped below the client (usually)
570 if (cl.mtime[0] <= cl.mtime[1])
572 cl.time = cl.mtime[0];
576 f = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]);
577 return bound(0, f, 1);
580 void CL_ClearTempEntities (void)
582 r_refdef.scene.numtempentities = 0;
585 entity_render_t *CL_NewTempEntity(double shadertime)
587 entity_render_t *render;
589 if (r_refdef.scene.numentities >= r_refdef.scene.maxentities)
591 if (r_refdef.scene.numtempentities >= r_refdef.scene.maxtempentities)
593 render = &r_refdef.scene.tempentities[r_refdef.scene.numtempentities++];
594 memset (render, 0, sizeof(*render));
595 r_refdef.scene.entities[r_refdef.scene.numentities++] = render;
597 render->shadertime = shadertime;
599 VectorSet(render->colormod, 1, 1, 1);
600 VectorSet(render->glowmod, 1, 1, 1);
604 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
608 if (!modelindex) // sanity check
612 Con_Printf("CL_Effect: framerate %f is < 1\n", framerate);
617 Con_Printf("CL_Effect: framecount %i is < 1\n", framecount);
620 for (i = 0, e = cl.effects;i < cl.max_effects;i++, e++)
625 VectorCopy(org, e->origin);
626 e->modelindex = modelindex;
627 e->starttime = cl.time;
628 e->startframe = startframe;
629 e->endframe = startframe + framecount;
630 e->framerate = framerate;
633 e->frame1time = cl.time;
634 e->frame2time = cl.time;
635 cl.num_effects = max(cl.num_effects, i + 1);
640 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)
645 // then look for anything else
647 for (i = 0;i < cl.max_dlights;i++, dl++)
651 // unable to find one
652 if (i == cl.max_dlights)
655 //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
656 memset (dl, 0, sizeof(*dl));
657 cl.num_dlights = max(cl.num_dlights, i + 1);
658 Matrix4x4_Normalize(&dl->matrix, matrix);
660 Matrix4x4_OriginFromMatrix(&dl->matrix, dl->origin);
661 CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
662 Matrix4x4_SetOrigin(&dl->matrix, dl->origin[0], dl->origin[1], dl->origin[2]);
665 dl->color[1] = green;
667 dl->initialradius = radius;
668 dl->initialcolor[0] = red;
669 dl->initialcolor[1] = green;
670 dl->initialcolor[2] = blue;
671 dl->decay = decay / radius; // changed decay to be a percentage decrease
672 dl->intensity = 1; // this is what gets decayed
674 dl->die = cl.time + lifetime;
678 dpsnprintf(dl->cubemapname, sizeof(dl->cubemapname), "cubemaps/%i", cubemapnum);
680 dl->cubemapname[0] = 0;
682 dl->shadow = shadowenable;
685 dl->coronasizescale = coronasizescale;
686 dl->ambientscale = ambientscale;
687 dl->diffusescale = diffusescale;
688 dl->specularscale = specularscale;
691 void CL_DecayLightFlashes(void)
697 time = bound(0, cl.time - cl.oldtime, 0.1);
698 oldmax = cl.num_dlights;
700 for (i = 0, dl = cl.dlights;i < oldmax;i++, dl++)
704 dl->intensity -= time * dl->decay;
705 if (cl.time < dl->die && dl->intensity > 0)
707 if (cl_dlights_decayradius.integer)
708 dl->radius = dl->initialradius * dl->intensity;
710 dl->radius = dl->initialradius;
711 if (cl_dlights_decaybrightness.integer)
712 VectorScale(dl->initialcolor, dl->intensity, dl->color);
714 VectorCopy(dl->initialcolor, dl->color);
715 cl.num_dlights = i + 1;
723 // called before entity relinking
724 void CL_RelinkLightFlashes(void)
729 matrix4x4_t tempmatrix;
731 if (r_dynamic.integer)
733 for (i = 0, dl = cl.dlights;i < cl.num_dlights && r_refdef.scene.numlights < MAX_DLIGHTS;i++, dl++)
737 tempmatrix = dl->matrix;
738 Matrix4x4_Scale(&tempmatrix, dl->radius, 1);
739 // we need the corona fading to be persistent
740 R_RTLight_Update(&dl->rtlight, false, &tempmatrix, dl->color, dl->style, dl->cubemapname, dl->shadow, dl->corona, dl->coronasizescale, dl->ambientscale, dl->diffusescale, dl->specularscale, dl->flags);
741 r_refdef.scene.lights[r_refdef.scene.numlights++] = &dl->rtlight;
748 for (j = 0;j < cl.max_lightstyle;j++)
750 r_refdef.scene.rtlightstylevalue[j] = 1;
751 r_refdef.scene.lightstylevalue[j] = 256;
757 // 'm' is normal light, 'a' is no light, 'z' is double bright
761 for (j = 0;j < cl.max_lightstyle;j++)
763 if (!cl.lightstyle[j].length)
765 r_refdef.scene.rtlightstylevalue[j] = 1;
766 r_refdef.scene.lightstylevalue[j] = 256;
769 // static lightstyle "=value"
770 if (cl.lightstyle[j].map[0] == '=')
772 r_refdef.scene.rtlightstylevalue[j] = atof(cl.lightstyle[j].map + 1);
773 if ( r_lerplightstyles.integer || ((int)f - f) < 0.01)
774 r_refdef.scene.lightstylevalue[j] = r_refdef.scene.rtlightstylevalue[j];
777 k = i % cl.lightstyle[j].length;
778 l = (i-1) % cl.lightstyle[j].length;
779 k = cl.lightstyle[j].map[k] - 'a';
780 l = cl.lightstyle[j].map[l] - 'a';
781 // rtlightstylevalue is always interpolated because it has no bad
782 // consequences for performance
783 // lightstylevalue is subject to a cvar for performance reasons;
784 // skipping lightmap updates on most rendered frames substantially
785 // improves framerates (but makes light fades look bad)
786 r_refdef.scene.rtlightstylevalue[j] = ((k*frac)+(l*(1-frac)))*(22/256.0f);
787 r_refdef.scene.lightstylevalue[j] = r_lerplightstyles.integer ? (unsigned short)(((k*frac)+(l*(1-frac)))*22) : k*22;
791 void CL_AddQWCTFFlagModel(entity_t *player, int skin)
793 int frame = player->render.framegroupblend[0].frame;
795 entity_render_t *flagrender;
796 matrix4x4_t flagmatrix;
798 // this code taken from QuakeWorld
800 if (frame >= 29 && frame <= 40)
802 if (frame >= 29 && frame <= 34)
804 if (frame == 29) f = f + 2;
805 else if (frame == 30) f = f + 8;
806 else if (frame == 31) f = f + 12;
807 else if (frame == 32) f = f + 11;
808 else if (frame == 33) f = f + 10;
809 else if (frame == 34) f = f + 4;
811 else if (frame >= 35 && frame <= 40)
813 if (frame == 35) f = f + 2;
814 else if (frame == 36) f = f + 10;
815 else if (frame == 37) f = f + 10;
816 else if (frame == 38) f = f + 8;
817 else if (frame == 39) f = f + 4;
818 else if (frame == 40) f = f + 2;
821 else if (frame >= 103 && frame <= 118)
823 if (frame >= 103 && frame <= 104) f = f + 6; //nailattack
824 else if (frame >= 105 && frame <= 106) f = f + 6; //light
825 else if (frame >= 107 && frame <= 112) f = f + 7; //rocketattack
826 else if (frame >= 112 && frame <= 118) f = f + 7; //shotattack
828 // end of code taken from QuakeWorld
830 flagrender = CL_NewTempEntity(player->render.shadertime);
834 flagrender->model = cl.model_precache[cl.qw_modelindex_flag];
835 flagrender->skinnum = skin;
836 flagrender->alpha = 1;
837 VectorSet(flagrender->colormod, 1, 1, 1);
838 VectorSet(flagrender->glowmod, 1, 1, 1);
839 // attach the flag to the player matrix
840 Matrix4x4_CreateFromQuakeEntity(&flagmatrix, -f, -22, 0, 0, 0, -45, 1);
841 Matrix4x4_Concat(&flagrender->matrix, &player->render.matrix, &flagmatrix);
842 CL_UpdateRenderEntity(flagrender);
845 matrix4x4_t viewmodelmatrix;
847 static const vec3_t muzzleflashorigin = {18, 0, 0};
849 extern void V_DriftPitch(void);
850 extern void V_FadeViewFlashs(void);
851 extern void V_CalcViewBlend(void);
852 extern void V_CalcRefdef(void);
854 void CL_SetEntityColormapColors(entity_render_t *ent, int colormap)
856 const unsigned char *cbcolor;
859 cbcolor = palette_rgb_pantscolormap[colormap & 0xF];
860 VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_pantscolor);
861 cbcolor = palette_rgb_shirtcolormap[(colormap & 0xF0) >> 4];
862 VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_shirtcolor);
866 VectorClear(ent->colormap_pantscolor);
867 VectorClear(ent->colormap_shirtcolor);
871 // note this is a recursive function, recursionlimit should be 32 or so on the initial call
872 void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolate)
874 const matrix4x4_t *matrix;
875 matrix4x4_t blendmatrix, tempmatrix, matrix2;
877 float origin[3], angles[3], lerp;
879 //entity_persistent_t *p = &e->persistent;
880 //entity_render_t *r = &e->render;
881 // skip inactive entities and world
882 if (!e->state_current.active || e == cl.entities)
884 if (recursionlimit < 1)
886 e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
887 e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
888 e->render.flags = e->state_current.flags;
889 e->render.effects = e->state_current.effects;
890 VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
891 VectorScale(e->state_current.glowmod, (1.0f / 32.0f), e->render.glowmod);
892 if(e >= cl.entities && e < cl.entities + cl.num_entities)
893 e->render.entitynumber = e - cl.entities;
895 e->render.entitynumber = 0;
896 if (e->state_current.flags & RENDER_COLORMAPPED)
897 CL_SetEntityColormapColors(&e->render, e->state_current.colormap);
898 else if (e->state_current.colormap > 0 && e->state_current.colormap <= cl.maxclients && cl.scores != NULL)
899 CL_SetEntityColormapColors(&e->render, cl.scores[e->state_current.colormap-1].colors);
901 CL_SetEntityColormapColors(&e->render, -1);
902 e->render.skinnum = e->state_current.skin;
903 if (e->state_current.tagentity)
905 // attached entity (gun held in player model's hand, etc)
906 // if the tag entity is currently impossible, skip it
907 if (e->state_current.tagentity >= cl.num_entities)
909 t = cl.entities + e->state_current.tagentity;
910 // if the tag entity is inactive, skip it
911 if (!t->state_current.active)
913 // update the parent first
914 CL_UpdateNetworkEntity(t, recursionlimit - 1, interpolate);
915 // make relative to the entity
916 matrix = &t->render.matrix;
917 // some properties of the tag entity carry over
918 e->render.flags |= t->render.flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
919 // if a valid tagindex is used, make it relative to that tag instead
920 // FIXME: use a model function to get tag info (need to handle skeletal)
921 if (e->state_current.tagentity && e->state_current.tagindex >= 1)
923 if(!CL_BlendTagMatrix(&t->render, e->state_current.tagindex - 1, &blendmatrix)) // i.e. no error
925 // concat the tag matrices onto the entity matrix
926 Matrix4x4_Concat(&tempmatrix, &t->render.matrix, &blendmatrix);
927 // use the constructed tag matrix
928 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_refdef.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 VectorCopy(cl.movement_origin, origin);
957 VectorSet(angles, 0, cl.viewangles[1], 0);
959 else if (interpolate && e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1)
961 // interpolate the origin and angles
963 VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
965 // this fails at the singularity of euler angles
966 VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
967 if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
968 if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
969 if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
970 VectorMA(e->persistent.oldangles, lerp, delta, angles);
973 vec3_t f0, u0, f1, u1;
974 AngleVectors(e->persistent.oldangles, f0, NULL, u0);
975 AngleVectors(e->persistent.newangles, f1, NULL, u1);
976 VectorMAM(1-lerp, f0, lerp, f1, f0);
977 VectorMAM(1-lerp, u0, lerp, u1, u0);
978 AnglesFromVectors(angles, f0, u0, false);
985 VectorCopy(e->persistent.neworigin, origin);
986 VectorCopy(e->persistent.newangles, angles);
989 // model setup and some modelflags
990 frame = e->state_current.frame;
991 if (e->state_current.modelindex < MAX_MODELS)
992 e->render.model = cl.model_precache[e->state_current.modelindex];
994 e->render.model = NULL;
997 if (e->render.skinnum >= e->render.model->numskins)
998 e->render.skinnum = 0;
999 if (frame >= e->render.model->numframes)
1001 // models can set flags such as EF_ROCKET
1002 // this 0xFF800000 mask is EF_NOMODELFLAGS plus all the higher EF_ flags such as EF_ROCKET
1003 if (!(e->render.effects & 0xFF800000))
1004 e->render.effects |= e->render.model->effects;
1005 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
1006 if (e->render.model->type == mod_alias)
1007 angles[0] = -angles[0];
1008 if ((e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
1010 VectorScale(e->render.colormod, 2, e->render.colormod);
1011 VectorScale(e->render.glowmod, 2, e->render.glowmod);
1014 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
1015 else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
1016 angles[0] = -angles[0];
1017 // NOTE: this must be synced to SV_GetPitchSign!
1019 if ((e->render.effects & EF_ROTATE) && !(e->render.flags & RENDER_VIEWMODEL))
1021 angles[1] = ANGLEMOD(100*cl.time);
1022 if (cl_itembobheight.value)
1023 origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
1027 if (e->render.framegroupblend[0].frame == frame)
1029 // update frame lerp fraction
1030 e->render.framegroupblend[0].lerp = 1;
1031 e->render.framegroupblend[1].lerp = 0;
1032 if (e->render.framegroupblend[0].start > e->render.framegroupblend[1].start)
1034 // make sure frame lerp won't last longer than 100ms
1035 // (this mainly helps with models that use framegroups and
1036 // switch between them infrequently)
1037 e->render.framegroupblend[0].lerp = (cl.time - e->render.framegroupblend[0].start) / min(e->render.framegroupblend[0].start - e->render.framegroupblend[1].start, 0.1);
1038 e->render.framegroupblend[0].lerp = bound(0, e->render.framegroupblend[0].lerp, 1);
1039 e->render.framegroupblend[1].lerp = 1 - e->render.framegroupblend[0].lerp;
1044 // begin a new frame lerp
1045 e->render.framegroupblend[1] = e->render.framegroupblend[0];
1046 e->render.framegroupblend[1].lerp = 1;
1047 e->render.framegroupblend[0].frame = frame;
1048 e->render.framegroupblend[0].start = cl.time;
1049 e->render.framegroupblend[0].lerp = 0;
1052 // set up the render matrix
1055 // attached entity, this requires a matrix multiply (concat)
1056 // FIXME: e->render.scale should go away
1057 Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1058 // concat the matrices to make the entity relative to its tag
1059 Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
1060 // get the origin from the new matrix
1061 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1065 // unattached entities are faster to process
1066 Matrix4x4_CreateFromQuakeEntity(&e->render.matrix, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1069 // tenebrae's sprites are all additive mode (weird)
1070 if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
1071 e->render.flags |= RENDER_ADDITIVE;
1072 // player model is only shown with chase_active on
1073 if (e->state_current.number == cl.viewentity)
1074 e->render.flags |= RENDER_EXTERIORMODEL;
1075 // either fullbright or lit
1076 if(!r_fullbright.integer)
1078 if (!(e->render.effects & EF_FULLBRIGHT))
1079 e->render.flags |= RENDER_LIGHT;
1080 else if(r_equalize_entities_fullbright.integer)
1081 e->render.flags |= RENDER_LIGHT | RENDER_EQUALIZE;
1083 // hide player shadow during intermission or nehahra movie
1084 if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST))
1085 && (e->render.alpha >= 1)
1086 && !(e->render.flags & RENDER_VIEWMODEL)
1087 && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
1088 e->render.flags |= RENDER_SHADOW;
1089 if (e->render.flags & RENDER_VIEWMODEL)
1090 e->render.flags |= RENDER_NOSELFSHADOW;
1091 if (e->render.effects & EF_NOSELFSHADOW)
1092 e->render.flags |= RENDER_NOSELFSHADOW;
1093 if (e->render.effects & EF_NODEPTHTEST)
1094 e->render.flags |= RENDER_NODEPTHTEST;
1095 if (e->render.effects & EF_ADDITIVE)
1096 e->render.flags |= RENDER_ADDITIVE;
1097 if (e->render.effects & EF_DOUBLESIDED)
1098 e->render.flags |= RENDER_DOUBLESIDED;
1100 // make the other useful stuff
1101 CL_UpdateRenderEntity(&e->render);
1104 // creates light and trails from an entity
1105 void CL_UpdateNetworkEntityTrail(entity_t *e)
1107 effectnameindex_t trailtype;
1110 // bmodels are treated specially since their origin is usually '0 0 0' and
1111 // their actual geometry is far from '0 0 0'
1112 if (e->render.model && e->render.model->soundfromcenter)
1115 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1116 Matrix4x4_Transform(&e->render.matrix, o, origin);
1119 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1121 // handle particle trails and such effects now that we know where this
1122 // entity is in the world...
1123 trailtype = EFFECT_NONE;
1124 // LordHavoc: if the entity has no effects, don't check each
1125 if (e->render.effects & (EF_BRIGHTFIELD | EF_FLAME | EF_STARDUST))
1127 if (e->render.effects & EF_BRIGHTFIELD)
1129 if (gamemode == GAME_NEXUIZ)
1130 trailtype = EFFECT_TR_NEXUIZPLASMA;
1132 CL_EntityParticles(e);
1134 if (e->render.effects & EF_FLAME)
1135 CL_ParticleTrail(EFFECT_EF_FLAME, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true);
1136 if (e->render.effects & EF_STARDUST)
1137 CL_ParticleTrail(EFFECT_EF_STARDUST, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true);
1139 if (e->render.internaleffects & (INTEF_FLAG1QW | INTEF_FLAG2QW))
1141 // these are only set on player entities
1142 CL_AddQWCTFFlagModel(e, (e->render.internaleffects & INTEF_FLAG2QW) != 0);
1144 // muzzleflash fades over time
1145 if (e->persistent.muzzleflash > 0)
1146 e->persistent.muzzleflash -= bound(0, cl.time - cl.oldtime, 0.1) * 20;
1147 // LordHavoc: if the entity has no effects, don't check each
1148 if (e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1150 if (e->render.effects & EF_GIB)
1151 trailtype = EFFECT_TR_BLOOD;
1152 else if (e->render.effects & EF_ZOMGIB)
1153 trailtype = EFFECT_TR_SLIGHTBLOOD;
1154 else if (e->render.effects & EF_TRACER)
1155 trailtype = EFFECT_TR_WIZSPIKE;
1156 else if (e->render.effects & EF_TRACER2)
1157 trailtype = EFFECT_TR_KNIGHTSPIKE;
1158 else if (e->render.effects & EF_ROCKET)
1159 trailtype = EFFECT_TR_ROCKET;
1160 else if (e->render.effects & EF_GRENADE)
1162 // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1163 trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1165 else if (e->render.effects & EF_TRACER3)
1166 trailtype = EFFECT_TR_VORESPIKE;
1169 if (e->render.flags & RENDER_GLOWTRAIL)
1170 trailtype = EFFECT_TR_GLOWTRAIL;
1171 // check if a trail is allowed (it is not after a teleport for example)
1172 if (trailtype && e->persistent.trail_allowed)
1176 VectorSubtract(e->state_current.origin, e->state_previous.origin, vel);
1177 len = e->state_current.time - e->state_previous.time;
1180 VectorScale(vel, len, vel);
1181 CL_ParticleTrail(trailtype, 1, e->persistent.trail_origin, origin, vel, vel, e, e->state_current.glowcolor, false, true);
1183 // now that the entity has survived one trail update it is allowed to
1184 // leave a real trail on later frames
1185 e->persistent.trail_allowed = true;
1186 VectorCopy(origin, e->persistent.trail_origin);
1192 CL_UpdateViewEntities
1195 void CL_UpdateViewEntities(void)
1198 // update any RENDER_VIEWMODEL entities to use the new view matrix
1199 for (i = 1;i < cl.num_entities;i++)
1201 if (cl.entities_active[i])
1203 entity_t *ent = cl.entities + i;
1204 if ((ent->render.flags & RENDER_VIEWMODEL) || ent->state_current.tagentity)
1205 CL_UpdateNetworkEntity(ent, 32, true);
1208 // and of course the engine viewmodel needs updating as well
1209 CL_UpdateNetworkEntity(&cl.viewent, 32, true);
1214 CL_UpdateNetworkCollisionEntities
1217 void CL_UpdateNetworkCollisionEntities(void)
1222 // start on the entity after the world
1223 cl.num_brushmodel_entities = 0;
1224 for (i = cl.maxclients + 1;i < cl.num_entities;i++)
1226 if (cl.entities_active[i])
1228 ent = cl.entities + i;
1229 if (ent->state_current.active && ent->render.model && ent->render.model->name[0] == '*' && ent->render.model->TraceBox)
1231 // do not interpolate the bmodels for this
1232 CL_UpdateNetworkEntity(ent, 32, false);
1233 cl.brushmodel_entities[cl.num_brushmodel_entities++] = i;
1241 CL_UpdateNetworkEntities
1244 void CL_UpdateNetworkEntities(void)
1249 // start on the entity after the world
1250 for (i = 1;i < cl.num_entities;i++)
1252 if (cl.entities_active[i])
1254 ent = cl.entities + i;
1255 if (ent->state_current.active)
1257 CL_UpdateNetworkEntity(ent, 32, true);
1258 // view models should never create light/trails
1259 if (!(ent->render.flags & RENDER_VIEWMODEL))
1260 CL_UpdateNetworkEntityTrail(ent);
1263 cl.entities_active[i] = false;
1268 void CL_UpdateViewModel(void)
1272 ent->state_previous = ent->state_current;
1273 ent->state_current = defaultstate;
1274 ent->state_current.time = cl.time;
1275 ent->state_current.number = (unsigned short)-1;
1276 ent->state_current.active = true;
1277 ent->state_current.modelindex = cl.stats[STAT_WEAPON];
1278 ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
1279 ent->state_current.flags = RENDER_VIEWMODEL;
1280 if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
1281 ent->state_current.modelindex = 0;
1282 else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
1284 if (gamemode == GAME_TRANSFUSION)
1285 ent->state_current.alpha = 128;
1287 ent->state_current.modelindex = 0;
1289 ent->state_current.alpha = cl.entities[cl.viewentity].state_current.alpha;
1290 ent->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB));
1292 // reset animation interpolation on weaponmodel if model changed
1293 if (ent->state_previous.modelindex != ent->state_current.modelindex)
1295 ent->render.framegroupblend[0].frame = ent->render.framegroupblend[1].frame = ent->state_current.frame;
1296 ent->render.framegroupblend[0].start = ent->render.framegroupblend[1].start = cl.time;
1297 ent->render.framegroupblend[0].lerp = 1;ent->render.framegroupblend[1].lerp = 0;
1299 CL_UpdateNetworkEntity(ent, 32, true);
1302 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
1303 void CL_LinkNetworkEntity(entity_t *e)
1305 effectnameindex_t trailtype;
1310 // skip inactive entities and world
1311 if (!e->state_current.active || e == cl.entities)
1313 if (e->state_current.tagentity)
1315 // if the tag entity is currently impossible, skip it
1316 if (e->state_current.tagentity >= cl.num_entities)
1318 // if the tag entity is inactive, skip it
1319 if (!cl.entities[e->state_current.tagentity].state_current.active)
1323 // create entity dlights associated with this entity
1324 if (e->render.model && e->render.model->soundfromcenter)
1326 // bmodels are treated specially since their origin is usually '0 0 0'
1328 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1329 Matrix4x4_Transform(&e->render.matrix, o, origin);
1332 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1333 trailtype = EFFECT_NONE;
1338 // LordHavoc: if the entity has no effects, don't check each
1339 if (e->render.effects & (EF_BRIGHTFIELD | EF_DIMLIGHT | EF_BRIGHTLIGHT | EF_RED | EF_BLUE | EF_FLAME | EF_STARDUST))
1341 if (e->render.effects & EF_BRIGHTFIELD)
1343 if (gamemode == GAME_NEXUIZ)
1344 trailtype = EFFECT_TR_NEXUIZPLASMA;
1346 if (e->render.effects & EF_DIMLIGHT)
1348 dlightradius = max(dlightradius, 200);
1349 dlightcolor[0] += 1.50f;
1350 dlightcolor[1] += 1.50f;
1351 dlightcolor[2] += 1.50f;
1353 if (e->render.effects & EF_BRIGHTLIGHT)
1355 dlightradius = max(dlightradius, 400);
1356 dlightcolor[0] += 3.00f;
1357 dlightcolor[1] += 3.00f;
1358 dlightcolor[2] += 3.00f;
1360 // LordHavoc: more effects
1361 if (e->render.effects & EF_RED) // red
1363 dlightradius = max(dlightradius, 200);
1364 dlightcolor[0] += 1.50f;
1365 dlightcolor[1] += 0.15f;
1366 dlightcolor[2] += 0.15f;
1368 if (e->render.effects & EF_BLUE) // blue
1370 dlightradius = max(dlightradius, 200);
1371 dlightcolor[0] += 0.15f;
1372 dlightcolor[1] += 0.15f;
1373 dlightcolor[2] += 1.50f;
1375 if (e->render.effects & EF_FLAME)
1376 CL_ParticleTrail(EFFECT_EF_FLAME, 0, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false);
1377 if (e->render.effects & EF_STARDUST)
1378 CL_ParticleTrail(EFFECT_EF_STARDUST, 0, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false);
1380 // muzzleflash fades over time, and is offset a bit
1381 if (e->persistent.muzzleflash > 0 && r_refdef.scene.numlights < MAX_DLIGHTS)
1386 matrix4x4_t tempmatrix;
1387 Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
1388 trace = CL_TraceLine(origin, v2, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, true, false, NULL, false);
1389 Matrix4x4_Normalize(&tempmatrix, &e->render.matrix);
1390 Matrix4x4_SetOrigin(&tempmatrix, trace.endpos[0], trace.endpos[1], trace.endpos[2]);
1391 Matrix4x4_Scale(&tempmatrix, 150, 1);
1392 VectorSet(color, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f);
1393 R_RTLight_Update(&r_refdef.scene.templights[r_refdef.scene.numlights], false, &tempmatrix, color, -1, NULL, true, 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1394 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights++];
1396 // LordHavoc: if the model has no flags, don't check each
1397 if (e->render.model && e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1399 if (e->render.effects & EF_GIB)
1400 trailtype = EFFECT_TR_BLOOD;
1401 else if (e->render.effects & EF_ZOMGIB)
1402 trailtype = EFFECT_TR_SLIGHTBLOOD;
1403 else if (e->render.effects & EF_TRACER)
1404 trailtype = EFFECT_TR_WIZSPIKE;
1405 else if (e->render.effects & EF_TRACER2)
1406 trailtype = EFFECT_TR_KNIGHTSPIKE;
1407 else if (e->render.effects & EF_ROCKET)
1408 trailtype = EFFECT_TR_ROCKET;
1409 else if (e->render.effects & EF_GRENADE)
1411 // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1412 trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1414 else if (e->render.effects & EF_TRACER3)
1415 trailtype = EFFECT_TR_VORESPIKE;
1417 // LordHavoc: customizable glow
1418 if (e->state_current.glowsize)
1420 // * 4 for the expansion from 0-255 to 0-1023 range,
1421 // / 255 to scale down byte colors
1422 dlightradius = max(dlightradius, e->state_current.glowsize * 4);
1423 VectorMA(dlightcolor, (1.0f / 255.0f), palette_rgb[e->state_current.glowcolor], dlightcolor);
1426 if ((e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) && r_refdef.scene.numlights < MAX_DLIGHTS)
1428 matrix4x4_t dlightmatrix;
1430 VectorScale(e->state_current.light, (1.0f / 256.0f), light);
1431 light[3] = e->state_current.light[3];
1432 if (light[0] == 0 && light[1] == 0 && light[2] == 0)
1433 VectorSet(light, 1, 1, 1);
1436 // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
1437 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1438 Matrix4x4_Scale(&dlightmatrix, light[3], 1);
1439 R_RTLight_Update(&r_refdef.scene.templights[r_refdef.scene.numlights], false, &dlightmatrix, light, e->state_current.lightstyle, e->state_current.skin > 0 ? va("cubemaps/%i", e->state_current.skin) : NULL, !(e->state_current.lightpflags & PFLAGS_NOSHADOW), (e->state_current.lightpflags & PFLAGS_CORONA) != 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1440 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights++];
1442 // make the glow dlight
1443 else if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL) && r_refdef.scene.numlights < MAX_DLIGHTS)
1445 matrix4x4_t dlightmatrix;
1446 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1447 // hack to make glowing player light shine on their gun
1448 //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
1449 // Matrix4x4_AdjustOrigin(&dlightmatrix, 0, 0, 30);
1450 Matrix4x4_Scale(&dlightmatrix, dlightradius, 1);
1451 R_RTLight_Update(&r_refdef.scene.templights[r_refdef.scene.numlights], false, &dlightmatrix, dlightcolor, -1, NULL, true, 1, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1452 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights++];
1455 if (e->render.flags & RENDER_GLOWTRAIL)
1456 trailtype = EFFECT_TR_GLOWTRAIL;
1458 CL_ParticleTrail(trailtype, 0, origin, origin, vec3_origin, vec3_origin, NULL, e->state_current.glowcolor, true, false);
1460 // don't show viewmodels in certain situations
1461 if (e->render.flags & RENDER_VIEWMODEL)
1462 if (!r_drawviewmodel.integer || chase_active.integer || r_refdef.envmap)
1464 // don't show entities with no modelindex (note: this still shows
1465 // entities which have a modelindex that resolved to a NULL model)
1466 if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.scene.numentities < r_refdef.scene.maxentities)
1467 r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
1468 //if (cl.viewentity && e->state_current.number == cl.viewentity)
1469 // Matrix4x4_Print(&e->render.matrix);
1472 void CL_RelinkWorld(void)
1474 entity_t *ent = &cl.entities[0];
1475 // FIXME: this should be done at load
1476 ent->render.matrix = identitymatrix;
1477 ent->render.flags = RENDER_SHADOW;
1478 if (!r_fullbright.integer)
1479 ent->render.flags |= RENDER_LIGHT;
1480 VectorSet(ent->render.colormod, 1, 1, 1);
1481 VectorSet(ent->render.glowmod, 1, 1, 1);
1482 CL_UpdateRenderEntity(&ent->render);
1483 r_refdef.scene.worldentity = &ent->render;
1484 r_refdef.scene.worldmodel = cl.worldmodel;
1487 static void CL_RelinkStaticEntities(void)
1491 for (i = 0, e = cl.static_entities;i < cl.num_static_entities && r_refdef.scene.numentities < r_refdef.scene.maxentities;i++, e++)
1493 e->render.flags = 0;
1494 // if the model was not loaded when the static entity was created we
1495 // need to re-fetch the model pointer
1496 e->render.model = cl.model_precache[e->state_baseline.modelindex];
1497 // either fullbright or lit
1498 if(!r_fullbright.integer)
1500 if (!(e->render.effects & EF_FULLBRIGHT))
1501 e->render.flags |= RENDER_LIGHT;
1502 else if(r_equalize_entities_fullbright.integer)
1503 e->render.flags |= RENDER_LIGHT | RENDER_EQUALIZE;
1505 // hide player shadow during intermission or nehahra movie
1506 if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST)) && (e->render.alpha >= 1))
1507 e->render.flags |= RENDER_SHADOW;
1508 VectorSet(e->render.colormod, 1, 1, 1);
1509 VectorSet(e->render.glowmod, 1, 1, 1);
1510 R_LerpAnimation(&e->render);
1511 CL_UpdateRenderEntity(&e->render);
1512 r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
1521 static void CL_RelinkNetworkEntities(void)
1526 // start on the entity after the world
1527 for (i = 1;i < cl.num_entities;i++)
1529 if (cl.entities_active[i])
1531 ent = cl.entities + i;
1532 if (ent->state_current.active)
1533 CL_LinkNetworkEntity(ent);
1535 cl.entities_active[i] = false;
1540 static void CL_RelinkEffects(void)
1544 entity_render_t *entrender;
1547 for (i = 0, e = cl.effects;i < cl.num_effects;i++, e++)
1551 frame = (cl.time - e->starttime) * e->framerate + e->startframe;
1552 intframe = (int)frame;
1553 if (intframe < 0 || intframe >= e->endframe)
1555 memset(e, 0, sizeof(*e));
1556 while (cl.num_effects > 0 && !cl.effects[cl.num_effects - 1].active)
1561 if (intframe != e->frame)
1563 e->frame = intframe;
1564 e->frame1time = e->frame2time;
1565 e->frame2time = cl.time;
1568 // if we're drawing effects, get a new temp entity
1569 // (NewTempEntity adds it to the render entities list for us)
1570 if (r_draweffects.integer && (entrender = CL_NewTempEntity(e->starttime)))
1572 // interpolation stuff
1573 entrender->framegroupblend[0].frame = intframe;
1574 entrender->framegroupblend[0].lerp = 1 - frame - intframe;
1575 entrender->framegroupblend[0].start = e->frame1time;
1576 if (intframe + 1 >= e->endframe)
1578 entrender->framegroupblend[1].frame = 0; // disappear
1579 entrender->framegroupblend[1].lerp = 0;
1580 entrender->framegroupblend[1].start = 0;
1584 entrender->framegroupblend[1].frame = intframe + 1;
1585 entrender->framegroupblend[1].lerp = frame - intframe;
1586 entrender->framegroupblend[1].start = e->frame2time;
1590 if(e->modelindex < MAX_MODELS)
1591 entrender->model = cl.model_precache[e->modelindex];
1593 entrender->model = cl.csqc_model_precache[-(e->modelindex+1)];
1594 entrender->alpha = 1;
1595 VectorSet(entrender->colormod, 1, 1, 1);
1596 VectorSet(entrender->glowmod, 1, 1, 1);
1598 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
1599 CL_UpdateRenderEntity(entrender);
1605 void CL_Beam_CalculatePositions(const beam_t *b, vec3_t start, vec3_t end)
1607 VectorCopy(b->start, start);
1608 VectorCopy(b->end, end);
1610 // if coming from the player, update the start position
1611 if (b->entity == cl.viewentity)
1613 if (cl_beams_quakepositionhack.integer && !chase_active.integer)
1615 // LordHavoc: this is a stupid hack from Quake that makes your
1616 // lightning appear to come from your waist and cover less of your
1618 // in Quake this hack was applied to all players (causing the
1619 // infamous crotch-lightning), but in darkplaces and QuakeWorld it
1620 // only applies to your own lightning, and only in first person
1621 Matrix4x4_OriginFromMatrix(&cl.entities[cl.viewentity].render.matrix, start);
1623 if (cl_beams_instantaimhack.integer)
1625 vec3_t dir, localend;
1627 // LordHavoc: this updates the beam direction to match your
1629 VectorSubtract(end, start, dir);
1630 len = VectorLength(dir);
1631 VectorNormalize(dir);
1632 VectorSet(localend, len, 0, 0);
1633 Matrix4x4_Transform(&r_refdef.view.matrix, localend, end);
1638 void CL_RelinkBeams(void)
1642 vec3_t dist, org, start, end;
1644 entity_render_t *entrender;
1647 matrix4x4_t tempmatrix;
1649 for (i = 0, b = cl.beams;i < cl.num_beams;i++, b++)
1653 if (b->endtime < cl.time)
1659 CL_Beam_CalculatePositions(b, start, end);
1663 if (cl_beams_lightatend.integer && r_refdef.scene.numlights < MAX_DLIGHTS)
1665 // FIXME: create a matrix from the beam start/end orientation
1667 VectorSet(dlightcolor, 0.3, 0.7, 1);
1668 Matrix4x4_CreateFromQuakeEntity(&tempmatrix, end[0], end[1], end[2], 0, 0, 0, 200);
1669 R_RTLight_Update(&r_refdef.scene.templights[r_refdef.scene.numlights], false, &tempmatrix, dlightcolor, -1, NULL, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1670 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights++];
1672 if (cl_beams_polygons.integer)
1676 // calculate pitch and yaw
1677 // (this is similar to the QuakeC builtin function vectoangles)
1678 VectorSubtract(end, start, dist);
1679 if (dist[1] == 0 && dist[0] == 0)
1689 yaw = atan2(dist[1], dist[0]) * 180 / M_PI;
1693 forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1694 pitch = atan2(dist[2], forward) * 180 / M_PI;
1699 // add new entities for the lightning
1700 VectorCopy (start, org);
1701 d = VectorNormalizeLength(dist);
1704 entrender = CL_NewTempEntity (0);
1707 //VectorCopy (org, ent->render.origin);
1708 entrender->model = b->model;
1709 //ent->render.effects = EF_FULLBRIGHT;
1710 //ent->render.angles[0] = pitch;
1711 //ent->render.angles[1] = yaw;
1712 //ent->render.angles[2] = rand()%360;
1713 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1714 CL_UpdateRenderEntity(entrender);
1715 VectorMA(org, 30, dist, org);
1720 while (cl.num_beams > 0 && !cl.beams[cl.num_beams - 1].model)
1724 static void CL_RelinkQWNails(void)
1728 entity_render_t *entrender;
1730 for (i = 0;i < cl.qw_num_nails;i++)
1734 // if we're drawing effects, get a new temp entity
1735 // (NewTempEntity adds it to the render entities list for us)
1736 if (!(entrender = CL_NewTempEntity(0)))
1740 entrender->model = cl.model_precache[cl.qw_modelindex_spike];
1741 entrender->alpha = 1;
1742 VectorSet(entrender->colormod, 1, 1, 1);
1743 VectorSet(entrender->glowmod, 1, 1, 1);
1745 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1);
1746 CL_UpdateRenderEntity(entrender);
1750 void CL_LerpPlayer(float frac)
1754 cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
1755 for (i = 0;i < 3;i++)
1757 cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
1758 cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
1759 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
1762 // interpolate the angles if playing a demo or spectating someone
1763 if (cls.demoplayback || cl.fixangle[0])
1765 for (i = 0;i < 3;i++)
1767 float d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
1772 cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
1777 void CSQC_RelinkAllEntities (int drawmask)
1781 CL_RelinkStaticEntities();
1786 if (drawmask & ENTMASK_ENGINE)
1788 CL_RelinkNetworkEntities();
1789 if (drawmask & ENTMASK_ENGINEVIEWMODELS)
1790 CL_LinkNetworkEntity(&cl.viewent); // link gun model
1794 // update view blend
1802 Update client game world for a new frame
1805 void CL_UpdateWorld(void)
1807 r_refdef.scene.extraupdate = !r_speeds.integer;
1808 r_refdef.scene.numentities = 0;
1809 r_refdef.scene.numlights = 0;
1810 r_refdef.view.matrix = identitymatrix;
1811 r_refdef.view.quality = 1;
1813 cl.num_brushmodel_entities = 0;
1815 if (cls.state == ca_connected && cls.signon == SIGNONS)
1817 // prepare for a new frame
1818 CL_LerpPlayer(CL_LerpPoint());
1819 CL_DecayLightFlashes();
1820 CL_ClearTempEntities();
1824 // if prediction is enabled we have to update all the collidable
1825 // network entities before the prediction code can be run
1826 CL_UpdateNetworkCollisionEntities();
1828 // now update the player prediction
1829 CL_ClientMovement_Replay();
1831 // update the player entity (which may be predicted)
1832 CL_UpdateNetworkEntity(cl.entities + cl.viewentity, 32, true);
1834 // now update the view (which depends on that player entity)
1837 // now update all the network entities and create particle trails
1838 // (some entities may depend on the view)
1839 CL_UpdateNetworkEntities();
1841 // update the engine-based viewmodel
1842 CL_UpdateViewModel();
1844 CL_RelinkLightFlashes();
1845 CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS);
1847 // decals, particles, and explosions will be updated during rneder
1850 r_refdef.scene.time = cl.time;
1853 // LordHavoc: pausedemo command
1854 static void CL_PauseDemo_f (void)
1856 cls.demopaused = !cls.demopaused;
1858 Con_Print("Demo paused\n");
1860 Con_Print("Demo unpaused\n");
1864 ======================
1866 ======================
1868 static void CL_Fog_f (void)
1870 if (Cmd_Argc () == 1)
1872 Con_Printf("\"fog\" is \"%f %f %f %f %f %f %f %f %f\"\n", r_refdef.fog_density, r_refdef.fog_red, r_refdef.fog_green, r_refdef.fog_blue, r_refdef.fog_alpha, r_refdef.fog_start, r_refdef.fog_end, r_refdef.fog_height, r_refdef.fog_fadedepth);
1875 FOG_clear(); // so missing values get good defaults
1877 r_refdef.fog_density = atof(Cmd_Argv(1));
1879 r_refdef.fog_red = atof(Cmd_Argv(2));
1881 r_refdef.fog_green = atof(Cmd_Argv(3));
1883 r_refdef.fog_blue = atof(Cmd_Argv(4));
1885 r_refdef.fog_alpha = atof(Cmd_Argv(5));
1887 r_refdef.fog_start = atof(Cmd_Argv(6));
1889 r_refdef.fog_end = atof(Cmd_Argv(7));
1891 r_refdef.fog_height = atof(Cmd_Argv(8));
1893 r_refdef.fog_fadedepth = atof(Cmd_Argv(9));
1897 ====================
1900 For program optimization
1901 ====================
1903 static void CL_TimeRefresh_f (void)
1906 float timestart, timedelta;
1908 r_refdef.scene.extraupdate = false;
1910 timestart = Sys_DoubleTime();
1911 for (i = 0;i < 128;i++)
1913 Matrix4x4_CreateFromQuakeEntity(&r_refdef.view.matrix, r_refdef.view.origin[0], r_refdef.view.origin[1], r_refdef.view.origin[2], 0, i / 128.0 * 360.0, 0, 1);
1914 r_refdef.view.quality = 1;
1917 timedelta = Sys_DoubleTime() - timestart;
1919 Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
1922 void CL_AreaStats_f(void)
1924 World_PrintAreaStats(&cl.world, "client");
1927 cl_locnode_t *CL_Locs_FindNearest(const vec3_t point)
1932 vec3_t nearestpoint;
1933 vec_t dist, bestdist;
1936 for (loc = cl.locnodes;loc;loc = loc->next)
1938 for (i = 0;i < 3;i++)
1939 nearestpoint[i] = bound(loc->mins[i], point[i], loc->maxs[i]);
1940 dist = VectorDistance2(nearestpoint, point);
1941 if (bestdist > dist || !best)
1952 void CL_Locs_FindLocationName(char *buffer, size_t buffersize, vec3_t point)
1955 loc = CL_Locs_FindNearest(point);
1957 strlcpy(buffer, loc->name, buffersize);
1959 dpsnprintf(buffer, buffersize, "LOC=%.0f:%.0f:%.0f", point[0], point[1], point[2]);
1962 void CL_Locs_FreeNode(cl_locnode_t *node)
1964 cl_locnode_t **pointer, **next;
1965 for (pointer = &cl.locnodes;*pointer;pointer = next)
1967 next = &(*pointer)->next;
1968 if (*pointer == node)
1970 *pointer = node->next;
1975 Con_Printf("CL_Locs_FreeNode: no such node! (%p)\n", (void *)node);
1978 void CL_Locs_AddNode(vec3_t mins, vec3_t maxs, const char *name)
1980 cl_locnode_t *node, **pointer;
1984 namelen = strlen(name);
1985 node = (cl_locnode_t *) Mem_Alloc(cls.levelmempool, sizeof(cl_locnode_t) + namelen + 1);
1986 VectorSet(node->mins, min(mins[0], maxs[0]), min(mins[1], maxs[1]), min(mins[2], maxs[2]));
1987 VectorSet(node->maxs, max(mins[0], maxs[0]), max(mins[1], maxs[1]), max(mins[2], maxs[2]));
1988 node->name = (char *)(node + 1);
1989 memcpy(node->name, name, namelen);
1990 node->name[namelen] = 0;
1991 // link it into the tail of the list to preserve the order
1992 for (pointer = &cl.locnodes;*pointer;pointer = &(*pointer)->next)
1997 void CL_Locs_Add_f(void)
2000 if (Cmd_Argc() != 5 && Cmd_Argc() != 8)
2002 Con_Printf("usage: %s x y z[ x y z] name\n", Cmd_Argv(0));
2005 mins[0] = atof(Cmd_Argv(1));
2006 mins[1] = atof(Cmd_Argv(2));
2007 mins[2] = atof(Cmd_Argv(3));
2008 if (Cmd_Argc() == 8)
2010 maxs[0] = atof(Cmd_Argv(4));
2011 maxs[1] = atof(Cmd_Argv(5));
2012 maxs[2] = atof(Cmd_Argv(6));
2013 CL_Locs_AddNode(mins, maxs, Cmd_Argv(7));
2016 CL_Locs_AddNode(mins, mins, Cmd_Argv(4));
2019 void CL_Locs_RemoveNearest_f(void)
2022 loc = CL_Locs_FindNearest(r_refdef.view.origin);
2024 CL_Locs_FreeNode(loc);
2026 Con_Printf("no loc point or box found for your location\n");
2029 void CL_Locs_Clear_f(void)
2032 CL_Locs_FreeNode(cl.locnodes);
2035 void CL_Locs_Save_f(void)
2039 char locfilename[MAX_QPATH];
2042 Con_Printf("No loc points/boxes exist!\n");
2045 if (cls.state != ca_connected || !cl.worldmodel)
2047 Con_Printf("No level loaded!\n");
2050 FS_StripExtension(cl.worldmodel->name, locfilename, sizeof(locfilename));
2051 strlcat(locfilename, ".loc", sizeof(locfilename));
2053 outfile = FS_OpenRealFile(locfilename, "w", false);
2056 // if any boxes are used then this is a proquake-format loc file, which
2057 // allows comments, so add some relevant information at the start
2058 for (loc = cl.locnodes;loc;loc = loc->next)
2059 if (!VectorCompare(loc->mins, loc->maxs))
2063 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);
2064 for (loc = cl.locnodes;loc;loc = loc->next)
2065 if (VectorCompare(loc->mins, loc->maxs))
2068 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");
2070 for (loc = cl.locnodes;loc;loc = loc->next)
2072 if (VectorCompare(loc->mins, loc->maxs))
2076 const char *in = loc->name;
2077 char name[MAX_INPUTLINE];
2078 for (len = 0;len < (int)sizeof(name) - 1 && *in;)
2080 if (*in == ' ') {s = "$loc_name_separator";in++;}
2081 else if (!strncmp(in, "SSG", 3)) {s = "$loc_name_ssg";in += 3;}
2082 else if (!strncmp(in, "NG", 2)) {s = "$loc_name_ng";in += 2;}
2083 else if (!strncmp(in, "SNG", 3)) {s = "$loc_name_sng";in += 3;}
2084 else if (!strncmp(in, "GL", 2)) {s = "$loc_name_gl";in += 2;}
2085 else if (!strncmp(in, "RL", 2)) {s = "$loc_name_rl";in += 2;}
2086 else if (!strncmp(in, "LG", 2)) {s = "$loc_name_lg";in += 2;}
2087 else if (!strncmp(in, "GA", 2)) {s = "$loc_name_ga";in += 2;}
2088 else if (!strncmp(in, "YA", 2)) {s = "$loc_name_ya";in += 2;}
2089 else if (!strncmp(in, "RA", 2)) {s = "$loc_name_ra";in += 2;}
2090 else if (!strncmp(in, "MEGA", 4)) {s = "$loc_name_mh";in += 4;}
2094 while (len < (int)sizeof(name) - 1 && *s)
2098 name[len++] = *in++;
2101 FS_Printf(outfile, "%.0f %.0f %.0f %s\n", loc->mins[0]*8, loc->mins[1]*8, loc->mins[2]*8, name);
2104 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);
2109 void CL_Locs_Reload_f(void)
2111 int i, linenumber, limit, len;
2113 char *filedata, *text, *textend, *linestart, *linetext, *lineend;
2114 fs_offset_t filesize;
2116 char locfilename[MAX_QPATH];
2117 char name[MAX_INPUTLINE];
2119 if (cls.state != ca_connected || !cl.worldmodel)
2121 Con_Printf("No level loaded!\n");
2127 // try maps/something.loc first (LordHavoc: where I think they should be)
2128 FS_StripExtension(cl.worldmodel->name, locfilename, sizeof(locfilename));
2129 strlcat(locfilename, ".loc", sizeof(locfilename));
2130 filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2133 // try proquake name as well (LordHavoc: I hate path mangling)
2134 FS_StripExtension(va("locs/%s", FS_FileWithoutPath(cl.worldmodel->name)), locfilename, sizeof(locfilename));
2135 strlcat(locfilename, ".loc", sizeof(locfilename));
2136 filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2141 textend = filedata + filesize;
2142 for (linenumber = 1;text < textend;linenumber++)
2145 for (;text < textend && *text != '\r' && *text != '\n';text++)
2148 if (text + 1 < textend && *text == '\r' && text[1] == '\n')
2152 // trim trailing whitespace
2153 while (lineend > linestart && ISWHITESPACE(lineend[-1]))
2155 // trim leading whitespace
2156 while (linestart < lineend && ISWHITESPACE(*linestart))
2158 // check if this is a comment
2159 if (linestart + 2 <= lineend && !strncmp(linestart, "//", 2))
2161 linetext = linestart;
2163 for (i = 0;i < limit;i++)
2165 if (linetext >= lineend)
2167 // note: a missing number is interpreted as 0
2169 mins[i] = atof(linetext);
2171 maxs[i - 3] = atof(linetext);
2172 // now advance past the number
2173 while (linetext < lineend && !ISWHITESPACE(*linetext) && *linetext != ',')
2175 // advance through whitespace
2176 if (linetext < lineend)
2178 if (*linetext == ',')
2182 // note: comma can be followed by whitespace
2184 if (ISWHITESPACE(*linetext))
2187 while (linetext < lineend && ISWHITESPACE(*linetext))
2192 // if this is a quoted name, remove the quotes
2195 if (linetext >= lineend || *linetext != '"')
2196 continue; // proquake location names are always quoted
2199 len = min(lineend - linetext, (int)sizeof(name) - 1);
2200 memcpy(name, linetext, len);
2202 // add the box to the list
2203 CL_Locs_AddNode(mins, maxs, name);
2205 // if a point was parsed, it needs to be scaled down by 8 (since
2206 // point-based loc files were invented by a proxy which dealt
2207 // directly with quake protocol coordinates, which are *8), turn
2211 // interpret silly fuhquake macros
2212 for (len = 0;len < (int)sizeof(name) - 1 && linetext < lineend;)
2214 if (*linetext == '$')
2216 if (linetext + 18 <= lineend && !strncmp(linetext, "$loc_name_separator", 19)) {s = " ";linetext += 19;}
2217 else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_ssg", 13)) {s = "SSG";linetext += 13;}
2218 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ng", 12)) {s = "NG";linetext += 12;}
2219 else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_sng", 13)) {s = "SNG";linetext += 13;}
2220 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_gl", 12)) {s = "GL";linetext += 12;}
2221 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_rl", 12)) {s = "RL";linetext += 12;}
2222 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_lg", 12)) {s = "LG";linetext += 12;}
2223 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ga", 12)) {s = "GA";linetext += 12;}
2224 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ya", 12)) {s = "YA";linetext += 12;}
2225 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ra", 12)) {s = "RA";linetext += 12;}
2226 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_mh", 12)) {s = "MEGA";linetext += 12;}
2230 while (len < (int)sizeof(name) - 1 && *s)
2235 name[len++] = *linetext++;
2238 // add the point to the list
2239 VectorScale(mins, (1.0 / 8.0), mins);
2240 CL_Locs_AddNode(mins, mins, name);
2252 void CL_Shutdown (void)
2254 CL_Screen_Shutdown();
2255 CL_Particles_Shutdown();
2256 CL_Parse_Shutdown();
2258 Mem_FreePool (&cls.permanentmempool);
2259 Mem_FreePool (&cls.levelmempool);
2269 cls.levelmempool = Mem_AllocPool("client (per-level memory)", 0, NULL);
2270 cls.permanentmempool = Mem_AllocPool("client (long term memory)", 0, NULL);
2272 memset(&r_refdef, 0, sizeof(r_refdef));
2273 // max entities sent to renderer per frame
2274 r_refdef.scene.maxentities = MAX_EDICTS + 256 + 512;
2275 r_refdef.scene.entities = (entity_render_t **)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t *) * r_refdef.scene.maxentities);
2277 r_refdef.scene.maxtempentities = 4096; // FIXME: make this grow
2278 r_refdef.scene.tempentities = (entity_render_t *)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t) * r_refdef.scene.maxtempentities);
2283 // register our commands
2285 Cvar_RegisterVariable (&cl_upspeed);
2286 Cvar_RegisterVariable (&cl_forwardspeed);
2287 Cvar_RegisterVariable (&cl_backspeed);
2288 Cvar_RegisterVariable (&cl_sidespeed);
2289 Cvar_RegisterVariable (&cl_movespeedkey);
2290 Cvar_RegisterVariable (&cl_yawspeed);
2291 Cvar_RegisterVariable (&cl_pitchspeed);
2292 Cvar_RegisterVariable (&cl_anglespeedkey);
2293 Cvar_RegisterVariable (&cl_shownet);
2294 Cvar_RegisterVariable (&cl_nolerp);
2295 Cvar_RegisterVariable (&cl_deathfade);
2296 Cvar_RegisterVariable (&lookspring);
2297 Cvar_RegisterVariable (&lookstrafe);
2298 Cvar_RegisterVariable (&sensitivity);
2299 Cvar_RegisterVariable (&freelook);
2301 Cvar_RegisterVariable (&m_pitch);
2302 Cvar_RegisterVariable (&m_yaw);
2303 Cvar_RegisterVariable (&m_forward);
2304 Cvar_RegisterVariable (&m_side);
2306 Cvar_RegisterVariable (&cl_itembobspeed);
2307 Cvar_RegisterVariable (&cl_itembobheight);
2309 Cmd_AddCommand ("entities", CL_PrintEntities_f, "print information on network entities known to client");
2310 Cmd_AddCommand ("disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
2311 Cmd_AddCommand ("record", CL_Record_f, "record a demo");
2312 Cmd_AddCommand ("stop", CL_Stop_f, "stop recording or playing a demo");
2313 Cmd_AddCommand ("playdemo", CL_PlayDemo_f, "watch a demo file");
2314 Cmd_AddCommand ("timedemo", CL_TimeDemo_f, "play back a demo as fast as possible and save statistics to benchmark.log");
2316 // Support Client-side Model Index List
2317 Cmd_AddCommand ("cl_modelindexlist", CL_ModelIndexList_f, "list information on all models in the client modelindex");
2318 // Support Client-side Sound Index List
2319 Cmd_AddCommand ("cl_soundindexlist", CL_SoundIndexList_f, "list all sounds in the client soundindex");
2321 Cvar_RegisterVariable (&cl_autodemo);
2322 Cvar_RegisterVariable (&cl_autodemo_nameformat);
2324 Cmd_AddCommand ("fog", CL_Fog_f, "set global fog parameters (density red green blue [alpha [mindist maxdist]])");
2326 // LordHavoc: added pausedemo
2327 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)");
2329 Cmd_AddCommand ("cl_areastats", CL_AreaStats_f, "prints statistics on entity culling during collision traces");
2331 Cvar_RegisterVariable(&r_draweffects);
2332 Cvar_RegisterVariable(&cl_explosions_alpha_start);
2333 Cvar_RegisterVariable(&cl_explosions_alpha_end);
2334 Cvar_RegisterVariable(&cl_explosions_size_start);
2335 Cvar_RegisterVariable(&cl_explosions_size_end);
2336 Cvar_RegisterVariable(&cl_explosions_lifetime);
2337 Cvar_RegisterVariable(&cl_stainmaps);
2338 Cvar_RegisterVariable(&cl_stainmaps_clearonload);
2339 Cvar_RegisterVariable(&cl_beams_polygons);
2340 Cvar_RegisterVariable(&cl_beams_quakepositionhack);
2341 Cvar_RegisterVariable(&cl_beams_instantaimhack);
2342 Cvar_RegisterVariable(&cl_beams_lightatend);
2343 Cvar_RegisterVariable(&cl_noplayershadow);
2344 Cvar_RegisterVariable(&cl_dlights_decayradius);
2345 Cvar_RegisterVariable(&cl_dlights_decaybrightness);
2347 Cvar_RegisterVariable(&cl_prydoncursor);
2349 Cvar_RegisterVariable(&cl_deathnoviewmodel);
2351 // for QW connections
2352 Cvar_RegisterVariable(&qport);
2353 Cvar_SetValueQuick(&qport, (rand() * RAND_MAX + rand()) & 0xffff);
2355 Cmd_AddCommand("timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs");
2357 Cvar_RegisterVariable(&cl_locs_enable);
2358 Cvar_RegisterVariable(&cl_locs_show);
2359 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)");
2360 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)");
2361 Cmd_AddCommand("locs_clear", CL_Locs_Clear_f, "remove all loc points/boxes");
2362 Cmd_AddCommand("locs_reload", CL_Locs_Reload_f, "reload .loc file for this map");
2363 Cmd_AddCommand("locs_save", CL_Locs_Save_f, "save .loc file for this map containing currently defined points and boxes");
2366 CL_Particles_Init();