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"};
100 void CL_VM_ShutDown (void);
101 void CL_ClearState(void)
108 // wipe the entire cl structure
109 Mem_EmptyPool(cls.levelmempool);
110 memset (&cl, 0, sizeof(cl));
114 // reset the view zoom interpolation
115 cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
116 cl.sensitivityscale = 1.0f;
118 // enable rendering of the world and such
119 cl.csqc_vidvars.drawworld = true;
120 cl.csqc_vidvars.drawenginesbar = true;
121 cl.csqc_vidvars.drawcrosshair = true;
123 // set up the float version of the stats array for easier access to float stats
124 cl.statsf = (float *)cl.stats;
127 cl.num_static_entities = 0;
128 cl.num_brushmodel_entities = 0;
130 // tweak these if the game runs out
131 cl.max_entities = 256;
132 cl.max_static_entities = 256;
133 cl.max_effects = 256;
135 cl.max_dlights = MAX_DLIGHTS;
136 cl.max_lightstyle = MAX_LIGHTSTYLES;
137 cl.max_brushmodel_entities = MAX_EDICTS;
138 cl.max_particles = 8192; // grows dynamically
139 cl.max_decals = 2048; // grows dynamically
146 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
147 cl.entities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char));
148 cl.static_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_static_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));
155 cl.decals = (decal_t *) Mem_Alloc(cls.levelmempool, cl.max_decals * sizeof(decal_t));
158 // LordHavoc: have to set up the baseline info for alpha and other stuff
159 for (i = 0;i < cl.max_entities;i++)
161 cl.entities[i].state_baseline = defaultstate;
162 cl.entities[i].state_previous = defaultstate;
163 cl.entities[i].state_current = defaultstate;
166 if (gamemode == GAME_NEXUIZ)
168 VectorSet(cl.playerstandmins, -16, -16, -24);
169 VectorSet(cl.playerstandmaxs, 16, 16, 45);
170 VectorSet(cl.playercrouchmins, -16, -16, -24);
171 VectorSet(cl.playercrouchmaxs, 16, 16, 25);
175 VectorSet(cl.playerstandmins, -16, -16, -24);
176 VectorSet(cl.playerstandmaxs, 16, 16, 24);
177 VectorSet(cl.playercrouchmins, -16, -16, -24);
178 VectorSet(cl.playercrouchmaxs, 16, 16, 24);
181 // disable until we get textures for it
184 ent = &cl.entities[0];
185 // entire entity array was cleared, so just fill in a few fields
186 ent->state_current.active = true;
187 ent->render.model = cl.worldmodel = NULL; // no world model yet
188 ent->render.alpha = 1;
189 ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
190 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, 0, 0, 0, 0, 0, 0, 1);
191 CL_UpdateRenderEntity(&ent->render);
193 // noclip is turned off at start
194 noclip_anglehack = false;
196 // mark all frames invalid for delta
197 memset(cl.qw_deltasequence, -1, sizeof(cl.qw_deltasequence));
199 // set bestweapon data back to Quake data
200 IN_BestWeapon_ResetData();
205 void CL_SetInfo(const char *key, const char *value, qboolean send, qboolean allowstarkey, qboolean allowmodel, qboolean quiet)
208 qboolean fail = false;
209 if (!allowstarkey && key[0] == '*')
211 if (!allowmodel && (!strcasecmp(key, "pmodel") || !strcasecmp(key, "emodel")))
213 for (i = 0;key[i];i++)
214 if (ISWHITESPACE(key[i]) || key[i] == '\"')
216 for (i = 0;value[i];i++)
217 if (value[i] == '\r' || value[i] == '\n' || value[i] == '\"')
222 Con_Printf("Can't setinfo \"%s\" \"%s\"\n", key, value);
225 InfoString_SetValue(cls.userinfo, sizeof(cls.userinfo), key, value);
226 if (cls.state == ca_connected && cls.netcon)
228 if (cls.protocol == PROTOCOL_QUAKEWORLD)
230 MSG_WriteByte(&cls.netcon->message, qw_clc_stringcmd);
231 MSG_WriteString(&cls.netcon->message, va("setinfo \"%s\" \"%s\"", key, value));
233 else if (!strcasecmp(key, "name"))
235 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
236 MSG_WriteString(&cls.netcon->message, va("name \"%s\"", value));
238 else if (!strcasecmp(key, "playermodel"))
240 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
241 MSG_WriteString(&cls.netcon->message, va("playermodel \"%s\"", value));
243 else if (!strcasecmp(key, "playerskin"))
245 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
246 MSG_WriteString(&cls.netcon->message, va("playerskin \"%s\"", value));
248 else if (!strcasecmp(key, "topcolor"))
250 // don't send anything, the combined color code will be updated manually
252 else if (!strcasecmp(key, "bottomcolor"))
254 // don't send anything, the combined color code will be updated manually
256 else if (!strcasecmp(key, "rate"))
258 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
259 MSG_WriteString(&cls.netcon->message, va("rate \"%s\"", value));
264 void CL_ExpandEntities(int num)
266 int i, oldmaxentities;
267 entity_t *oldentities;
268 if (num >= cl.max_entities)
271 Sys_Error("CL_ExpandEntities: cl.entities not initialized");
272 if (num >= MAX_EDICTS)
273 Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
274 oldmaxentities = cl.max_entities;
275 oldentities = cl.entities;
276 cl.max_entities = (num & ~255) + 256;
277 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
278 memcpy(cl.entities, oldentities, oldmaxentities * sizeof(entity_t));
279 Mem_Free(oldentities);
280 for (i = oldmaxentities;i < cl.max_entities;i++)
282 cl.entities[i].state_baseline = defaultstate;
283 cl.entities[i].state_previous = defaultstate;
284 cl.entities[i].state_current = defaultstate;
290 =====================
293 Sends a disconnect message to the server
294 This is also called on Host_Error, so it shouldn't cause any errors
295 =====================
297 void CL_Disconnect(void)
299 if (cls.state == ca_dedicated)
302 if (COM_CheckParm("-profilegameonly"))
303 Sys_AllowProfiling(false);
305 Curl_Clear_forthismap();
307 Con_DPrintf("CL_Disconnect\n");
309 Cvar_SetValueQuick(&csqc_progcrc, -1);
310 Cvar_SetValueQuick(&csqc_progsize, -1);
312 // stop sounds (especially looping!)
315 cl.parsingtextexpectingpingforscores = 0; // just in case no reply has come yet
317 // clear contents blends
318 cl.cshifts[0].percent = 0;
319 cl.cshifts[1].percent = 0;
320 cl.cshifts[2].percent = 0;
321 cl.cshifts[3].percent = 0;
323 cl.worldmodel = NULL;
325 CL_Parse_ErrorCleanUp();
327 if (cls.demoplayback)
332 unsigned char bufdata[8];
333 if (cls.demorecording)
336 // send disconnect message 3 times to improve chances of server
337 // receiving it (but it still fails sometimes)
338 memset(&buf, 0, sizeof(buf));
340 buf.maxsize = sizeof(bufdata);
341 if (cls.protocol == PROTOCOL_QUAKEWORLD)
343 Con_DPrint("Sending drop command\n");
344 MSG_WriteByte(&buf, qw_clc_stringcmd);
345 MSG_WriteString(&buf, "drop");
349 Con_DPrint("Sending clc_disconnect\n");
350 MSG_WriteByte(&buf, clc_disconnect);
352 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
353 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
354 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
355 NetConn_Close(cls.netcon);
358 cls.state = ca_disconnected;
360 cls.demoplayback = cls.timedemo = false;
364 void CL_Disconnect_f(void)
368 Host_ShutdownServer ();
375 =====================
376 CL_EstablishConnection
378 Host should be either "local" or a net address
379 =====================
381 void CL_EstablishConnection(const char *host)
383 if (cls.state == ca_dedicated)
386 // clear menu's connect error message
387 M_Update_Return_Reason("");
390 // stop demo loop in case this fails
391 if (cls.demoplayback)
394 // if downloads are running, cancel their finishing action
395 Curl_Clear_forthismap();
397 // make sure the client ports are open before attempting to connect
398 NetConn_UpdateSockets();
400 // run a network frame
401 //NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
403 if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
405 cls.connect_trying = true;
406 cls.connect_remainingtries = 3;
407 cls.connect_nextsendtime = 0;
408 M_Update_Return_Reason("Trying to connect...");
409 // run several network frames to jump into the game quickly
412 // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
413 // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
414 // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
415 // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
420 Con_Print("Unable to find a suitable network socket to connect to server.\n");
421 M_Update_Return_Reason("No network");
430 static void CL_PrintEntities_f(void)
435 for (i = 0, ent = cl.entities;i < cl.num_entities;i++, ent++)
437 const char* modelname;
439 if (!ent->state_current.active)
442 if (ent->render.model)
443 modelname = ent->render.model->name;
445 modelname = "--no model--";
446 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);
454 List information on all models in the client modelindex
457 static void CL_ModelIndexList_f(void)
462 Con_Printf("%3s: %-30s %-8s %-8s\n", "ID", "Name", "Type", "Triangles");
464 while(cl.model_precache[i] && i != MAX_MODELS)
466 if(cl.model_precache[i]->loaded || i == 1)
467 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);
469 Con_Printf("%3i: %-30s %-30s\n", i, cl.model_precache[i]->name, "--no local model found--");
478 List all sounds in the client soundindex
481 static void CL_SoundIndexList_f(void)
485 while(cl.sound_precache[i] && i != MAX_SOUNDS)
487 Con_Printf("%i : %s\n", i, cl.sound_precache[i]->name);
494 CL_UpdateRenderEntity
496 Updates inversematrix, animation interpolation factors, scale, and mins/maxs
499 void CL_UpdateRenderEntity(entity_render_t *ent)
503 dp_model_t *model = ent->model;
504 // update the inverse matrix for the renderer
505 Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
506 // update the animation blend state
507 R_LerpAnimation(ent);
508 // we need the matrix origin to center the box
509 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
510 // update entity->render.scale because the renderer needs it
511 ent->scale = scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
514 // NOTE: this directly extracts vector components from the matrix, which relies on the matrix orientation!
515 #ifdef MATRIX4x4_OPENGLORIENTATION
516 if (ent->matrix.m[0][2] != 0 || ent->matrix.m[1][2] != 0)
518 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
522 VectorMA(org, scale, model->rotatedmins, ent->mins);
523 VectorMA(org, scale, model->rotatedmaxs, ent->maxs);
525 #ifdef MATRIX4x4_OPENGLORIENTATION
526 else if (ent->matrix.m[1][0] != 0 || ent->matrix.m[0][1] != 0)
528 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
532 VectorMA(org, scale, model->yawmins, ent->mins);
533 VectorMA(org, scale, model->yawmaxs, ent->maxs);
537 VectorMA(org, scale, model->normalmins, ent->mins);
538 VectorMA(org, scale, model->normalmaxs, ent->maxs);
543 ent->mins[0] = org[0] - 16;
544 ent->mins[1] = org[1] - 16;
545 ent->mins[2] = org[2] - 16;
546 ent->maxs[0] = org[0] + 16;
547 ent->maxs[1] = org[1] + 16;
548 ent->maxs[2] = org[2] + 16;
556 Determines the fraction between the last two messages that the objects
560 static float CL_LerpPoint(void)
564 if (cl_nettimesyncboundmode.integer == 1)
565 cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
567 // LordHavoc: lerp in listen games as the server is being capped below the client (usually)
568 if (cl.mtime[0] <= cl.mtime[1])
570 cl.time = cl.mtime[0];
574 f = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]);
575 return bound(0, f, 1);
578 void CL_ClearTempEntities (void)
580 r_refdef.scene.numtempentities = 0;
583 entity_render_t *CL_NewTempEntity(double shadertime)
585 entity_render_t *render;
587 if (r_refdef.scene.numentities >= r_refdef.scene.maxentities)
589 if (r_refdef.scene.numtempentities >= r_refdef.scene.maxtempentities)
591 render = &r_refdef.scene.tempentities[r_refdef.scene.numtempentities++];
592 memset (render, 0, sizeof(*render));
593 r_refdef.scene.entities[r_refdef.scene.numentities++] = render;
595 render->shadertime = shadertime;
597 VectorSet(render->colormod, 1, 1, 1);
598 VectorSet(render->glowmod, 1, 1, 1);
602 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
606 if (!modelindex) // sanity check
610 Con_Printf("CL_Effect: framerate %f is < 1\n", framerate);
615 Con_Printf("CL_Effect: framecount %i is < 1\n", framecount);
618 for (i = 0, e = cl.effects;i < cl.max_effects;i++, e++)
623 VectorCopy(org, e->origin);
624 e->modelindex = modelindex;
625 e->starttime = cl.time;
626 e->startframe = startframe;
627 e->endframe = startframe + framecount;
628 e->framerate = framerate;
631 e->frame1time = cl.time;
632 e->frame2time = cl.time;
633 cl.num_effects = max(cl.num_effects, i + 1);
638 void CL_AllocLightFlash(entity_render_t *ent, matrix4x4_t *matrix, float radius, float red, float green, float blue, float decay, float lifetime, int cubemapnum, int style, int shadowenable, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
643 // then look for anything else
645 for (i = 0;i < cl.max_dlights;i++, dl++)
649 // unable to find one
650 if (i == cl.max_dlights)
653 //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
654 memset (dl, 0, sizeof(*dl));
655 cl.num_dlights = max(cl.num_dlights, i + 1);
656 Matrix4x4_Normalize(&dl->matrix, matrix);
658 Matrix4x4_OriginFromMatrix(&dl->matrix, dl->origin);
659 CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
660 Matrix4x4_SetOrigin(&dl->matrix, dl->origin[0], dl->origin[1], dl->origin[2]);
663 dl->color[1] = green;
665 dl->initialradius = radius;
666 dl->initialcolor[0] = red;
667 dl->initialcolor[1] = green;
668 dl->initialcolor[2] = blue;
669 dl->decay = decay / radius; // changed decay to be a percentage decrease
670 dl->intensity = 1; // this is what gets decayed
672 dl->die = cl.time + lifetime;
676 dpsnprintf(dl->cubemapname, sizeof(dl->cubemapname), "cubemaps/%i", cubemapnum);
678 dl->cubemapname[0] = 0;
680 dl->shadow = shadowenable;
683 dl->coronasizescale = coronasizescale;
684 dl->ambientscale = ambientscale;
685 dl->diffusescale = diffusescale;
686 dl->specularscale = specularscale;
689 void CL_DecayLightFlashes(void)
695 time = bound(0, cl.time - cl.oldtime, 0.1);
696 oldmax = cl.num_dlights;
698 for (i = 0, dl = cl.dlights;i < oldmax;i++, dl++)
702 dl->intensity -= time * dl->decay;
703 if (cl.time < dl->die && dl->intensity > 0)
705 if (cl_dlights_decayradius.integer)
706 dl->radius = dl->initialradius * dl->intensity;
708 dl->radius = dl->initialradius;
709 if (cl_dlights_decaybrightness.integer)
710 VectorScale(dl->initialcolor, dl->intensity, dl->color);
712 VectorCopy(dl->initialcolor, dl->color);
713 cl.num_dlights = i + 1;
721 // called before entity relinking
722 void CL_RelinkLightFlashes(void)
727 matrix4x4_t tempmatrix;
729 if (r_dynamic.integer)
731 for (i = 0, dl = cl.dlights;i < cl.num_dlights && r_refdef.scene.numlights < MAX_DLIGHTS;i++, dl++)
735 tempmatrix = dl->matrix;
736 Matrix4x4_Scale(&tempmatrix, dl->radius, 1);
737 // we need the corona fading to be persistent
738 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);
739 r_refdef.scene.lights[r_refdef.scene.numlights++] = &dl->rtlight;
746 for (j = 0;j < cl.max_lightstyle;j++)
748 r_refdef.scene.rtlightstylevalue[j] = 1;
749 r_refdef.scene.lightstylevalue[j] = 256;
755 // 'm' is normal light, 'a' is no light, 'z' is double bright
759 for (j = 0;j < cl.max_lightstyle;j++)
761 if (!cl.lightstyle[j].length)
763 r_refdef.scene.rtlightstylevalue[j] = 1;
764 r_refdef.scene.lightstylevalue[j] = 256;
767 k = i % cl.lightstyle[j].length;
768 l = (i-1) % cl.lightstyle[j].length;
769 k = cl.lightstyle[j].map[k] - 'a';
770 l = cl.lightstyle[j].map[l] - 'a';
771 // rtlightstylevalue is always interpolated because it has no bad
772 // consequences for performance
773 // lightstylevalue is subject to a cvar for performance reasons;
774 // skipping lightmap updates on most rendered frames substantially
775 // improves framerates (but makes light fades look bad)
776 r_refdef.scene.rtlightstylevalue[j] = ((k*frac)+(l*(1-frac)))*(22/256.0f);
777 r_refdef.scene.lightstylevalue[j] = r_lerplightstyles.integer ? (unsigned short)(((k*frac)+(l*(1-frac)))*22) : k*22;
781 void CL_AddQWCTFFlagModel(entity_t *player, int skin)
783 int frame = player->render.framegroupblend[0].frame;
785 entity_render_t *flagrender;
786 matrix4x4_t flagmatrix;
788 // this code taken from QuakeWorld
790 if (frame >= 29 && frame <= 40)
792 if (frame >= 29 && frame <= 34)
794 if (frame == 29) f = f + 2;
795 else if (frame == 30) f = f + 8;
796 else if (frame == 31) f = f + 12;
797 else if (frame == 32) f = f + 11;
798 else if (frame == 33) f = f + 10;
799 else if (frame == 34) f = f + 4;
801 else if (frame >= 35 && frame <= 40)
803 if (frame == 35) f = f + 2;
804 else if (frame == 36) f = f + 10;
805 else if (frame == 37) f = f + 10;
806 else if (frame == 38) f = f + 8;
807 else if (frame == 39) f = f + 4;
808 else if (frame == 40) f = f + 2;
811 else if (frame >= 103 && frame <= 118)
813 if (frame >= 103 && frame <= 104) f = f + 6; //nailattack
814 else if (frame >= 105 && frame <= 106) f = f + 6; //light
815 else if (frame >= 107 && frame <= 112) f = f + 7; //rocketattack
816 else if (frame >= 112 && frame <= 118) f = f + 7; //shotattack
818 // end of code taken from QuakeWorld
820 flagrender = CL_NewTempEntity(player->render.shadertime);
824 flagrender->model = cl.model_precache[cl.qw_modelindex_flag];
825 flagrender->skinnum = skin;
826 flagrender->alpha = 1;
827 VectorSet(flagrender->colormod, 1, 1, 1);
828 VectorSet(flagrender->glowmod, 1, 1, 1);
829 // attach the flag to the player matrix
830 Matrix4x4_CreateFromQuakeEntity(&flagmatrix, -f, -22, 0, 0, 0, -45, 1);
831 Matrix4x4_Concat(&flagrender->matrix, &player->render.matrix, &flagmatrix);
832 CL_UpdateRenderEntity(flagrender);
835 matrix4x4_t viewmodelmatrix;
837 static const vec3_t muzzleflashorigin = {18, 0, 0};
839 extern void V_DriftPitch(void);
840 extern void V_FadeViewFlashs(void);
841 extern void V_CalcViewBlend(void);
842 extern void V_CalcRefdef(void);
844 void CL_SetEntityColormapColors(entity_render_t *ent, int colormap)
846 const unsigned char *cbcolor;
849 cbcolor = palette_rgb_pantscolormap[colormap & 0xF];
850 VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_pantscolor);
851 cbcolor = palette_rgb_shirtcolormap[(colormap & 0xF0) >> 4];
852 VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_shirtcolor);
856 VectorClear(ent->colormap_pantscolor);
857 VectorClear(ent->colormap_shirtcolor);
861 // note this is a recursive function, recursionlimit should be 32 or so on the initial call
862 void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolate)
864 const matrix4x4_t *matrix;
865 matrix4x4_t blendmatrix, tempmatrix, matrix2;
867 float origin[3], angles[3], lerp, d;
870 //entity_persistent_t *p = &e->persistent;
871 //entity_render_t *r = &e->render;
872 // skip inactive entities and world
873 if (!e->state_current.active || e == cl.entities)
875 if (recursionlimit < 1)
877 e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
878 e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
879 e->render.flags = e->state_current.flags;
880 e->render.effects = e->state_current.effects;
881 VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
882 VectorScale(e->state_current.glowmod, (1.0f / 32.0f), e->render.glowmod);
883 if(e >= cl.entities && e < cl.entities + cl.num_entities)
884 e->render.entitynumber = e - cl.entities;
886 e->render.entitynumber = 0;
887 if (e->state_current.flags & RENDER_COLORMAPPED)
888 CL_SetEntityColormapColors(&e->render, e->state_current.colormap);
889 else if (e->state_current.colormap > 0 && e->state_current.colormap <= cl.maxclients && cl.scores != NULL)
890 CL_SetEntityColormapColors(&e->render, cl.scores[e->state_current.colormap-1].colors);
892 CL_SetEntityColormapColors(&e->render, -1);
893 e->render.skinnum = e->state_current.skin;
894 if (e->state_current.tagentity)
896 // attached entity (gun held in player model's hand, etc)
897 // if the tag entity is currently impossible, skip it
898 if (e->state_current.tagentity >= cl.num_entities)
900 t = cl.entities + e->state_current.tagentity;
901 // if the tag entity is inactive, skip it
902 if (!t->state_current.active)
904 // update the parent first
905 CL_UpdateNetworkEntity(t, recursionlimit - 1, interpolate);
906 // make relative to the entity
907 matrix = &t->render.matrix;
908 // some properties of the tag entity carry over
909 e->render.flags |= t->render.flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
910 // if a valid tagindex is used, make it relative to that tag instead
911 // FIXME: use a model function to get tag info (need to handle skeletal)
912 if (e->state_current.tagentity && e->state_current.tagindex >= 1 && (model = t->render.model))
914 // blend the matrices
915 memset(&blendmatrix, 0, sizeof(blendmatrix));
916 for (j = 0;j < MAX_FRAMEBLENDS && t->render.frameblend[j].lerp > 0;j++)
918 matrix4x4_t tagmatrix;
919 Mod_Alias_GetTagMatrix(model, t->render.frameblend[j].subframe, e->state_current.tagindex - 1, &tagmatrix);
920 d = t->render.frameblend[j].lerp;
921 for (l = 0;l < 4;l++)
922 for (k = 0;k < 4;k++)
923 blendmatrix.m[l][k] += d * tagmatrix.m[l][k];
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;
931 else if (e->render.flags & RENDER_VIEWMODEL)
933 // view-relative entity (guns and such)
934 if (e->render.effects & EF_NOGUNBOB)
935 matrix = &r_refdef.view.matrix; // really attached to view
937 matrix = &viewmodelmatrix; // attached to gun bob matrix
941 // world-relative entity (the normal kind)
942 matrix = &identitymatrix;
946 // if it's the predicted player entity, update according to client movement
947 // but don't lerp if going through a teleporter as it causes a bad lerp
948 // also don't use the predicted location if fixangle was set on both of
949 // the most recent server messages, as that cause means you are spectating
950 // someone or watching a cutscene of some sort
951 if (cl_nolerp.integer || cls.timedemo)
953 if (e == cl.entities + cl.playerentity && cl.movement_predicted && (!cl.fixangle[1] || !cl.fixangle[0]))
955 VectorCopy(cl.movement_origin, origin);
956 VectorSet(angles, 0, cl.viewangles[1], 0);
958 else if (interpolate && e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1)
960 // interpolate the origin and angles
962 VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
964 // this fails at the singularity of euler angles
965 VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
966 if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
967 if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
968 if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
969 VectorMA(e->persistent.oldangles, lerp, delta, angles);
972 vec3_t f0, u0, f1, u1;
973 AngleVectors(e->persistent.oldangles, f0, NULL, u0);
974 AngleVectors(e->persistent.newangles, f1, NULL, u1);
975 VectorMAM(1-lerp, f0, lerp, f1, f0);
976 VectorMAM(1-lerp, u0, lerp, u1, u0);
977 AnglesFromVectors(angles, f0, u0, false);
984 VectorCopy(e->persistent.neworigin, origin);
985 VectorCopy(e->persistent.newangles, angles);
988 // model setup and some modelflags
989 frame = e->state_current.frame;
990 if (e->state_current.modelindex < MAX_MODELS)
991 e->render.model = cl.model_precache[e->state_current.modelindex];
993 e->render.model = NULL;
996 if (e->render.skinnum >= e->render.model->numskins)
997 e->render.skinnum = 0;
998 if (frame >= e->render.model->numframes)
1000 // models can set flags such as EF_ROCKET
1001 // this 0xFF800000 mask is EF_NOMODELFLAGS plus all the higher EF_ flags such as EF_ROCKET
1002 if (!(e->render.effects & 0xFF800000))
1003 e->render.effects |= e->render.model->effects;
1004 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
1005 if (e->render.model->type == mod_alias)
1006 angles[0] = -angles[0];
1007 if ((e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
1009 VectorScale(e->render.colormod, 2, e->render.colormod);
1010 VectorScale(e->render.glowmod, 2, e->render.glowmod);
1013 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
1014 else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
1015 angles[0] = -angles[0];
1016 // NOTE: this must be synced to SV_GetPitchSign!
1018 if ((e->render.effects & EF_ROTATE) && !(e->render.flags & RENDER_VIEWMODEL))
1020 angles[1] = ANGLEMOD(100*cl.time);
1021 if (cl_itembobheight.value)
1022 origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
1026 if (e->render.framegroupblend[0].frame == frame)
1028 // update frame lerp fraction
1029 e->render.framegroupblend[0].lerp = 1;
1030 e->render.framegroupblend[1].lerp = 0;
1031 if (e->render.framegroupblend[0].start > e->render.framegroupblend[1].start)
1033 // make sure frame lerp won't last longer than 100ms
1034 // (this mainly helps with models that use framegroups and
1035 // switch between them infrequently)
1036 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);
1037 e->render.framegroupblend[0].lerp = bound(0, e->render.framegroupblend[0].lerp, 1);
1038 e->render.framegroupblend[1].lerp = 1 - e->render.framegroupblend[0].lerp;
1043 // begin a new frame lerp
1044 e->render.framegroupblend[1] = e->render.framegroupblend[0];
1045 e->render.framegroupblend[1].lerp = 1;
1046 e->render.framegroupblend[0].frame = frame;
1047 e->render.framegroupblend[0].start = cl.time;
1048 e->render.framegroupblend[0].lerp = 0;
1051 // set up the render matrix
1054 // attached entity, this requires a matrix multiply (concat)
1055 // FIXME: e->render.scale should go away
1056 Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1057 // concat the matrices to make the entity relative to its tag
1058 Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
1059 // get the origin from the new matrix
1060 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1064 // unattached entities are faster to process
1065 Matrix4x4_CreateFromQuakeEntity(&e->render.matrix, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1068 // tenebrae's sprites are all additive mode (weird)
1069 if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
1070 e->render.effects |= EF_ADDITIVE;
1071 // player model is only shown with chase_active on
1072 if (e->state_current.number == cl.viewentity)
1073 e->render.flags |= RENDER_EXTERIORMODEL;
1074 // either fullbright or lit
1075 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1076 e->render.flags |= RENDER_LIGHT;
1077 // hide player shadow during intermission or nehahra movie
1078 if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST))
1079 && (e->render.alpha >= 1)
1080 && !(e->render.flags & RENDER_VIEWMODEL)
1081 && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
1082 e->render.flags |= RENDER_SHADOW;
1083 if (e->render.flags & RENDER_VIEWMODEL)
1084 e->render.flags |= RENDER_NOSELFSHADOW;
1085 if (e->render.effects & EF_NOSELFSHADOW)
1086 e->render.flags |= RENDER_NOSELFSHADOW;
1088 // make the other useful stuff
1089 CL_UpdateRenderEntity(&e->render);
1092 // creates light and trails from an entity
1093 void CL_UpdateNetworkEntityTrail(entity_t *e)
1095 effectnameindex_t trailtype;
1098 // bmodels are treated specially since their origin is usually '0 0 0' and
1099 // their actual geometry is far from '0 0 0'
1100 if (e->render.model && e->render.model->soundfromcenter)
1103 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1104 Matrix4x4_Transform(&e->render.matrix, o, origin);
1107 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1109 // handle particle trails and such effects now that we know where this
1110 // entity is in the world...
1111 trailtype = EFFECT_NONE;
1112 // LordHavoc: if the entity has no effects, don't check each
1113 if (e->render.effects & (EF_BRIGHTFIELD | EF_FLAME | EF_STARDUST))
1115 if (e->render.effects & EF_BRIGHTFIELD)
1117 if (gamemode == GAME_NEXUIZ)
1118 trailtype = EFFECT_TR_NEXUIZPLASMA;
1120 CL_EntityParticles(e);
1122 if (e->render.effects & EF_FLAME)
1123 CL_ParticleTrail(EFFECT_EF_FLAME, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true);
1124 if (e->render.effects & EF_STARDUST)
1125 CL_ParticleTrail(EFFECT_EF_STARDUST, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true);
1127 if (e->render.internaleffects & (INTEF_FLAG1QW | INTEF_FLAG2QW))
1129 // these are only set on player entities
1130 CL_AddQWCTFFlagModel(e, (e->render.internaleffects & INTEF_FLAG2QW) != 0);
1132 // muzzleflash fades over time
1133 if (e->persistent.muzzleflash > 0)
1134 e->persistent.muzzleflash -= bound(0, cl.time - cl.oldtime, 0.1) * 20;
1135 // LordHavoc: if the entity has no effects, don't check each
1136 if (e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1138 if (e->render.effects & EF_GIB)
1139 trailtype = EFFECT_TR_BLOOD;
1140 else if (e->render.effects & EF_ZOMGIB)
1141 trailtype = EFFECT_TR_SLIGHTBLOOD;
1142 else if (e->render.effects & EF_TRACER)
1143 trailtype = EFFECT_TR_WIZSPIKE;
1144 else if (e->render.effects & EF_TRACER2)
1145 trailtype = EFFECT_TR_KNIGHTSPIKE;
1146 else if (e->render.effects & EF_ROCKET)
1147 trailtype = EFFECT_TR_ROCKET;
1148 else if (e->render.effects & EF_GRENADE)
1150 // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1151 trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1153 else if (e->render.effects & EF_TRACER3)
1154 trailtype = EFFECT_TR_VORESPIKE;
1157 if (e->render.flags & RENDER_GLOWTRAIL)
1158 trailtype = EFFECT_TR_GLOWTRAIL;
1159 // check if a trail is allowed (it is not after a teleport for example)
1160 if (trailtype && e->persistent.trail_allowed)
1164 VectorSubtract(e->state_current.origin, e->state_previous.origin, vel);
1165 len = e->state_current.time - e->state_previous.time;
1168 VectorScale(vel, len, vel);
1169 CL_ParticleTrail(trailtype, 1, e->persistent.trail_origin, origin, vel, vel, e, e->state_current.glowcolor, false, true);
1171 // now that the entity has survived one trail update it is allowed to
1172 // leave a real trail on later frames
1173 e->persistent.trail_allowed = true;
1174 VectorCopy(origin, e->persistent.trail_origin);
1180 CL_UpdateViewEntities
1183 void CL_UpdateViewEntities(void)
1186 // update any RENDER_VIEWMODEL entities to use the new view matrix
1187 for (i = 1;i < cl.num_entities;i++)
1189 if (cl.entities_active[i])
1191 entity_t *ent = cl.entities + i;
1192 if ((ent->render.flags & RENDER_VIEWMODEL) || ent->state_current.tagentity)
1193 CL_UpdateNetworkEntity(ent, 32, true);
1196 // and of course the engine viewmodel needs updating as well
1197 CL_UpdateNetworkEntity(&cl.viewent, 32, true);
1202 CL_UpdateNetworkCollisionEntities
1205 void CL_UpdateNetworkCollisionEntities(void)
1210 // start on the entity after the world
1211 cl.num_brushmodel_entities = 0;
1212 for (i = cl.maxclients + 1;i < cl.num_entities;i++)
1214 if (cl.entities_active[i])
1216 ent = cl.entities + i;
1217 if (ent->state_current.active && ent->render.model && ent->render.model->name[0] == '*' && ent->render.model->TraceBox)
1219 // do not interpolate the bmodels for this
1220 CL_UpdateNetworkEntity(ent, 32, false);
1221 cl.brushmodel_entities[cl.num_brushmodel_entities++] = i;
1229 CL_UpdateNetworkEntities
1232 void CL_UpdateNetworkEntities(void)
1237 // start on the entity after the world
1238 for (i = 1;i < cl.num_entities;i++)
1240 if (cl.entities_active[i])
1242 ent = cl.entities + i;
1243 if (ent->state_current.active)
1245 CL_UpdateNetworkEntity(ent, 32, true);
1246 // view models should never create light/trails
1247 if (!(ent->render.flags & RENDER_VIEWMODEL))
1248 CL_UpdateNetworkEntityTrail(ent);
1251 cl.entities_active[i] = false;
1256 void CL_UpdateViewModel(void)
1260 ent->state_previous = ent->state_current;
1261 ent->state_current = defaultstate;
1262 ent->state_current.time = cl.time;
1263 ent->state_current.number = (unsigned short)-1;
1264 ent->state_current.active = true;
1265 ent->state_current.modelindex = cl.stats[STAT_WEAPON];
1266 ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
1267 ent->state_current.flags = RENDER_VIEWMODEL;
1268 if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
1269 ent->state_current.modelindex = 0;
1270 else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
1272 if (gamemode == GAME_TRANSFUSION)
1273 ent->state_current.alpha = 128;
1275 ent->state_current.modelindex = 0;
1277 ent->state_current.alpha = cl.entities[cl.viewentity].state_current.alpha;
1278 ent->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB));
1280 // reset animation interpolation on weaponmodel if model changed
1281 if (ent->state_previous.modelindex != ent->state_current.modelindex)
1283 ent->render.framegroupblend[0].frame = ent->render.framegroupblend[1].frame = ent->state_current.frame;
1284 ent->render.framegroupblend[0].start = ent->render.framegroupblend[1].start = cl.time;
1285 ent->render.framegroupblend[0].lerp = 1;ent->render.framegroupblend[1].lerp = 0;
1287 CL_UpdateNetworkEntity(ent, 32, true);
1290 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
1291 void CL_LinkNetworkEntity(entity_t *e)
1293 effectnameindex_t trailtype;
1298 // skip inactive entities and world
1299 if (!e->state_current.active || e == cl.entities)
1301 if (e->state_current.tagentity)
1303 // if the tag entity is currently impossible, skip it
1304 if (e->state_current.tagentity >= cl.num_entities)
1306 // if the tag entity is inactive, skip it
1307 if (!cl.entities[e->state_current.tagentity].state_current.active)
1311 // create entity dlights associated with this entity
1312 if (e->render.model && e->render.model->soundfromcenter)
1314 // bmodels are treated specially since their origin is usually '0 0 0'
1316 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1317 Matrix4x4_Transform(&e->render.matrix, o, origin);
1320 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1321 trailtype = EFFECT_NONE;
1326 // LordHavoc: if the entity has no effects, don't check each
1327 if (e->render.effects & (EF_BRIGHTFIELD | EF_DIMLIGHT | EF_BRIGHTLIGHT | EF_RED | EF_BLUE | EF_FLAME | EF_STARDUST))
1329 if (e->render.effects & EF_BRIGHTFIELD)
1331 if (gamemode == GAME_NEXUIZ)
1332 trailtype = EFFECT_TR_NEXUIZPLASMA;
1334 if (e->render.effects & EF_DIMLIGHT)
1336 dlightradius = max(dlightradius, 200);
1337 dlightcolor[0] += 1.50f;
1338 dlightcolor[1] += 1.50f;
1339 dlightcolor[2] += 1.50f;
1341 if (e->render.effects & EF_BRIGHTLIGHT)
1343 dlightradius = max(dlightradius, 400);
1344 dlightcolor[0] += 3.00f;
1345 dlightcolor[1] += 3.00f;
1346 dlightcolor[2] += 3.00f;
1348 // LordHavoc: more effects
1349 if (e->render.effects & EF_RED) // red
1351 dlightradius = max(dlightradius, 200);
1352 dlightcolor[0] += 1.50f;
1353 dlightcolor[1] += 0.15f;
1354 dlightcolor[2] += 0.15f;
1356 if (e->render.effects & EF_BLUE) // blue
1358 dlightradius = max(dlightradius, 200);
1359 dlightcolor[0] += 0.15f;
1360 dlightcolor[1] += 0.15f;
1361 dlightcolor[2] += 1.50f;
1363 if (e->render.effects & EF_FLAME)
1364 CL_ParticleTrail(EFFECT_EF_FLAME, 0, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false);
1365 if (e->render.effects & EF_STARDUST)
1366 CL_ParticleTrail(EFFECT_EF_STARDUST, 0, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false);
1368 // muzzleflash fades over time, and is offset a bit
1369 if (e->persistent.muzzleflash > 0 && r_refdef.scene.numlights < MAX_DLIGHTS)
1374 matrix4x4_t tempmatrix;
1375 Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
1376 trace = CL_TraceLine(origin, v2, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, true, false, NULL, false);
1377 Matrix4x4_Normalize(&tempmatrix, &e->render.matrix);
1378 Matrix4x4_SetOrigin(&tempmatrix, trace.endpos[0], trace.endpos[1], trace.endpos[2]);
1379 Matrix4x4_Scale(&tempmatrix, 150, 1);
1380 VectorSet(color, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f);
1381 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);
1382 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights++];
1384 // LordHavoc: if the model has no flags, don't check each
1385 if (e->render.model && e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1387 if (e->render.effects & EF_GIB)
1388 trailtype = EFFECT_TR_BLOOD;
1389 else if (e->render.effects & EF_ZOMGIB)
1390 trailtype = EFFECT_TR_SLIGHTBLOOD;
1391 else if (e->render.effects & EF_TRACER)
1392 trailtype = EFFECT_TR_WIZSPIKE;
1393 else if (e->render.effects & EF_TRACER2)
1394 trailtype = EFFECT_TR_KNIGHTSPIKE;
1395 else if (e->render.effects & EF_ROCKET)
1396 trailtype = EFFECT_TR_ROCKET;
1397 else if (e->render.effects & EF_GRENADE)
1399 // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1400 trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1402 else if (e->render.effects & EF_TRACER3)
1403 trailtype = EFFECT_TR_VORESPIKE;
1405 // LordHavoc: customizable glow
1406 if (e->state_current.glowsize)
1408 // * 4 for the expansion from 0-255 to 0-1023 range,
1409 // / 255 to scale down byte colors
1410 dlightradius = max(dlightradius, e->state_current.glowsize * 4);
1411 VectorMA(dlightcolor, (1.0f / 255.0f), palette_rgb[e->state_current.glowcolor], dlightcolor);
1414 if ((e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) && r_refdef.scene.numlights < MAX_DLIGHTS)
1416 matrix4x4_t dlightmatrix;
1418 VectorScale(e->state_current.light, (1.0f / 256.0f), light);
1419 light[3] = e->state_current.light[3];
1420 if (light[0] == 0 && light[1] == 0 && light[2] == 0)
1421 VectorSet(light, 1, 1, 1);
1424 // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
1425 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1426 Matrix4x4_Scale(&dlightmatrix, light[3], 1);
1427 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);
1428 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights++];
1430 // make the glow dlight
1431 else if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL) && r_refdef.scene.numlights < MAX_DLIGHTS)
1433 matrix4x4_t dlightmatrix;
1434 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1435 // hack to make glowing player light shine on their gun
1436 //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
1437 // Matrix4x4_AdjustOrigin(&dlightmatrix, 0, 0, 30);
1438 Matrix4x4_Scale(&dlightmatrix, dlightradius, 1);
1439 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);
1440 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights++];
1443 if (e->render.flags & RENDER_GLOWTRAIL)
1444 trailtype = EFFECT_TR_GLOWTRAIL;
1446 CL_ParticleTrail(trailtype, 0, origin, origin, vec3_origin, vec3_origin, NULL, e->state_current.glowcolor, true, false);
1448 // don't show viewmodels in certain situations
1449 if (e->render.flags & RENDER_VIEWMODEL)
1450 if (!r_drawviewmodel.integer || chase_active.integer || r_refdef.envmap)
1452 // don't show entities with no modelindex (note: this still shows
1453 // entities which have a modelindex that resolved to a NULL model)
1454 if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.scene.numentities < r_refdef.scene.maxentities)
1455 r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
1456 //if (cl.viewentity && e->state_current.number == cl.viewentity)
1457 // Matrix4x4_Print(&e->render.matrix);
1460 void CL_RelinkWorld(void)
1462 entity_t *ent = &cl.entities[0];
1463 // FIXME: this should be done at load
1464 ent->render.matrix = identitymatrix;
1465 ent->render.flags = RENDER_SHADOW;
1466 if (!r_fullbright.integer)
1467 ent->render.flags |= RENDER_LIGHT;
1468 VectorSet(ent->render.colormod, 1, 1, 1);
1469 VectorSet(ent->render.glowmod, 1, 1, 1);
1470 CL_UpdateRenderEntity(&ent->render);
1471 r_refdef.scene.worldentity = &ent->render;
1472 r_refdef.scene.worldmodel = cl.worldmodel;
1475 static void CL_RelinkStaticEntities(void)
1479 for (i = 0, e = cl.static_entities;i < cl.num_static_entities && r_refdef.scene.numentities < r_refdef.scene.maxentities;i++, e++)
1481 e->render.flags = 0;
1482 // if the model was not loaded when the static entity was created we
1483 // need to re-fetch the model pointer
1484 e->render.model = cl.model_precache[e->state_baseline.modelindex];
1485 // either fullbright or lit
1486 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1487 e->render.flags |= RENDER_LIGHT;
1488 // hide player shadow during intermission or nehahra movie
1489 if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST)) && (e->render.alpha >= 1))
1490 e->render.flags |= RENDER_SHADOW;
1491 VectorSet(e->render.colormod, 1, 1, 1);
1492 VectorSet(e->render.glowmod, 1, 1, 1);
1493 R_LerpAnimation(&e->render);
1494 CL_UpdateRenderEntity(&e->render);
1495 r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
1504 static void CL_RelinkNetworkEntities(void)
1509 // start on the entity after the world
1510 for (i = 1;i < cl.num_entities;i++)
1512 if (cl.entities_active[i])
1514 ent = cl.entities + i;
1515 if (ent->state_current.active)
1516 CL_LinkNetworkEntity(ent);
1518 cl.entities_active[i] = false;
1523 static void CL_RelinkEffects(void)
1527 entity_render_t *entrender;
1530 for (i = 0, e = cl.effects;i < cl.num_effects;i++, e++)
1534 frame = (cl.time - e->starttime) * e->framerate + e->startframe;
1535 intframe = (int)frame;
1536 if (intframe < 0 || intframe >= e->endframe)
1538 memset(e, 0, sizeof(*e));
1539 while (cl.num_effects > 0 && !cl.effects[cl.num_effects - 1].active)
1544 if (intframe != e->frame)
1546 e->frame = intframe;
1547 e->frame1time = e->frame2time;
1548 e->frame2time = cl.time;
1551 // if we're drawing effects, get a new temp entity
1552 // (NewTempEntity adds it to the render entities list for us)
1553 if (r_draweffects.integer && (entrender = CL_NewTempEntity(e->starttime)))
1555 // interpolation stuff
1556 entrender->framegroupblend[0].frame = intframe;
1557 entrender->framegroupblend[0].lerp = 1 - frame - intframe;
1558 entrender->framegroupblend[0].start = e->frame1time;
1559 if (intframe + 1 >= e->endframe)
1561 entrender->framegroupblend[1].frame = 0; // disappear
1562 entrender->framegroupblend[1].lerp = 0;
1563 entrender->framegroupblend[1].start = 0;
1567 entrender->framegroupblend[1].frame = intframe + 1;
1568 entrender->framegroupblend[1].lerp = frame - intframe;
1569 entrender->framegroupblend[1].start = e->frame2time;
1573 if(e->modelindex < MAX_MODELS)
1574 entrender->model = cl.model_precache[e->modelindex];
1576 entrender->model = cl.csqc_model_precache[-(e->modelindex+1)];
1577 entrender->alpha = 1;
1578 VectorSet(entrender->colormod, 1, 1, 1);
1579 VectorSet(entrender->glowmod, 1, 1, 1);
1581 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
1582 CL_UpdateRenderEntity(entrender);
1588 void CL_Beam_CalculatePositions(const beam_t *b, vec3_t start, vec3_t end)
1590 VectorCopy(b->start, start);
1591 VectorCopy(b->end, end);
1593 // if coming from the player, update the start position
1594 if (b->entity == cl.viewentity)
1596 if (cl_beams_quakepositionhack.integer && !chase_active.integer)
1598 // LordHavoc: this is a stupid hack from Quake that makes your
1599 // lightning appear to come from your waist and cover less of your
1601 // in Quake this hack was applied to all players (causing the
1602 // infamous crotch-lightning), but in darkplaces and QuakeWorld it
1603 // only applies to your own lightning, and only in first person
1604 Matrix4x4_OriginFromMatrix(&cl.entities[cl.viewentity].render.matrix, start);
1606 if (cl_beams_instantaimhack.integer)
1608 vec3_t dir, localend;
1610 // LordHavoc: this updates the beam direction to match your
1612 VectorSubtract(end, start, dir);
1613 len = VectorLength(dir);
1614 VectorNormalize(dir);
1615 VectorSet(localend, len, 0, 0);
1616 Matrix4x4_Transform(&r_refdef.view.matrix, localend, end);
1621 void CL_RelinkBeams(void)
1625 vec3_t dist, org, start, end;
1627 entity_render_t *entrender;
1630 matrix4x4_t tempmatrix;
1632 for (i = 0, b = cl.beams;i < cl.num_beams;i++, b++)
1636 if (b->endtime < cl.time)
1642 CL_Beam_CalculatePositions(b, start, end);
1646 if (cl_beams_lightatend.integer && r_refdef.scene.numlights < MAX_DLIGHTS)
1648 // FIXME: create a matrix from the beam start/end orientation
1650 VectorSet(dlightcolor, 0.3, 0.7, 1);
1651 Matrix4x4_CreateFromQuakeEntity(&tempmatrix, end[0], end[1], end[2], 0, 0, 0, 200);
1652 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);
1653 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights++];
1655 if (cl_beams_polygons.integer)
1659 // calculate pitch and yaw
1660 // (this is similar to the QuakeC builtin function vectoangles)
1661 VectorSubtract(end, start, dist);
1662 if (dist[1] == 0 && dist[0] == 0)
1672 yaw = atan2(dist[1], dist[0]) * 180 / M_PI;
1676 forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1677 pitch = atan2(dist[2], forward) * 180 / M_PI;
1682 // add new entities for the lightning
1683 VectorCopy (start, org);
1684 d = VectorNormalizeLength(dist);
1687 entrender = CL_NewTempEntity (0);
1690 //VectorCopy (org, ent->render.origin);
1691 entrender->model = b->model;
1692 //ent->render.effects = EF_FULLBRIGHT;
1693 //ent->render.angles[0] = pitch;
1694 //ent->render.angles[1] = yaw;
1695 //ent->render.angles[2] = rand()%360;
1696 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1697 CL_UpdateRenderEntity(entrender);
1698 VectorMA(org, 30, dist, org);
1703 while (cl.num_beams > 0 && !cl.beams[cl.num_beams - 1].model)
1707 static void CL_RelinkQWNails(void)
1711 entity_render_t *entrender;
1713 for (i = 0;i < cl.qw_num_nails;i++)
1717 // if we're drawing effects, get a new temp entity
1718 // (NewTempEntity adds it to the render entities list for us)
1719 if (!(entrender = CL_NewTempEntity(0)))
1723 entrender->model = cl.model_precache[cl.qw_modelindex_spike];
1724 entrender->alpha = 1;
1725 VectorSet(entrender->colormod, 1, 1, 1);
1726 VectorSet(entrender->glowmod, 1, 1, 1);
1728 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1);
1729 CL_UpdateRenderEntity(entrender);
1733 void CL_LerpPlayer(float frac)
1737 cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
1738 for (i = 0;i < 3;i++)
1740 cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
1741 cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
1742 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
1745 // interpolate the angles if playing a demo or spectating someone
1746 if (cls.demoplayback || cl.fixangle[0])
1748 for (i = 0;i < 3;i++)
1750 float d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
1755 cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
1760 void CSQC_RelinkAllEntities (int drawmask)
1764 CL_RelinkStaticEntities();
1769 if (drawmask & ENTMASK_ENGINE)
1771 CL_RelinkNetworkEntities();
1772 if (drawmask & ENTMASK_ENGINEVIEWMODELS)
1773 CL_LinkNetworkEntity(&cl.viewent); // link gun model
1777 // update view blend
1785 Update client game world for a new frame
1788 void CL_UpdateWorld(void)
1790 r_refdef.scene.extraupdate = !r_speeds.integer;
1791 r_refdef.scene.numentities = 0;
1792 r_refdef.scene.numlights = 0;
1793 r_refdef.view.matrix = identitymatrix;
1794 r_refdef.view.quality = 1;
1796 cl.num_brushmodel_entities = 0;
1798 if (cls.state == ca_connected && cls.signon == SIGNONS)
1800 // prepare for a new frame
1801 CL_LerpPlayer(CL_LerpPoint());
1802 CL_DecayLightFlashes();
1803 CL_ClearTempEntities();
1807 // if prediction is enabled we have to update all the collidable
1808 // network entities before the prediction code can be run
1809 CL_UpdateNetworkCollisionEntities();
1811 // now update the player prediction
1812 CL_ClientMovement_Replay();
1814 // update the player entity (which may be predicted)
1815 CL_UpdateNetworkEntity(cl.entities + cl.viewentity, 32, true);
1817 // now update the view (which depends on that player entity)
1820 // now update all the network entities and create particle trails
1821 // (some entities may depend on the view)
1822 CL_UpdateNetworkEntities();
1824 // update the engine-based viewmodel
1825 CL_UpdateViewModel();
1827 CL_RelinkLightFlashes();
1828 CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS);
1830 // decals, particles, and explosions will be updated during rneder
1833 r_refdef.scene.time = cl.time;
1836 // LordHavoc: pausedemo command
1837 static void CL_PauseDemo_f (void)
1839 cls.demopaused = !cls.demopaused;
1841 Con_Print("Demo paused\n");
1843 Con_Print("Demo unpaused\n");
1847 ======================
1849 ======================
1851 static void CL_Fog_f (void)
1853 if (Cmd_Argc () == 1)
1855 Con_Printf("\"fog\" is \"%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);
1858 r_refdef.fog_start = 0;
1859 r_refdef.fog_end = 16384;
1860 r_refdef.fog_alpha = 1;
1862 r_refdef.fog_density = atof(Cmd_Argv(1));
1864 r_refdef.fog_red = atof(Cmd_Argv(2));
1866 r_refdef.fog_green = atof(Cmd_Argv(3));
1868 r_refdef.fog_blue = atof(Cmd_Argv(4));
1870 r_refdef.fog_alpha = atof(Cmd_Argv(5));
1872 r_refdef.fog_start = atof(Cmd_Argv(6));
1874 r_refdef.fog_end = atof(Cmd_Argv(7));
1878 ====================
1881 For program optimization
1882 ====================
1884 static void CL_TimeRefresh_f (void)
1887 float timestart, timedelta;
1889 r_refdef.scene.extraupdate = false;
1891 timestart = Sys_DoubleTime();
1892 for (i = 0;i < 128;i++)
1894 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);
1895 r_refdef.view.quality = 1;
1898 timedelta = Sys_DoubleTime() - timestart;
1900 Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
1903 void CL_AreaStats_f(void)
1905 World_PrintAreaStats(&cl.world, "client");
1908 cl_locnode_t *CL_Locs_FindNearest(const vec3_t point)
1913 vec3_t nearestpoint;
1914 vec_t dist, bestdist;
1917 for (loc = cl.locnodes;loc;loc = loc->next)
1919 for (i = 0;i < 3;i++)
1920 nearestpoint[i] = bound(loc->mins[i], point[i], loc->maxs[i]);
1921 dist = VectorDistance2(nearestpoint, point);
1922 if (bestdist > dist || !best)
1933 void CL_Locs_FindLocationName(char *buffer, size_t buffersize, vec3_t point)
1936 loc = CL_Locs_FindNearest(point);
1938 strlcpy(buffer, loc->name, buffersize);
1940 dpsnprintf(buffer, buffersize, "LOC=%.0f:%.0f:%.0f", point[0], point[1], point[2]);
1943 void CL_Locs_FreeNode(cl_locnode_t *node)
1945 cl_locnode_t **pointer, **next;
1946 for (pointer = &cl.locnodes;*pointer;pointer = next)
1948 next = &(*pointer)->next;
1949 if (*pointer == node)
1951 *pointer = node->next;
1956 Con_Printf("CL_Locs_FreeNode: no such node! (%p)\n", (void *)node);
1959 void CL_Locs_AddNode(vec3_t mins, vec3_t maxs, const char *name)
1961 cl_locnode_t *node, **pointer;
1965 namelen = strlen(name);
1966 node = (cl_locnode_t *) Mem_Alloc(cls.levelmempool, sizeof(cl_locnode_t) + namelen + 1);
1967 VectorSet(node->mins, min(mins[0], maxs[0]), min(mins[1], maxs[1]), min(mins[2], maxs[2]));
1968 VectorSet(node->maxs, max(mins[0], maxs[0]), max(mins[1], maxs[1]), max(mins[2], maxs[2]));
1969 node->name = (char *)(node + 1);
1970 memcpy(node->name, name, namelen);
1971 node->name[namelen] = 0;
1972 // link it into the tail of the list to preserve the order
1973 for (pointer = &cl.locnodes;*pointer;pointer = &(*pointer)->next)
1978 void CL_Locs_Add_f(void)
1981 if (Cmd_Argc() != 5 && Cmd_Argc() != 8)
1983 Con_Printf("usage: %s x y z[ x y z] name\n", Cmd_Argv(0));
1986 mins[0] = atof(Cmd_Argv(1));
1987 mins[1] = atof(Cmd_Argv(2));
1988 mins[2] = atof(Cmd_Argv(3));
1989 if (Cmd_Argc() == 8)
1991 maxs[0] = atof(Cmd_Argv(4));
1992 maxs[1] = atof(Cmd_Argv(5));
1993 maxs[2] = atof(Cmd_Argv(6));
1994 CL_Locs_AddNode(mins, maxs, Cmd_Argv(7));
1997 CL_Locs_AddNode(mins, mins, Cmd_Argv(4));
2000 void CL_Locs_RemoveNearest_f(void)
2003 loc = CL_Locs_FindNearest(r_refdef.view.origin);
2005 CL_Locs_FreeNode(loc);
2007 Con_Printf("no loc point or box found for your location\n");
2010 void CL_Locs_Clear_f(void)
2013 CL_Locs_FreeNode(cl.locnodes);
2016 void CL_Locs_Save_f(void)
2020 char locfilename[MAX_QPATH];
2023 Con_Printf("No loc points/boxes exist!\n");
2026 if (cls.state != ca_connected || !cl.worldmodel)
2028 Con_Printf("No level loaded!\n");
2031 FS_StripExtension(cl.worldmodel->name, locfilename, sizeof(locfilename));
2032 strlcat(locfilename, ".loc", sizeof(locfilename));
2034 outfile = FS_OpenRealFile(locfilename, "w", false);
2037 // if any boxes are used then this is a proquake-format loc file, which
2038 // allows comments, so add some relevant information at the start
2039 for (loc = cl.locnodes;loc;loc = loc->next)
2040 if (!VectorCompare(loc->mins, loc->maxs))
2044 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);
2045 for (loc = cl.locnodes;loc;loc = loc->next)
2046 if (VectorCompare(loc->mins, loc->maxs))
2049 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");
2051 for (loc = cl.locnodes;loc;loc = loc->next)
2053 if (VectorCompare(loc->mins, loc->maxs))
2057 const char *in = loc->name;
2058 char name[MAX_INPUTLINE];
2059 for (len = 0;len < (int)sizeof(name) - 1 && *in;)
2061 if (*in == ' ') {s = "$loc_name_separator";in++;}
2062 else if (!strncmp(in, "SSG", 3)) {s = "$loc_name_ssg";in += 3;}
2063 else if (!strncmp(in, "NG", 2)) {s = "$loc_name_ng";in += 2;}
2064 else if (!strncmp(in, "SNG", 3)) {s = "$loc_name_sng";in += 3;}
2065 else if (!strncmp(in, "GL", 2)) {s = "$loc_name_gl";in += 2;}
2066 else if (!strncmp(in, "RL", 2)) {s = "$loc_name_rl";in += 2;}
2067 else if (!strncmp(in, "LG", 2)) {s = "$loc_name_lg";in += 2;}
2068 else if (!strncmp(in, "GA", 2)) {s = "$loc_name_ga";in += 2;}
2069 else if (!strncmp(in, "YA", 2)) {s = "$loc_name_ya";in += 2;}
2070 else if (!strncmp(in, "RA", 2)) {s = "$loc_name_ra";in += 2;}
2071 else if (!strncmp(in, "MEGA", 4)) {s = "$loc_name_mh";in += 4;}
2075 while (len < (int)sizeof(name) - 1 && *s)
2079 name[len++] = *in++;
2082 FS_Printf(outfile, "%.0f %.0f %.0f %s\n", loc->mins[0]*8, loc->mins[1]*8, loc->mins[2]*8, name);
2085 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);
2090 void CL_Locs_Reload_f(void)
2092 int i, linenumber, limit, len;
2094 char *filedata, *text, *textend, *linestart, *linetext, *lineend;
2095 fs_offset_t filesize;
2097 char locfilename[MAX_QPATH];
2098 char name[MAX_INPUTLINE];
2100 if (cls.state != ca_connected || !cl.worldmodel)
2102 Con_Printf("No level loaded!\n");
2108 // try maps/something.loc first (LordHavoc: where I think they should be)
2109 FS_StripExtension(cl.worldmodel->name, locfilename, sizeof(locfilename));
2110 strlcat(locfilename, ".loc", sizeof(locfilename));
2111 filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2114 // try proquake name as well (LordHavoc: I hate path mangling)
2115 FS_StripExtension(va("locs/%s", FS_FileWithoutPath(cl.worldmodel->name)), locfilename, sizeof(locfilename));
2116 strlcat(locfilename, ".loc", sizeof(locfilename));
2117 filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2122 textend = filedata + filesize;
2123 for (linenumber = 1;text < textend;linenumber++)
2126 for (;text < textend && *text != '\r' && *text != '\n';text++)
2129 if (text + 1 < textend && *text == '\r' && text[1] == '\n')
2133 // trim trailing whitespace
2134 while (lineend > linestart && ISWHITESPACE(lineend[-1]))
2136 // trim leading whitespace
2137 while (linestart < lineend && ISWHITESPACE(*linestart))
2139 // check if this is a comment
2140 if (linestart + 2 <= lineend && !strncmp(linestart, "//", 2))
2142 linetext = linestart;
2144 for (i = 0;i < limit;i++)
2146 if (linetext >= lineend)
2148 // note: a missing number is interpreted as 0
2150 mins[i] = atof(linetext);
2152 maxs[i - 3] = atof(linetext);
2153 // now advance past the number
2154 while (linetext < lineend && !ISWHITESPACE(*linetext) && *linetext != ',')
2156 // advance through whitespace
2157 if (linetext < lineend)
2159 if (*linetext == ',')
2163 // note: comma can be followed by whitespace
2165 if (ISWHITESPACE(*linetext))
2168 while (linetext < lineend && ISWHITESPACE(*linetext))
2173 // if this is a quoted name, remove the quotes
2176 if (linetext >= lineend || *linetext != '"')
2177 continue; // proquake location names are always quoted
2180 len = min(lineend - linetext, (int)sizeof(name) - 1);
2181 memcpy(name, linetext, len);
2183 // add the box to the list
2184 CL_Locs_AddNode(mins, maxs, name);
2186 // if a point was parsed, it needs to be scaled down by 8 (since
2187 // point-based loc files were invented by a proxy which dealt
2188 // directly with quake protocol coordinates, which are *8), turn
2192 // interpret silly fuhquake macros
2193 for (len = 0;len < (int)sizeof(name) - 1 && linetext < lineend;)
2195 if (*linetext == '$')
2197 if (linetext + 18 <= lineend && !strncmp(linetext, "$loc_name_separator", 19)) {s = " ";linetext += 19;}
2198 else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_ssg", 13)) {s = "SSG";linetext += 13;}
2199 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ng", 12)) {s = "NG";linetext += 12;}
2200 else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_sng", 13)) {s = "SNG";linetext += 13;}
2201 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_gl", 12)) {s = "GL";linetext += 12;}
2202 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_rl", 12)) {s = "RL";linetext += 12;}
2203 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_lg", 12)) {s = "LG";linetext += 12;}
2204 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ga", 12)) {s = "GA";linetext += 12;}
2205 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ya", 12)) {s = "YA";linetext += 12;}
2206 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ra", 12)) {s = "RA";linetext += 12;}
2207 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_mh", 12)) {s = "MEGA";linetext += 12;}
2211 while (len < (int)sizeof(name) - 1 && *s)
2216 name[len++] = *linetext++;
2219 // add the point to the list
2220 VectorScale(mins, (1.0 / 8.0), mins);
2221 CL_Locs_AddNode(mins, mins, name);
2233 void CL_Shutdown (void)
2235 CL_Screen_Shutdown();
2236 CL_Particles_Shutdown();
2237 CL_Parse_Shutdown();
2239 Mem_FreePool (&cls.permanentmempool);
2240 Mem_FreePool (&cls.levelmempool);
2250 cls.levelmempool = Mem_AllocPool("client (per-level memory)", 0, NULL);
2251 cls.permanentmempool = Mem_AllocPool("client (long term memory)", 0, NULL);
2253 memset(&r_refdef, 0, sizeof(r_refdef));
2254 // max entities sent to renderer per frame
2255 r_refdef.scene.maxentities = MAX_EDICTS + 256 + 512;
2256 r_refdef.scene.entities = (entity_render_t **)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t *) * r_refdef.scene.maxentities);
2258 r_refdef.scene.maxtempentities = 4096; // FIXME: make this grow
2259 r_refdef.scene.tempentities = (entity_render_t *)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t) * r_refdef.scene.maxtempentities);
2264 // register our commands
2266 Cvar_RegisterVariable (&cl_upspeed);
2267 Cvar_RegisterVariable (&cl_forwardspeed);
2268 Cvar_RegisterVariable (&cl_backspeed);
2269 Cvar_RegisterVariable (&cl_sidespeed);
2270 Cvar_RegisterVariable (&cl_movespeedkey);
2271 Cvar_RegisterVariable (&cl_yawspeed);
2272 Cvar_RegisterVariable (&cl_pitchspeed);
2273 Cvar_RegisterVariable (&cl_anglespeedkey);
2274 Cvar_RegisterVariable (&cl_shownet);
2275 Cvar_RegisterVariable (&cl_nolerp);
2276 Cvar_RegisterVariable (&cl_deathfade);
2277 Cvar_RegisterVariable (&lookspring);
2278 Cvar_RegisterVariable (&lookstrafe);
2279 Cvar_RegisterVariable (&sensitivity);
2280 Cvar_RegisterVariable (&freelook);
2282 Cvar_RegisterVariable (&m_pitch);
2283 Cvar_RegisterVariable (&m_yaw);
2284 Cvar_RegisterVariable (&m_forward);
2285 Cvar_RegisterVariable (&m_side);
2287 Cvar_RegisterVariable (&cl_itembobspeed);
2288 Cvar_RegisterVariable (&cl_itembobheight);
2290 Cmd_AddCommand ("entities", CL_PrintEntities_f, "print information on network entities known to client");
2291 Cmd_AddCommand ("disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
2292 Cmd_AddCommand ("record", CL_Record_f, "record a demo");
2293 Cmd_AddCommand ("stop", CL_Stop_f, "stop recording or playing a demo");
2294 Cmd_AddCommand ("playdemo", CL_PlayDemo_f, "watch a demo file");
2295 Cmd_AddCommand ("timedemo", CL_TimeDemo_f, "play back a demo as fast as possible and save statistics to benchmark.log");
2297 // Support Client-side Model Index List
2298 Cmd_AddCommand ("cl_modelindexlist", CL_ModelIndexList_f, "list information on all models in the client modelindex");
2299 // Support Client-side Sound Index List
2300 Cmd_AddCommand ("cl_soundindexlist", CL_SoundIndexList_f, "list all sounds in the client soundindex");
2302 Cvar_RegisterVariable (&cl_autodemo);
2303 Cvar_RegisterVariable (&cl_autodemo_nameformat);
2305 Cmd_AddCommand ("fog", CL_Fog_f, "set global fog parameters (density red green blue [alpha [mindist maxdist]])");
2307 // LordHavoc: added pausedemo
2308 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)");
2310 Cmd_AddCommand ("cl_areastats", CL_AreaStats_f, "prints statistics on entity culling during collision traces");
2312 Cvar_RegisterVariable(&r_draweffects);
2313 Cvar_RegisterVariable(&cl_explosions_alpha_start);
2314 Cvar_RegisterVariable(&cl_explosions_alpha_end);
2315 Cvar_RegisterVariable(&cl_explosions_size_start);
2316 Cvar_RegisterVariable(&cl_explosions_size_end);
2317 Cvar_RegisterVariable(&cl_explosions_lifetime);
2318 Cvar_RegisterVariable(&cl_stainmaps);
2319 Cvar_RegisterVariable(&cl_stainmaps_clearonload);
2320 Cvar_RegisterVariable(&cl_beams_polygons);
2321 Cvar_RegisterVariable(&cl_beams_quakepositionhack);
2322 Cvar_RegisterVariable(&cl_beams_instantaimhack);
2323 Cvar_RegisterVariable(&cl_beams_lightatend);
2324 Cvar_RegisterVariable(&cl_noplayershadow);
2325 Cvar_RegisterVariable(&cl_dlights_decayradius);
2326 Cvar_RegisterVariable(&cl_dlights_decaybrightness);
2328 Cvar_RegisterVariable(&cl_prydoncursor);
2330 Cvar_RegisterVariable(&cl_deathnoviewmodel);
2332 // for QW connections
2333 Cvar_RegisterVariable(&qport);
2334 Cvar_SetValueQuick(&qport, (rand() * RAND_MAX + rand()) & 0xffff);
2336 Cmd_AddCommand("timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs");
2338 Cvar_RegisterVariable(&cl_locs_enable);
2339 Cvar_RegisterVariable(&cl_locs_show);
2340 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)");
2341 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)");
2342 Cmd_AddCommand("locs_clear", CL_Locs_Clear_f, "remove all loc points/boxes");
2343 Cmd_AddCommand("locs_reload", CL_Locs_Reload_f, "reload .loc file for this map");
2344 Cmd_AddCommand("locs_save", CL_Locs_Save_f, "save .loc file for this map containing currently defined points and boxes");
2347 CL_Particles_Init();