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 ent->render.allowdecals = true;
194 CL_UpdateRenderEntity(&ent->render);
196 // noclip is turned off at start
197 noclip_anglehack = false;
199 // mark all frames invalid for delta
200 memset(cl.qw_deltasequence, -1, sizeof(cl.qw_deltasequence));
202 // set bestweapon data back to Quake data
203 IN_BestWeapon_ResetData();
208 void CL_SetInfo(const char *key, const char *value, qboolean send, qboolean allowstarkey, qboolean allowmodel, qboolean quiet)
211 qboolean fail = false;
212 if (!allowstarkey && key[0] == '*')
214 if (!allowmodel && (!strcasecmp(key, "pmodel") || !strcasecmp(key, "emodel")))
216 for (i = 0;key[i];i++)
217 if (ISWHITESPACE(key[i]) || key[i] == '\"')
219 for (i = 0;value[i];i++)
220 if (value[i] == '\r' || value[i] == '\n' || value[i] == '\"')
225 Con_Printf("Can't setinfo \"%s\" \"%s\"\n", key, value);
228 InfoString_SetValue(cls.userinfo, sizeof(cls.userinfo), key, value);
229 if (cls.state == ca_connected && cls.netcon)
231 if (cls.protocol == PROTOCOL_QUAKEWORLD)
233 MSG_WriteByte(&cls.netcon->message, qw_clc_stringcmd);
234 MSG_WriteString(&cls.netcon->message, va("setinfo \"%s\" \"%s\"", key, value));
236 else if (!strcasecmp(key, "name"))
238 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
239 MSG_WriteString(&cls.netcon->message, va("name \"%s\"", value));
241 else if (!strcasecmp(key, "playermodel"))
243 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
244 MSG_WriteString(&cls.netcon->message, va("playermodel \"%s\"", value));
246 else if (!strcasecmp(key, "playerskin"))
248 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
249 MSG_WriteString(&cls.netcon->message, va("playerskin \"%s\"", value));
251 else if (!strcasecmp(key, "topcolor"))
253 // don't send anything, the combined color code will be updated manually
255 else if (!strcasecmp(key, "bottomcolor"))
257 // don't send anything, the combined color code will be updated manually
259 else if (!strcasecmp(key, "rate"))
261 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
262 MSG_WriteString(&cls.netcon->message, va("rate \"%s\"", value));
267 void CL_ExpandEntities(int num)
269 int i, oldmaxentities;
270 entity_t *oldentities;
271 if (num >= cl.max_entities)
274 Sys_Error("CL_ExpandEntities: cl.entities not initialized");
275 if (num >= MAX_EDICTS)
276 Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
277 oldmaxentities = cl.max_entities;
278 oldentities = cl.entities;
279 cl.max_entities = (num & ~255) + 256;
280 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
281 memcpy(cl.entities, oldentities, oldmaxentities * sizeof(entity_t));
282 Mem_Free(oldentities);
283 for (i = oldmaxentities;i < cl.max_entities;i++)
285 cl.entities[i].state_baseline = defaultstate;
286 cl.entities[i].state_previous = defaultstate;
287 cl.entities[i].state_current = defaultstate;
293 =====================
296 Sends a disconnect message to the server
297 This is also called on Host_Error, so it shouldn't cause any errors
298 =====================
300 void CL_Disconnect(void)
302 if (cls.state == ca_dedicated)
305 if (COM_CheckParm("-profilegameonly"))
306 Sys_AllowProfiling(false);
308 Curl_Clear_forthismap();
310 Con_DPrintf("CL_Disconnect\n");
312 Cvar_SetValueQuick(&csqc_progcrc, -1);
313 Cvar_SetValueQuick(&csqc_progsize, -1);
315 // stop sounds (especially looping!)
318 cl.parsingtextexpectingpingforscores = 0; // just in case no reply has come yet
320 // clear contents blends
321 cl.cshifts[0].percent = 0;
322 cl.cshifts[1].percent = 0;
323 cl.cshifts[2].percent = 0;
324 cl.cshifts[3].percent = 0;
326 cl.worldmodel = NULL;
328 CL_Parse_ErrorCleanUp();
330 if (cls.demoplayback)
335 unsigned char bufdata[8];
336 if (cls.demorecording)
339 // send disconnect message 3 times to improve chances of server
340 // receiving it (but it still fails sometimes)
341 memset(&buf, 0, sizeof(buf));
343 buf.maxsize = sizeof(bufdata);
344 if (cls.protocol == PROTOCOL_QUAKEWORLD)
346 Con_DPrint("Sending drop command\n");
347 MSG_WriteByte(&buf, qw_clc_stringcmd);
348 MSG_WriteString(&buf, "drop");
352 Con_DPrint("Sending clc_disconnect\n");
353 MSG_WriteByte(&buf, clc_disconnect);
355 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
356 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
357 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
358 NetConn_Close(cls.netcon);
361 cls.state = ca_disconnected;
363 cls.demoplayback = cls.timedemo = false;
367 void CL_Disconnect_f(void)
371 Host_ShutdownServer ();
378 =====================
379 CL_EstablishConnection
381 Host should be either "local" or a net address
382 =====================
384 void CL_EstablishConnection(const char *host)
386 if (cls.state == ca_dedicated)
389 // clear menu's connect error message
390 M_Update_Return_Reason("");
393 // stop demo loop in case this fails
394 if (cls.demoplayback)
397 // if downloads are running, cancel their finishing action
398 Curl_Clear_forthismap();
400 // make sure the client ports are open before attempting to connect
401 NetConn_UpdateSockets();
403 // run a network frame
404 //NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
406 if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
408 cls.connect_trying = true;
409 cls.connect_remainingtries = 3;
410 cls.connect_nextsendtime = 0;
411 M_Update_Return_Reason("Trying to connect...");
412 // run several network frames to jump into the game quickly
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();
418 // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
423 Con_Print("Unable to find a suitable network socket to connect to server.\n");
424 M_Update_Return_Reason("No network");
433 static void CL_PrintEntities_f(void)
438 for (i = 0, ent = cl.entities;i < cl.num_entities;i++, ent++)
440 const char* modelname;
442 if (!ent->state_current.active)
445 if (ent->render.model)
446 modelname = ent->render.model->name;
448 modelname = "--no model--";
449 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);
457 List information on all models in the client modelindex
460 static void CL_ModelIndexList_f(void)
465 Con_Printf("%3s: %-30s %-8s %-8s\n", "ID", "Name", "Type", "Triangles");
467 while(cl.model_precache[i] && i != MAX_MODELS)
469 if(cl.model_precache[i]->loaded || i == 1)
470 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);
472 Con_Printf("%3i: %-30s %-30s\n", i, cl.model_precache[i]->name, "--no local model found--");
481 List all sounds in the client soundindex
484 static void CL_SoundIndexList_f(void)
488 while(cl.sound_precache[i] && i != MAX_SOUNDS)
490 Con_Printf("%i : %s\n", i, cl.sound_precache[i]->name);
497 CL_UpdateRenderEntity
499 Updates inversematrix, animation interpolation factors, scale, and mins/maxs
502 void CL_UpdateRenderEntity(entity_render_t *ent)
506 dp_model_t *model = ent->model;
507 // update the inverse matrix for the renderer
508 Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
509 // update the animation blend state
510 R_LerpAnimation(ent);
511 // we need the matrix origin to center the box
512 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
513 // update entity->render.scale because the renderer needs it
514 ent->scale = scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
517 // NOTE: this directly extracts vector components from the matrix, which relies on the matrix orientation!
518 #ifdef MATRIX4x4_OPENGLORIENTATION
519 if (ent->matrix.m[0][2] != 0 || ent->matrix.m[1][2] != 0)
521 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
525 VectorMA(org, scale, model->rotatedmins, ent->mins);
526 VectorMA(org, scale, model->rotatedmaxs, ent->maxs);
528 #ifdef MATRIX4x4_OPENGLORIENTATION
529 else if (ent->matrix.m[1][0] != 0 || ent->matrix.m[0][1] != 0)
531 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
535 VectorMA(org, scale, model->yawmins, ent->mins);
536 VectorMA(org, scale, model->yawmaxs, ent->maxs);
540 VectorMA(org, scale, model->normalmins, ent->mins);
541 VectorMA(org, scale, model->normalmaxs, ent->maxs);
546 ent->mins[0] = org[0] - 16;
547 ent->mins[1] = org[1] - 16;
548 ent->mins[2] = org[2] - 16;
549 ent->maxs[0] = org[0] + 16;
550 ent->maxs[1] = org[1] + 16;
551 ent->maxs[2] = org[2] + 16;
559 Determines the fraction between the last two messages that the objects
563 static float CL_LerpPoint(void)
567 if (cl_nettimesyncboundmode.integer == 1)
568 cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
570 // LordHavoc: lerp in listen games as the server is being capped below the client (usually)
571 if (cl.mtime[0] <= cl.mtime[1])
573 cl.time = cl.mtime[0];
577 f = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]);
578 return bound(0, f, 1);
581 void CL_ClearTempEntities (void)
583 r_refdef.scene.numtempentities = 0;
586 entity_render_t *CL_NewTempEntity(double shadertime)
588 entity_render_t *render;
590 if (r_refdef.scene.numentities >= r_refdef.scene.maxentities)
592 if (r_refdef.scene.numtempentities >= r_refdef.scene.maxtempentities)
594 render = &r_refdef.scene.tempentities[r_refdef.scene.numtempentities++];
595 memset (render, 0, sizeof(*render));
596 r_refdef.scene.entities[r_refdef.scene.numentities++] = render;
598 render->shadertime = shadertime;
600 VectorSet(render->colormod, 1, 1, 1);
601 VectorSet(render->glowmod, 1, 1, 1);
605 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
609 if (!modelindex) // sanity check
613 Con_Printf("CL_Effect: framerate %f is < 1\n", framerate);
618 Con_Printf("CL_Effect: framecount %i is < 1\n", framecount);
621 for (i = 0, e = cl.effects;i < cl.max_effects;i++, e++)
626 VectorCopy(org, e->origin);
627 e->modelindex = modelindex;
628 e->starttime = cl.time;
629 e->startframe = startframe;
630 e->endframe = startframe + framecount;
631 e->framerate = framerate;
634 e->frame1time = cl.time;
635 e->frame2time = cl.time;
636 cl.num_effects = max(cl.num_effects, i + 1);
641 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)
646 // then look for anything else
648 for (i = 0;i < cl.max_dlights;i++, dl++)
652 // unable to find one
653 if (i == cl.max_dlights)
656 //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
657 memset (dl, 0, sizeof(*dl));
658 cl.num_dlights = max(cl.num_dlights, i + 1);
659 Matrix4x4_Normalize(&dl->matrix, matrix);
661 Matrix4x4_OriginFromMatrix(&dl->matrix, dl->origin);
662 CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
663 Matrix4x4_SetOrigin(&dl->matrix, dl->origin[0], dl->origin[1], dl->origin[2]);
666 dl->color[1] = green;
668 dl->initialradius = radius;
669 dl->initialcolor[0] = red;
670 dl->initialcolor[1] = green;
671 dl->initialcolor[2] = blue;
672 dl->decay = decay / radius; // changed decay to be a percentage decrease
673 dl->intensity = 1; // this is what gets decayed
675 dl->die = cl.time + lifetime;
679 dpsnprintf(dl->cubemapname, sizeof(dl->cubemapname), "cubemaps/%i", cubemapnum);
681 dl->cubemapname[0] = 0;
683 dl->shadow = shadowenable;
686 dl->coronasizescale = coronasizescale;
687 dl->ambientscale = ambientscale;
688 dl->diffusescale = diffusescale;
689 dl->specularscale = specularscale;
692 void CL_DecayLightFlashes(void)
698 time = bound(0, cl.time - cl.oldtime, 0.1);
699 oldmax = cl.num_dlights;
701 for (i = 0, dl = cl.dlights;i < oldmax;i++, dl++)
705 dl->intensity -= time * dl->decay;
706 if (cl.time < dl->die && dl->intensity > 0)
708 if (cl_dlights_decayradius.integer)
709 dl->radius = dl->initialradius * dl->intensity;
711 dl->radius = dl->initialradius;
712 if (cl_dlights_decaybrightness.integer)
713 VectorScale(dl->initialcolor, dl->intensity, dl->color);
715 VectorCopy(dl->initialcolor, dl->color);
716 cl.num_dlights = i + 1;
724 // called before entity relinking
725 void CL_RelinkLightFlashes(void)
730 matrix4x4_t tempmatrix;
732 if (r_dynamic.integer)
734 for (i = 0, dl = cl.dlights;i < cl.num_dlights && r_refdef.scene.numlights < MAX_DLIGHTS;i++, dl++)
738 tempmatrix = dl->matrix;
739 Matrix4x4_Scale(&tempmatrix, dl->radius, 1);
740 // we need the corona fading to be persistent
741 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);
742 r_refdef.scene.lights[r_refdef.scene.numlights++] = &dl->rtlight;
749 for (j = 0;j < cl.max_lightstyle;j++)
751 r_refdef.scene.rtlightstylevalue[j] = 1;
752 r_refdef.scene.lightstylevalue[j] = 256;
758 // 'm' is normal light, 'a' is no light, 'z' is double bright
762 for (j = 0;j < cl.max_lightstyle;j++)
764 if (!cl.lightstyle[j].length)
766 r_refdef.scene.rtlightstylevalue[j] = 1;
767 r_refdef.scene.lightstylevalue[j] = 256;
770 // static lightstyle "=value"
771 if (cl.lightstyle[j].map[0] == '=')
773 r_refdef.scene.rtlightstylevalue[j] = atof(cl.lightstyle[j].map + 1);
774 if ( r_lerplightstyles.integer || ((int)f - f) < 0.01)
775 r_refdef.scene.lightstylevalue[j] = r_refdef.scene.rtlightstylevalue[j];
778 k = i % cl.lightstyle[j].length;
779 l = (i-1) % cl.lightstyle[j].length;
780 k = cl.lightstyle[j].map[k] - 'a';
781 l = cl.lightstyle[j].map[l] - 'a';
782 // rtlightstylevalue is always interpolated because it has no bad
783 // consequences for performance
784 // lightstylevalue is subject to a cvar for performance reasons;
785 // skipping lightmap updates on most rendered frames substantially
786 // improves framerates (but makes light fades look bad)
787 r_refdef.scene.rtlightstylevalue[j] = ((k*frac)+(l*(1-frac)))*(22/256.0f);
788 r_refdef.scene.lightstylevalue[j] = r_lerplightstyles.integer ? (unsigned short)(((k*frac)+(l*(1-frac)))*22) : k*22;
792 void CL_AddQWCTFFlagModel(entity_t *player, int skin)
794 int frame = player->render.framegroupblend[0].frame;
796 entity_render_t *flagrender;
797 matrix4x4_t flagmatrix;
799 // this code taken from QuakeWorld
801 if (frame >= 29 && frame <= 40)
803 if (frame >= 29 && frame <= 34)
805 if (frame == 29) f = f + 2;
806 else if (frame == 30) f = f + 8;
807 else if (frame == 31) f = f + 12;
808 else if (frame == 32) f = f + 11;
809 else if (frame == 33) f = f + 10;
810 else if (frame == 34) f = f + 4;
812 else if (frame >= 35 && frame <= 40)
814 if (frame == 35) f = f + 2;
815 else if (frame == 36) f = f + 10;
816 else if (frame == 37) f = f + 10;
817 else if (frame == 38) f = f + 8;
818 else if (frame == 39) f = f + 4;
819 else if (frame == 40) f = f + 2;
822 else if (frame >= 103 && frame <= 118)
824 if (frame >= 103 && frame <= 104) f = f + 6; //nailattack
825 else if (frame >= 105 && frame <= 106) f = f + 6; //light
826 else if (frame >= 107 && frame <= 112) f = f + 7; //rocketattack
827 else if (frame >= 112 && frame <= 118) f = f + 7; //shotattack
829 // end of code taken from QuakeWorld
831 flagrender = CL_NewTempEntity(player->render.shadertime);
835 flagrender->model = cl.model_precache[cl.qw_modelindex_flag];
836 flagrender->skinnum = skin;
837 flagrender->alpha = 1;
838 VectorSet(flagrender->colormod, 1, 1, 1);
839 VectorSet(flagrender->glowmod, 1, 1, 1);
840 // attach the flag to the player matrix
841 Matrix4x4_CreateFromQuakeEntity(&flagmatrix, -f, -22, 0, 0, 0, -45, 1);
842 Matrix4x4_Concat(&flagrender->matrix, &player->render.matrix, &flagmatrix);
843 CL_UpdateRenderEntity(flagrender);
846 matrix4x4_t viewmodelmatrix;
848 static const vec3_t muzzleflashorigin = {18, 0, 0};
850 extern void V_DriftPitch(void);
851 extern void V_FadeViewFlashs(void);
852 extern void V_CalcViewBlend(void);
853 extern void V_CalcRefdef(void);
855 void CL_SetEntityColormapColors(entity_render_t *ent, int colormap)
857 const unsigned char *cbcolor;
860 cbcolor = palette_rgb_pantscolormap[colormap & 0xF];
861 VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_pantscolor);
862 cbcolor = palette_rgb_shirtcolormap[(colormap & 0xF0) >> 4];
863 VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_shirtcolor);
867 VectorClear(ent->colormap_pantscolor);
868 VectorClear(ent->colormap_shirtcolor);
872 // note this is a recursive function, recursionlimit should be 32 or so on the initial call
873 void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolate)
875 const matrix4x4_t *matrix;
876 matrix4x4_t blendmatrix, tempmatrix, matrix2;
878 float origin[3], angles[3], lerp;
880 //entity_persistent_t *p = &e->persistent;
881 //entity_render_t *r = &e->render;
882 // skip inactive entities and world
883 if (!e->state_current.active || e == cl.entities)
885 if (recursionlimit < 1)
887 e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
888 e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
889 e->render.flags = e->state_current.flags;
890 e->render.effects = e->state_current.effects;
891 VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
892 VectorScale(e->state_current.glowmod, (1.0f / 32.0f), e->render.glowmod);
893 if(e >= cl.entities && e < cl.entities + cl.num_entities)
894 e->render.entitynumber = e - cl.entities;
896 e->render.entitynumber = 0;
897 if (e->state_current.flags & RENDER_COLORMAPPED)
898 CL_SetEntityColormapColors(&e->render, e->state_current.colormap);
899 else if (e->state_current.colormap > 0 && e->state_current.colormap <= cl.maxclients && cl.scores != NULL)
900 CL_SetEntityColormapColors(&e->render, cl.scores[e->state_current.colormap-1].colors);
902 CL_SetEntityColormapColors(&e->render, -1);
903 e->render.skinnum = e->state_current.skin;
904 if (e->state_current.tagentity)
906 // attached entity (gun held in player model's hand, etc)
907 // if the tag entity is currently impossible, skip it
908 if (e->state_current.tagentity >= cl.num_entities)
910 t = cl.entities + e->state_current.tagentity;
911 // if the tag entity is inactive, skip it
912 if (!t->state_current.active)
914 // update the parent first
915 CL_UpdateNetworkEntity(t, recursionlimit - 1, interpolate);
916 // make relative to the entity
917 matrix = &t->render.matrix;
918 // some properties of the tag entity carry over
919 e->render.flags |= t->render.flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
920 // if a valid tagindex is used, make it relative to that tag instead
921 // FIXME: use a model function to get tag info (need to handle skeletal)
922 if (e->state_current.tagentity && e->state_current.tagindex >= 1 && e->render.model)
924 if(!CL_BlendTagMatrix(&t->render, e->state_current.tagindex - 1, &blendmatrix)) // i.e. no error
926 // concat the tag matrices onto the entity matrix
927 Matrix4x4_Concat(&tempmatrix, &t->render.matrix, &blendmatrix);
928 // use the constructed tag matrix
929 matrix = &tempmatrix;
933 else if (e->render.flags & RENDER_VIEWMODEL)
935 // view-relative entity (guns and such)
936 if (e->render.effects & EF_NOGUNBOB)
937 matrix = &r_refdef.view.matrix; // really attached to view
939 matrix = &viewmodelmatrix; // attached to gun bob matrix
943 // world-relative entity (the normal kind)
944 matrix = &identitymatrix;
948 // if it's the predicted player entity, update according to client movement
949 // but don't lerp if going through a teleporter as it causes a bad lerp
950 // also don't use the predicted location if fixangle was set on both of
951 // the most recent server messages, as that cause means you are spectating
952 // someone or watching a cutscene of some sort
953 if (cl_nolerp.integer || cls.timedemo)
955 if (e == cl.entities + cl.playerentity && cl.movement_predicted && (!cl.fixangle[1] || !cl.fixangle[0]))
957 VectorCopy(cl.movement_origin, origin);
958 VectorSet(angles, 0, cl.viewangles[1], 0);
960 else if (interpolate && e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1)
962 // interpolate the origin and angles
964 VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
966 // this fails at the singularity of euler angles
967 VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
968 if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
969 if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
970 if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
971 VectorMA(e->persistent.oldangles, lerp, delta, angles);
974 vec3_t f0, u0, f1, u1;
975 AngleVectors(e->persistent.oldangles, f0, NULL, u0);
976 AngleVectors(e->persistent.newangles, f1, NULL, u1);
977 VectorMAM(1-lerp, f0, lerp, f1, f0);
978 VectorMAM(1-lerp, u0, lerp, u1, u0);
979 AnglesFromVectors(angles, f0, u0, false);
986 VectorCopy(e->persistent.neworigin, origin);
987 VectorCopy(e->persistent.newangles, angles);
990 // model setup and some modelflags
991 frame = e->state_current.frame;
992 if (e->state_current.modelindex < MAX_MODELS)
993 e->render.model = cl.model_precache[e->state_current.modelindex];
995 e->render.model = NULL;
998 if (e->render.skinnum >= e->render.model->numskins)
999 e->render.skinnum = 0;
1000 if (frame >= e->render.model->numframes)
1002 // models can set flags such as EF_ROCKET
1003 // this 0xFF800000 mask is EF_NOMODELFLAGS plus all the higher EF_ flags such as EF_ROCKET
1004 if (!(e->render.effects & 0xFF800000))
1005 e->render.effects |= e->render.model->effects;
1006 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
1007 if (e->render.model->type == mod_alias)
1008 angles[0] = -angles[0];
1009 if ((e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
1011 VectorScale(e->render.colormod, 2, e->render.colormod);
1012 VectorScale(e->render.glowmod, 2, e->render.glowmod);
1015 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
1016 else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
1017 angles[0] = -angles[0];
1018 // NOTE: this must be synced to SV_GetPitchSign!
1020 if ((e->render.effects & EF_ROTATE) && !(e->render.flags & RENDER_VIEWMODEL))
1022 angles[1] = ANGLEMOD(100*cl.time);
1023 if (cl_itembobheight.value)
1024 origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
1028 if (e->render.framegroupblend[0].frame == frame)
1030 // update frame lerp fraction
1031 e->render.framegroupblend[0].lerp = 1;
1032 e->render.framegroupblend[1].lerp = 0;
1033 if (e->render.framegroupblend[0].start > e->render.framegroupblend[1].start)
1035 // make sure frame lerp won't last longer than 100ms
1036 // (this mainly helps with models that use framegroups and
1037 // switch between them infrequently)
1038 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);
1039 e->render.framegroupblend[0].lerp = bound(0, e->render.framegroupblend[0].lerp, 1);
1040 e->render.framegroupblend[1].lerp = 1 - e->render.framegroupblend[0].lerp;
1045 // begin a new frame lerp
1046 e->render.framegroupblend[1] = e->render.framegroupblend[0];
1047 e->render.framegroupblend[1].lerp = 1;
1048 e->render.framegroupblend[0].frame = frame;
1049 e->render.framegroupblend[0].start = cl.time;
1050 e->render.framegroupblend[0].lerp = 0;
1053 // set up the render matrix
1056 // attached entity, this requires a matrix multiply (concat)
1057 // FIXME: e->render.scale should go away
1058 Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1059 // concat the matrices to make the entity relative to its tag
1060 Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
1061 // get the origin from the new matrix
1062 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1066 // unattached entities are faster to process
1067 Matrix4x4_CreateFromQuakeEntity(&e->render.matrix, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1070 // tenebrae's sprites are all additive mode (weird)
1071 if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
1072 e->render.flags |= RENDER_ADDITIVE;
1073 // player model is only shown with chase_active on
1074 if (e->state_current.number == cl.viewentity)
1075 e->render.flags |= RENDER_EXTERIORMODEL;
1076 // either fullbright or lit
1077 if(!r_fullbright.integer)
1079 if (!(e->render.effects & EF_FULLBRIGHT))
1080 e->render.flags |= RENDER_LIGHT;
1081 else if(r_equalize_entities_fullbright.integer)
1082 e->render.flags |= RENDER_LIGHT | RENDER_EQUALIZE;
1084 // hide player shadow during intermission or nehahra movie
1085 if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST))
1086 && (e->render.alpha >= 1)
1087 && !(e->render.flags & RENDER_VIEWMODEL)
1088 && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
1089 e->render.flags |= RENDER_SHADOW;
1090 if (e->render.flags & RENDER_VIEWMODEL)
1091 e->render.flags |= RENDER_NOSELFSHADOW;
1092 if (e->render.effects & EF_NOSELFSHADOW)
1093 e->render.flags |= RENDER_NOSELFSHADOW;
1094 if (e->render.effects & EF_NODEPTHTEST)
1095 e->render.flags |= RENDER_NODEPTHTEST;
1096 if (e->render.effects & EF_ADDITIVE)
1097 e->render.flags |= RENDER_ADDITIVE;
1098 if (e->render.effects & EF_DOUBLESIDED)
1099 e->render.flags |= RENDER_DOUBLESIDED;
1101 // make the other useful stuff
1102 e->render.allowdecals = true;
1103 CL_UpdateRenderEntity(&e->render);
1106 // creates light and trails from an entity
1107 void CL_UpdateNetworkEntityTrail(entity_t *e)
1109 effectnameindex_t trailtype;
1112 // bmodels are treated specially since their origin is usually '0 0 0' and
1113 // their actual geometry is far from '0 0 0'
1114 if (e->render.model && e->render.model->soundfromcenter)
1117 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1118 Matrix4x4_Transform(&e->render.matrix, o, origin);
1121 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1123 // handle particle trails and such effects now that we know where this
1124 // entity is in the world...
1125 trailtype = EFFECT_NONE;
1126 // LordHavoc: if the entity has no effects, don't check each
1127 if (e->render.effects & (EF_BRIGHTFIELD | EF_FLAME | EF_STARDUST))
1129 if (e->render.effects & EF_BRIGHTFIELD)
1131 if (gamemode == GAME_NEXUIZ)
1132 trailtype = EFFECT_TR_NEXUIZPLASMA;
1134 CL_EntityParticles(e);
1136 if (e->render.effects & EF_FLAME)
1137 CL_ParticleTrail(EFFECT_EF_FLAME, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true);
1138 if (e->render.effects & EF_STARDUST)
1139 CL_ParticleTrail(EFFECT_EF_STARDUST, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true);
1141 if (e->render.internaleffects & (INTEF_FLAG1QW | INTEF_FLAG2QW))
1143 // these are only set on player entities
1144 CL_AddQWCTFFlagModel(e, (e->render.internaleffects & INTEF_FLAG2QW) != 0);
1146 // muzzleflash fades over time
1147 if (e->persistent.muzzleflash > 0)
1148 e->persistent.muzzleflash -= bound(0, cl.time - cl.oldtime, 0.1) * 20;
1149 // LordHavoc: if the entity has no effects, don't check each
1150 if (e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1152 if (e->render.effects & EF_GIB)
1153 trailtype = EFFECT_TR_BLOOD;
1154 else if (e->render.effects & EF_ZOMGIB)
1155 trailtype = EFFECT_TR_SLIGHTBLOOD;
1156 else if (e->render.effects & EF_TRACER)
1157 trailtype = EFFECT_TR_WIZSPIKE;
1158 else if (e->render.effects & EF_TRACER2)
1159 trailtype = EFFECT_TR_KNIGHTSPIKE;
1160 else if (e->render.effects & EF_ROCKET)
1161 trailtype = EFFECT_TR_ROCKET;
1162 else if (e->render.effects & EF_GRENADE)
1164 // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1165 trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1167 else if (e->render.effects & EF_TRACER3)
1168 trailtype = EFFECT_TR_VORESPIKE;
1171 if (e->render.flags & RENDER_GLOWTRAIL)
1172 trailtype = EFFECT_TR_GLOWTRAIL;
1173 // check if a trail is allowed (it is not after a teleport for example)
1174 if (trailtype && e->persistent.trail_allowed)
1178 VectorSubtract(e->state_current.origin, e->state_previous.origin, vel);
1179 len = e->state_current.time - e->state_previous.time;
1182 VectorScale(vel, len, vel);
1183 CL_ParticleTrail(trailtype, 1, e->persistent.trail_origin, origin, vel, vel, e, e->state_current.glowcolor, false, true);
1185 // now that the entity has survived one trail update it is allowed to
1186 // leave a real trail on later frames
1187 e->persistent.trail_allowed = true;
1188 VectorCopy(origin, e->persistent.trail_origin);
1194 CL_UpdateViewEntities
1197 void CL_UpdateViewEntities(void)
1200 // update any RENDER_VIEWMODEL entities to use the new view matrix
1201 for (i = 1;i < cl.num_entities;i++)
1203 if (cl.entities_active[i])
1205 entity_t *ent = cl.entities + i;
1206 if ((ent->render.flags & RENDER_VIEWMODEL) || ent->state_current.tagentity)
1207 CL_UpdateNetworkEntity(ent, 32, true);
1210 // and of course the engine viewmodel needs updating as well
1211 CL_UpdateNetworkEntity(&cl.viewent, 32, true);
1216 CL_UpdateNetworkCollisionEntities
1219 void CL_UpdateNetworkCollisionEntities(void)
1224 // start on the entity after the world
1225 cl.num_brushmodel_entities = 0;
1226 for (i = cl.maxclients + 1;i < cl.num_entities;i++)
1228 if (cl.entities_active[i])
1230 ent = cl.entities + i;
1231 if (ent->state_current.active && ent->render.model && ent->render.model->name[0] == '*' && ent->render.model->TraceBox)
1233 // do not interpolate the bmodels for this
1234 CL_UpdateNetworkEntity(ent, 32, false);
1235 cl.brushmodel_entities[cl.num_brushmodel_entities++] = i;
1241 extern void R_DecalSystem_Reset(decalsystem_t *decalsystem);
1245 CL_UpdateNetworkEntities
1248 void CL_UpdateNetworkEntities(void)
1253 // start on the entity after the world
1254 for (i = 1;i < cl.num_entities;i++)
1256 if (cl.entities_active[i])
1258 ent = cl.entities + i;
1259 if (ent->state_current.active)
1261 CL_UpdateNetworkEntity(ent, 32, true);
1262 // view models should never create light/trails
1263 if (!(ent->render.flags & RENDER_VIEWMODEL))
1264 CL_UpdateNetworkEntityTrail(ent);
1268 R_DecalSystem_Reset(&ent->render.decalsystem);
1269 cl.entities_active[i] = false;
1275 void CL_UpdateViewModel(void)
1279 ent->state_previous = ent->state_current;
1280 ent->state_current = defaultstate;
1281 ent->state_current.time = cl.time;
1282 ent->state_current.number = (unsigned short)-1;
1283 ent->state_current.active = true;
1284 ent->state_current.modelindex = cl.stats[STAT_WEAPON];
1285 ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
1286 ent->state_current.flags = RENDER_VIEWMODEL;
1287 if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
1288 ent->state_current.modelindex = 0;
1289 else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
1291 if (gamemode == GAME_TRANSFUSION)
1292 ent->state_current.alpha = 128;
1294 ent->state_current.modelindex = 0;
1296 ent->state_current.alpha = cl.entities[cl.viewentity].state_current.alpha;
1297 ent->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB));
1299 // reset animation interpolation on weaponmodel if model changed
1300 if (ent->state_previous.modelindex != ent->state_current.modelindex)
1302 ent->render.framegroupblend[0].frame = ent->render.framegroupblend[1].frame = ent->state_current.frame;
1303 ent->render.framegroupblend[0].start = ent->render.framegroupblend[1].start = cl.time;
1304 ent->render.framegroupblend[0].lerp = 1;ent->render.framegroupblend[1].lerp = 0;
1306 CL_UpdateNetworkEntity(ent, 32, true);
1309 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
1310 void CL_LinkNetworkEntity(entity_t *e)
1312 effectnameindex_t trailtype;
1317 // skip inactive entities and world
1318 if (!e->state_current.active || e == cl.entities)
1320 if (e->state_current.tagentity)
1322 // if the tag entity is currently impossible, skip it
1323 if (e->state_current.tagentity >= cl.num_entities)
1325 // if the tag entity is inactive, skip it
1326 if (!cl.entities[e->state_current.tagentity].state_current.active)
1330 // create entity dlights associated with this entity
1331 if (e->render.model && e->render.model->soundfromcenter)
1333 // bmodels are treated specially since their origin is usually '0 0 0'
1335 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1336 Matrix4x4_Transform(&e->render.matrix, o, origin);
1339 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1340 trailtype = EFFECT_NONE;
1345 // LordHavoc: if the entity has no effects, don't check each
1346 if (e->render.effects & (EF_BRIGHTFIELD | EF_DIMLIGHT | EF_BRIGHTLIGHT | EF_RED | EF_BLUE | EF_FLAME | EF_STARDUST))
1348 if (e->render.effects & EF_BRIGHTFIELD)
1350 if (gamemode == GAME_NEXUIZ)
1351 trailtype = EFFECT_TR_NEXUIZPLASMA;
1353 if (e->render.effects & EF_DIMLIGHT)
1355 dlightradius = max(dlightradius, 200);
1356 dlightcolor[0] += 1.50f;
1357 dlightcolor[1] += 1.50f;
1358 dlightcolor[2] += 1.50f;
1360 if (e->render.effects & EF_BRIGHTLIGHT)
1362 dlightradius = max(dlightradius, 400);
1363 dlightcolor[0] += 3.00f;
1364 dlightcolor[1] += 3.00f;
1365 dlightcolor[2] += 3.00f;
1367 // LordHavoc: more effects
1368 if (e->render.effects & EF_RED) // red
1370 dlightradius = max(dlightradius, 200);
1371 dlightcolor[0] += 1.50f;
1372 dlightcolor[1] += 0.15f;
1373 dlightcolor[2] += 0.15f;
1375 if (e->render.effects & EF_BLUE) // blue
1377 dlightradius = max(dlightradius, 200);
1378 dlightcolor[0] += 0.15f;
1379 dlightcolor[1] += 0.15f;
1380 dlightcolor[2] += 1.50f;
1382 if (e->render.effects & EF_FLAME)
1383 CL_ParticleTrail(EFFECT_EF_FLAME, 0, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false);
1384 if (e->render.effects & EF_STARDUST)
1385 CL_ParticleTrail(EFFECT_EF_STARDUST, 0, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false);
1387 // muzzleflash fades over time, and is offset a bit
1388 if (e->persistent.muzzleflash > 0 && r_refdef.scene.numlights < MAX_DLIGHTS)
1393 matrix4x4_t tempmatrix;
1394 Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
1395 trace = CL_TraceLine(origin, v2, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, true, false, NULL, false);
1396 Matrix4x4_Normalize(&tempmatrix, &e->render.matrix);
1397 Matrix4x4_SetOrigin(&tempmatrix, trace.endpos[0], trace.endpos[1], trace.endpos[2]);
1398 Matrix4x4_Scale(&tempmatrix, 150, 1);
1399 VectorSet(color, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f);
1400 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);
1401 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights++];
1403 // LordHavoc: if the model has no flags, don't check each
1404 if (e->render.model && e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1406 if (e->render.effects & EF_GIB)
1407 trailtype = EFFECT_TR_BLOOD;
1408 else if (e->render.effects & EF_ZOMGIB)
1409 trailtype = EFFECT_TR_SLIGHTBLOOD;
1410 else if (e->render.effects & EF_TRACER)
1411 trailtype = EFFECT_TR_WIZSPIKE;
1412 else if (e->render.effects & EF_TRACER2)
1413 trailtype = EFFECT_TR_KNIGHTSPIKE;
1414 else if (e->render.effects & EF_ROCKET)
1415 trailtype = EFFECT_TR_ROCKET;
1416 else if (e->render.effects & EF_GRENADE)
1418 // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1419 trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1421 else if (e->render.effects & EF_TRACER3)
1422 trailtype = EFFECT_TR_VORESPIKE;
1424 // LordHavoc: customizable glow
1425 if (e->state_current.glowsize)
1427 // * 4 for the expansion from 0-255 to 0-1023 range,
1428 // / 255 to scale down byte colors
1429 dlightradius = max(dlightradius, e->state_current.glowsize * 4);
1430 VectorMA(dlightcolor, (1.0f / 255.0f), palette_rgb[e->state_current.glowcolor], dlightcolor);
1433 if ((e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) && r_refdef.scene.numlights < MAX_DLIGHTS)
1435 matrix4x4_t dlightmatrix;
1437 VectorScale(e->state_current.light, (1.0f / 256.0f), light);
1438 light[3] = e->state_current.light[3];
1439 if (light[0] == 0 && light[1] == 0 && light[2] == 0)
1440 VectorSet(light, 1, 1, 1);
1443 // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
1444 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1445 Matrix4x4_Scale(&dlightmatrix, light[3], 1);
1446 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);
1447 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights++];
1449 // make the glow dlight
1450 else if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL) && r_refdef.scene.numlights < MAX_DLIGHTS)
1452 matrix4x4_t dlightmatrix;
1453 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1454 // hack to make glowing player light shine on their gun
1455 //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
1456 // Matrix4x4_AdjustOrigin(&dlightmatrix, 0, 0, 30);
1457 Matrix4x4_Scale(&dlightmatrix, dlightradius, 1);
1458 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);
1459 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights++];
1462 if (e->render.flags & RENDER_GLOWTRAIL)
1463 trailtype = EFFECT_TR_GLOWTRAIL;
1465 CL_ParticleTrail(trailtype, 0, origin, origin, vec3_origin, vec3_origin, NULL, e->state_current.glowcolor, true, false);
1467 // don't show viewmodels in certain situations
1468 if (e->render.flags & RENDER_VIEWMODEL)
1469 if (!r_drawviewmodel.integer || chase_active.integer || r_refdef.envmap)
1471 // don't show entities with no modelindex (note: this still shows
1472 // entities which have a modelindex that resolved to a NULL model)
1473 if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.scene.numentities < r_refdef.scene.maxentities)
1474 r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
1475 //if (cl.viewentity && e->state_current.number == cl.viewentity)
1476 // Matrix4x4_Print(&e->render.matrix);
1479 void CL_RelinkWorld(void)
1481 entity_t *ent = &cl.entities[0];
1482 // FIXME: this should be done at load
1483 ent->render.matrix = identitymatrix;
1484 ent->render.flags = RENDER_SHADOW;
1485 if (!r_fullbright.integer)
1486 ent->render.flags |= RENDER_LIGHT;
1487 VectorSet(ent->render.colormod, 1, 1, 1);
1488 VectorSet(ent->render.glowmod, 1, 1, 1);
1489 ent->render.allowdecals = true;
1490 CL_UpdateRenderEntity(&ent->render);
1491 r_refdef.scene.worldentity = &ent->render;
1492 r_refdef.scene.worldmodel = cl.worldmodel;
1495 static void CL_RelinkStaticEntities(void)
1499 for (i = 0, e = cl.static_entities;i < cl.num_static_entities && r_refdef.scene.numentities < r_refdef.scene.maxentities;i++, e++)
1501 e->render.flags = 0;
1502 // if the model was not loaded when the static entity was created we
1503 // need to re-fetch the model pointer
1504 e->render.model = cl.model_precache[e->state_baseline.modelindex];
1505 // either fullbright or lit
1506 if(!r_fullbright.integer)
1508 if (!(e->render.effects & EF_FULLBRIGHT))
1509 e->render.flags |= RENDER_LIGHT;
1510 else if(r_equalize_entities_fullbright.integer)
1511 e->render.flags |= RENDER_LIGHT | RENDER_EQUALIZE;
1513 // hide player shadow during intermission or nehahra movie
1514 if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST)) && (e->render.alpha >= 1))
1515 e->render.flags |= RENDER_SHADOW;
1516 VectorSet(e->render.colormod, 1, 1, 1);
1517 VectorSet(e->render.glowmod, 1, 1, 1);
1518 R_LerpAnimation(&e->render);
1519 e->render.allowdecals = true;
1520 CL_UpdateRenderEntity(&e->render);
1521 r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
1530 static void CL_RelinkNetworkEntities(void)
1535 // start on the entity after the world
1536 for (i = 1;i < cl.num_entities;i++)
1538 if (cl.entities_active[i])
1540 ent = cl.entities + i;
1541 if (ent->state_current.active)
1542 CL_LinkNetworkEntity(ent);
1544 cl.entities_active[i] = false;
1549 static void CL_RelinkEffects(void)
1553 entity_render_t *entrender;
1556 for (i = 0, e = cl.effects;i < cl.num_effects;i++, e++)
1560 frame = (cl.time - e->starttime) * e->framerate + e->startframe;
1561 intframe = (int)frame;
1562 if (intframe < 0 || intframe >= e->endframe)
1564 memset(e, 0, sizeof(*e));
1565 while (cl.num_effects > 0 && !cl.effects[cl.num_effects - 1].active)
1570 if (intframe != e->frame)
1572 e->frame = intframe;
1573 e->frame1time = e->frame2time;
1574 e->frame2time = cl.time;
1577 // if we're drawing effects, get a new temp entity
1578 // (NewTempEntity adds it to the render entities list for us)
1579 if (r_draweffects.integer && (entrender = CL_NewTempEntity(e->starttime)))
1581 // interpolation stuff
1582 entrender->framegroupblend[0].frame = intframe;
1583 entrender->framegroupblend[0].lerp = 1 - frame - intframe;
1584 entrender->framegroupblend[0].start = e->frame1time;
1585 if (intframe + 1 >= e->endframe)
1587 entrender->framegroupblend[1].frame = 0; // disappear
1588 entrender->framegroupblend[1].lerp = 0;
1589 entrender->framegroupblend[1].start = 0;
1593 entrender->framegroupblend[1].frame = intframe + 1;
1594 entrender->framegroupblend[1].lerp = frame - intframe;
1595 entrender->framegroupblend[1].start = e->frame2time;
1599 if(e->modelindex < MAX_MODELS)
1600 entrender->model = cl.model_precache[e->modelindex];
1602 entrender->model = cl.csqc_model_precache[-(e->modelindex+1)];
1603 entrender->alpha = 1;
1604 VectorSet(entrender->colormod, 1, 1, 1);
1605 VectorSet(entrender->glowmod, 1, 1, 1);
1607 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
1608 CL_UpdateRenderEntity(entrender);
1614 void CL_Beam_CalculatePositions(const beam_t *b, vec3_t start, vec3_t end)
1616 VectorCopy(b->start, start);
1617 VectorCopy(b->end, end);
1619 // if coming from the player, update the start position
1620 if (b->entity == cl.viewentity)
1622 if (cl_beams_quakepositionhack.integer && !chase_active.integer)
1624 // LordHavoc: this is a stupid hack from Quake that makes your
1625 // lightning appear to come from your waist and cover less of your
1627 // in Quake this hack was applied to all players (causing the
1628 // infamous crotch-lightning), but in darkplaces and QuakeWorld it
1629 // only applies to your own lightning, and only in first person
1630 Matrix4x4_OriginFromMatrix(&cl.entities[cl.viewentity].render.matrix, start);
1632 if (cl_beams_instantaimhack.integer)
1634 vec3_t dir, localend;
1636 // LordHavoc: this updates the beam direction to match your
1638 VectorSubtract(end, start, dir);
1639 len = VectorLength(dir);
1640 VectorNormalize(dir);
1641 VectorSet(localend, len, 0, 0);
1642 Matrix4x4_Transform(&r_refdef.view.matrix, localend, end);
1647 void CL_RelinkBeams(void)
1651 vec3_t dist, org, start, end;
1653 entity_render_t *entrender;
1656 matrix4x4_t tempmatrix;
1658 for (i = 0, b = cl.beams;i < cl.num_beams;i++, b++)
1662 if (b->endtime < cl.time)
1668 CL_Beam_CalculatePositions(b, start, end);
1672 if (cl_beams_lightatend.integer && r_refdef.scene.numlights < MAX_DLIGHTS)
1674 // FIXME: create a matrix from the beam start/end orientation
1676 VectorSet(dlightcolor, 0.3, 0.7, 1);
1677 Matrix4x4_CreateFromQuakeEntity(&tempmatrix, end[0], end[1], end[2], 0, 0, 0, 200);
1678 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);
1679 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights++];
1681 if (cl_beams_polygons.integer)
1685 // calculate pitch and yaw
1686 // (this is similar to the QuakeC builtin function vectoangles)
1687 VectorSubtract(end, start, dist);
1688 if (dist[1] == 0 && dist[0] == 0)
1698 yaw = atan2(dist[1], dist[0]) * 180 / M_PI;
1702 forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1703 pitch = atan2(dist[2], forward) * 180 / M_PI;
1708 // add new entities for the lightning
1709 VectorCopy (start, org);
1710 d = VectorNormalizeLength(dist);
1713 entrender = CL_NewTempEntity (0);
1716 //VectorCopy (org, ent->render.origin);
1717 entrender->model = b->model;
1718 //ent->render.effects = EF_FULLBRIGHT;
1719 //ent->render.angles[0] = pitch;
1720 //ent->render.angles[1] = yaw;
1721 //ent->render.angles[2] = rand()%360;
1722 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1723 CL_UpdateRenderEntity(entrender);
1724 VectorMA(org, 30, dist, org);
1729 while (cl.num_beams > 0 && !cl.beams[cl.num_beams - 1].model)
1733 static void CL_RelinkQWNails(void)
1737 entity_render_t *entrender;
1739 for (i = 0;i < cl.qw_num_nails;i++)
1743 // if we're drawing effects, get a new temp entity
1744 // (NewTempEntity adds it to the render entities list for us)
1745 if (!(entrender = CL_NewTempEntity(0)))
1749 entrender->model = cl.model_precache[cl.qw_modelindex_spike];
1750 entrender->alpha = 1;
1751 VectorSet(entrender->colormod, 1, 1, 1);
1752 VectorSet(entrender->glowmod, 1, 1, 1);
1754 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1);
1755 CL_UpdateRenderEntity(entrender);
1759 void CL_LerpPlayer(float frac)
1763 cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
1764 for (i = 0;i < 3;i++)
1766 cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
1767 cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
1768 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
1771 // interpolate the angles if playing a demo or spectating someone
1772 if (cls.demoplayback || cl.fixangle[0])
1774 for (i = 0;i < 3;i++)
1776 float d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
1781 cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
1786 void CSQC_RelinkAllEntities (int drawmask)
1790 CL_RelinkStaticEntities();
1795 if (drawmask & ENTMASK_ENGINE)
1797 CL_RelinkNetworkEntities();
1798 if (drawmask & ENTMASK_ENGINEVIEWMODELS)
1799 CL_LinkNetworkEntity(&cl.viewent); // link gun model
1803 // update view blend
1811 Update client game world for a new frame
1814 void CL_UpdateWorld(void)
1816 r_refdef.scene.extraupdate = !r_speeds.integer;
1817 r_refdef.scene.numentities = 0;
1818 r_refdef.scene.numlights = 0;
1819 r_refdef.view.matrix = identitymatrix;
1820 r_refdef.view.quality = 1;
1822 cl.num_brushmodel_entities = 0;
1824 if (cls.state == ca_connected && cls.signon == SIGNONS)
1826 // prepare for a new frame
1827 CL_LerpPlayer(CL_LerpPoint());
1828 CL_DecayLightFlashes();
1829 CL_ClearTempEntities();
1833 // if prediction is enabled we have to update all the collidable
1834 // network entities before the prediction code can be run
1835 CL_UpdateNetworkCollisionEntities();
1837 // now update the player prediction
1838 CL_ClientMovement_Replay();
1840 // update the player entity (which may be predicted)
1841 CL_UpdateNetworkEntity(cl.entities + cl.viewentity, 32, true);
1843 // now update the view (which depends on that player entity)
1846 // now update all the network entities and create particle trails
1847 // (some entities may depend on the view)
1848 CL_UpdateNetworkEntities();
1850 // update the engine-based viewmodel
1851 CL_UpdateViewModel();
1853 CL_RelinkLightFlashes();
1854 CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS);
1856 // decals, particles, and explosions will be updated during rneder
1859 r_refdef.scene.time = cl.time;
1862 // LordHavoc: pausedemo command
1863 static void CL_PauseDemo_f (void)
1865 cls.demopaused = !cls.demopaused;
1867 Con_Print("Demo paused\n");
1869 Con_Print("Demo unpaused\n");
1873 ======================
1875 ======================
1877 static void CL_Fog_f (void)
1879 if (Cmd_Argc () == 1)
1881 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);
1884 FOG_clear(); // so missing values get good defaults
1886 r_refdef.fog_density = atof(Cmd_Argv(1));
1888 r_refdef.fog_red = atof(Cmd_Argv(2));
1890 r_refdef.fog_green = atof(Cmd_Argv(3));
1892 r_refdef.fog_blue = atof(Cmd_Argv(4));
1894 r_refdef.fog_alpha = atof(Cmd_Argv(5));
1896 r_refdef.fog_start = atof(Cmd_Argv(6));
1898 r_refdef.fog_end = atof(Cmd_Argv(7));
1900 r_refdef.fog_height = atof(Cmd_Argv(8));
1902 r_refdef.fog_fadedepth = atof(Cmd_Argv(9));
1906 ====================
1909 For program optimization
1910 ====================
1912 static void CL_TimeRefresh_f (void)
1915 float timestart, timedelta;
1917 r_refdef.scene.extraupdate = false;
1919 timestart = Sys_DoubleTime();
1920 for (i = 0;i < 128;i++)
1922 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);
1923 r_refdef.view.quality = 1;
1926 timedelta = Sys_DoubleTime() - timestart;
1928 Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
1931 void CL_AreaStats_f(void)
1933 World_PrintAreaStats(&cl.world, "client");
1936 cl_locnode_t *CL_Locs_FindNearest(const vec3_t point)
1941 vec3_t nearestpoint;
1942 vec_t dist, bestdist;
1945 for (loc = cl.locnodes;loc;loc = loc->next)
1947 for (i = 0;i < 3;i++)
1948 nearestpoint[i] = bound(loc->mins[i], point[i], loc->maxs[i]);
1949 dist = VectorDistance2(nearestpoint, point);
1950 if (bestdist > dist || !best)
1961 void CL_Locs_FindLocationName(char *buffer, size_t buffersize, vec3_t point)
1964 loc = CL_Locs_FindNearest(point);
1966 strlcpy(buffer, loc->name, buffersize);
1968 dpsnprintf(buffer, buffersize, "LOC=%.0f:%.0f:%.0f", point[0], point[1], point[2]);
1971 void CL_Locs_FreeNode(cl_locnode_t *node)
1973 cl_locnode_t **pointer, **next;
1974 for (pointer = &cl.locnodes;*pointer;pointer = next)
1976 next = &(*pointer)->next;
1977 if (*pointer == node)
1979 *pointer = node->next;
1984 Con_Printf("CL_Locs_FreeNode: no such node! (%p)\n", (void *)node);
1987 void CL_Locs_AddNode(vec3_t mins, vec3_t maxs, const char *name)
1989 cl_locnode_t *node, **pointer;
1993 namelen = strlen(name);
1994 node = (cl_locnode_t *) Mem_Alloc(cls.levelmempool, sizeof(cl_locnode_t) + namelen + 1);
1995 VectorSet(node->mins, min(mins[0], maxs[0]), min(mins[1], maxs[1]), min(mins[2], maxs[2]));
1996 VectorSet(node->maxs, max(mins[0], maxs[0]), max(mins[1], maxs[1]), max(mins[2], maxs[2]));
1997 node->name = (char *)(node + 1);
1998 memcpy(node->name, name, namelen);
1999 node->name[namelen] = 0;
2000 // link it into the tail of the list to preserve the order
2001 for (pointer = &cl.locnodes;*pointer;pointer = &(*pointer)->next)
2006 void CL_Locs_Add_f(void)
2009 if (Cmd_Argc() != 5 && Cmd_Argc() != 8)
2011 Con_Printf("usage: %s x y z[ x y z] name\n", Cmd_Argv(0));
2014 mins[0] = atof(Cmd_Argv(1));
2015 mins[1] = atof(Cmd_Argv(2));
2016 mins[2] = atof(Cmd_Argv(3));
2017 if (Cmd_Argc() == 8)
2019 maxs[0] = atof(Cmd_Argv(4));
2020 maxs[1] = atof(Cmd_Argv(5));
2021 maxs[2] = atof(Cmd_Argv(6));
2022 CL_Locs_AddNode(mins, maxs, Cmd_Argv(7));
2025 CL_Locs_AddNode(mins, mins, Cmd_Argv(4));
2028 void CL_Locs_RemoveNearest_f(void)
2031 loc = CL_Locs_FindNearest(r_refdef.view.origin);
2033 CL_Locs_FreeNode(loc);
2035 Con_Printf("no loc point or box found for your location\n");
2038 void CL_Locs_Clear_f(void)
2041 CL_Locs_FreeNode(cl.locnodes);
2044 void CL_Locs_Save_f(void)
2048 char locfilename[MAX_QPATH];
2051 Con_Printf("No loc points/boxes exist!\n");
2054 if (cls.state != ca_connected || !cl.worldmodel)
2056 Con_Printf("No level loaded!\n");
2059 FS_StripExtension(cl.worldmodel->name, locfilename, sizeof(locfilename));
2060 strlcat(locfilename, ".loc", sizeof(locfilename));
2062 outfile = FS_OpenRealFile(locfilename, "w", false);
2065 // if any boxes are used then this is a proquake-format loc file, which
2066 // allows comments, so add some relevant information at the start
2067 for (loc = cl.locnodes;loc;loc = loc->next)
2068 if (!VectorCompare(loc->mins, loc->maxs))
2072 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);
2073 for (loc = cl.locnodes;loc;loc = loc->next)
2074 if (VectorCompare(loc->mins, loc->maxs))
2077 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");
2079 for (loc = cl.locnodes;loc;loc = loc->next)
2081 if (VectorCompare(loc->mins, loc->maxs))
2085 const char *in = loc->name;
2086 char name[MAX_INPUTLINE];
2087 for (len = 0;len < (int)sizeof(name) - 1 && *in;)
2089 if (*in == ' ') {s = "$loc_name_separator";in++;}
2090 else if (!strncmp(in, "SSG", 3)) {s = "$loc_name_ssg";in += 3;}
2091 else if (!strncmp(in, "NG", 2)) {s = "$loc_name_ng";in += 2;}
2092 else if (!strncmp(in, "SNG", 3)) {s = "$loc_name_sng";in += 3;}
2093 else if (!strncmp(in, "GL", 2)) {s = "$loc_name_gl";in += 2;}
2094 else if (!strncmp(in, "RL", 2)) {s = "$loc_name_rl";in += 2;}
2095 else if (!strncmp(in, "LG", 2)) {s = "$loc_name_lg";in += 2;}
2096 else if (!strncmp(in, "GA", 2)) {s = "$loc_name_ga";in += 2;}
2097 else if (!strncmp(in, "YA", 2)) {s = "$loc_name_ya";in += 2;}
2098 else if (!strncmp(in, "RA", 2)) {s = "$loc_name_ra";in += 2;}
2099 else if (!strncmp(in, "MEGA", 4)) {s = "$loc_name_mh";in += 4;}
2103 while (len < (int)sizeof(name) - 1 && *s)
2107 name[len++] = *in++;
2110 FS_Printf(outfile, "%.0f %.0f %.0f %s\n", loc->mins[0]*8, loc->mins[1]*8, loc->mins[2]*8, name);
2113 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);
2118 void CL_Locs_Reload_f(void)
2120 int i, linenumber, limit, len;
2122 char *filedata, *text, *textend, *linestart, *linetext, *lineend;
2123 fs_offset_t filesize;
2125 char locfilename[MAX_QPATH];
2126 char name[MAX_INPUTLINE];
2128 if (cls.state != ca_connected || !cl.worldmodel)
2130 Con_Printf("No level loaded!\n");
2136 // try maps/something.loc first (LordHavoc: where I think they should be)
2137 FS_StripExtension(cl.worldmodel->name, locfilename, sizeof(locfilename));
2138 strlcat(locfilename, ".loc", sizeof(locfilename));
2139 filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2142 // try proquake name as well (LordHavoc: I hate path mangling)
2143 FS_StripExtension(va("locs/%s", FS_FileWithoutPath(cl.worldmodel->name)), locfilename, sizeof(locfilename));
2144 strlcat(locfilename, ".loc", sizeof(locfilename));
2145 filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2150 textend = filedata + filesize;
2151 for (linenumber = 1;text < textend;linenumber++)
2154 for (;text < textend && *text != '\r' && *text != '\n';text++)
2157 if (text + 1 < textend && *text == '\r' && text[1] == '\n')
2161 // trim trailing whitespace
2162 while (lineend > linestart && ISWHITESPACE(lineend[-1]))
2164 // trim leading whitespace
2165 while (linestart < lineend && ISWHITESPACE(*linestart))
2167 // check if this is a comment
2168 if (linestart + 2 <= lineend && !strncmp(linestart, "//", 2))
2170 linetext = linestart;
2172 for (i = 0;i < limit;i++)
2174 if (linetext >= lineend)
2176 // note: a missing number is interpreted as 0
2178 mins[i] = atof(linetext);
2180 maxs[i - 3] = atof(linetext);
2181 // now advance past the number
2182 while (linetext < lineend && !ISWHITESPACE(*linetext) && *linetext != ',')
2184 // advance through whitespace
2185 if (linetext < lineend)
2187 if (*linetext == ',')
2191 // note: comma can be followed by whitespace
2193 if (ISWHITESPACE(*linetext))
2196 while (linetext < lineend && ISWHITESPACE(*linetext))
2201 // if this is a quoted name, remove the quotes
2204 if (linetext >= lineend || *linetext != '"')
2205 continue; // proquake location names are always quoted
2208 len = min(lineend - linetext, (int)sizeof(name) - 1);
2209 memcpy(name, linetext, len);
2211 // add the box to the list
2212 CL_Locs_AddNode(mins, maxs, name);
2214 // if a point was parsed, it needs to be scaled down by 8 (since
2215 // point-based loc files were invented by a proxy which dealt
2216 // directly with quake protocol coordinates, which are *8), turn
2220 // interpret silly fuhquake macros
2221 for (len = 0;len < (int)sizeof(name) - 1 && linetext < lineend;)
2223 if (*linetext == '$')
2225 if (linetext + 18 <= lineend && !strncmp(linetext, "$loc_name_separator", 19)) {s = " ";linetext += 19;}
2226 else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_ssg", 13)) {s = "SSG";linetext += 13;}
2227 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ng", 12)) {s = "NG";linetext += 12;}
2228 else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_sng", 13)) {s = "SNG";linetext += 13;}
2229 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_gl", 12)) {s = "GL";linetext += 12;}
2230 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_rl", 12)) {s = "RL";linetext += 12;}
2231 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_lg", 12)) {s = "LG";linetext += 12;}
2232 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ga", 12)) {s = "GA";linetext += 12;}
2233 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ya", 12)) {s = "YA";linetext += 12;}
2234 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ra", 12)) {s = "RA";linetext += 12;}
2235 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_mh", 12)) {s = "MEGA";linetext += 12;}
2239 while (len < (int)sizeof(name) - 1 && *s)
2244 name[len++] = *linetext++;
2247 // add the point to the list
2248 VectorScale(mins, (1.0 / 8.0), mins);
2249 CL_Locs_AddNode(mins, mins, name);
2261 void CL_Shutdown (void)
2263 CL_Screen_Shutdown();
2264 CL_Particles_Shutdown();
2265 CL_Parse_Shutdown();
2267 Mem_FreePool (&cls.permanentmempool);
2268 Mem_FreePool (&cls.levelmempool);
2278 cls.levelmempool = Mem_AllocPool("client (per-level memory)", 0, NULL);
2279 cls.permanentmempool = Mem_AllocPool("client (long term memory)", 0, NULL);
2281 memset(&r_refdef, 0, sizeof(r_refdef));
2282 // max entities sent to renderer per frame
2283 r_refdef.scene.maxentities = MAX_EDICTS + 256 + 512;
2284 r_refdef.scene.entities = (entity_render_t **)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t *) * r_refdef.scene.maxentities);
2286 r_refdef.scene.maxtempentities = 4096; // FIXME: make this grow
2287 r_refdef.scene.tempentities = (entity_render_t *)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t) * r_refdef.scene.maxtempentities);
2292 // register our commands
2294 Cvar_RegisterVariable (&cl_upspeed);
2295 Cvar_RegisterVariable (&cl_forwardspeed);
2296 Cvar_RegisterVariable (&cl_backspeed);
2297 Cvar_RegisterVariable (&cl_sidespeed);
2298 Cvar_RegisterVariable (&cl_movespeedkey);
2299 Cvar_RegisterVariable (&cl_yawspeed);
2300 Cvar_RegisterVariable (&cl_pitchspeed);
2301 Cvar_RegisterVariable (&cl_anglespeedkey);
2302 Cvar_RegisterVariable (&cl_shownet);
2303 Cvar_RegisterVariable (&cl_nolerp);
2304 Cvar_RegisterVariable (&cl_deathfade);
2305 Cvar_RegisterVariable (&lookspring);
2306 Cvar_RegisterVariable (&lookstrafe);
2307 Cvar_RegisterVariable (&sensitivity);
2308 Cvar_RegisterVariable (&freelook);
2310 Cvar_RegisterVariable (&m_pitch);
2311 Cvar_RegisterVariable (&m_yaw);
2312 Cvar_RegisterVariable (&m_forward);
2313 Cvar_RegisterVariable (&m_side);
2315 Cvar_RegisterVariable (&cl_itembobspeed);
2316 Cvar_RegisterVariable (&cl_itembobheight);
2318 Cmd_AddCommand ("entities", CL_PrintEntities_f, "print information on network entities known to client");
2319 Cmd_AddCommand ("disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
2320 Cmd_AddCommand ("record", CL_Record_f, "record a demo");
2321 Cmd_AddCommand ("stop", CL_Stop_f, "stop recording or playing a demo");
2322 Cmd_AddCommand ("playdemo", CL_PlayDemo_f, "watch a demo file");
2323 Cmd_AddCommand ("timedemo", CL_TimeDemo_f, "play back a demo as fast as possible and save statistics to benchmark.log");
2325 // Support Client-side Model Index List
2326 Cmd_AddCommand ("cl_modelindexlist", CL_ModelIndexList_f, "list information on all models in the client modelindex");
2327 // Support Client-side Sound Index List
2328 Cmd_AddCommand ("cl_soundindexlist", CL_SoundIndexList_f, "list all sounds in the client soundindex");
2330 Cvar_RegisterVariable (&cl_autodemo);
2331 Cvar_RegisterVariable (&cl_autodemo_nameformat);
2333 Cmd_AddCommand ("fog", CL_Fog_f, "set global fog parameters (density red green blue [alpha [mindist maxdist]])");
2335 // LordHavoc: added pausedemo
2336 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)");
2338 Cmd_AddCommand ("cl_areastats", CL_AreaStats_f, "prints statistics on entity culling during collision traces");
2340 Cvar_RegisterVariable(&r_draweffects);
2341 Cvar_RegisterVariable(&cl_explosions_alpha_start);
2342 Cvar_RegisterVariable(&cl_explosions_alpha_end);
2343 Cvar_RegisterVariable(&cl_explosions_size_start);
2344 Cvar_RegisterVariable(&cl_explosions_size_end);
2345 Cvar_RegisterVariable(&cl_explosions_lifetime);
2346 Cvar_RegisterVariable(&cl_stainmaps);
2347 Cvar_RegisterVariable(&cl_stainmaps_clearonload);
2348 Cvar_RegisterVariable(&cl_beams_polygons);
2349 Cvar_RegisterVariable(&cl_beams_quakepositionhack);
2350 Cvar_RegisterVariable(&cl_beams_instantaimhack);
2351 Cvar_RegisterVariable(&cl_beams_lightatend);
2352 Cvar_RegisterVariable(&cl_noplayershadow);
2353 Cvar_RegisterVariable(&cl_dlights_decayradius);
2354 Cvar_RegisterVariable(&cl_dlights_decaybrightness);
2356 Cvar_RegisterVariable(&cl_prydoncursor);
2358 Cvar_RegisterVariable(&cl_deathnoviewmodel);
2360 // for QW connections
2361 Cvar_RegisterVariable(&qport);
2362 Cvar_SetValueQuick(&qport, (rand() * RAND_MAX + rand()) & 0xffff);
2364 Cmd_AddCommand("timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs");
2366 Cvar_RegisterVariable(&cl_locs_enable);
2367 Cvar_RegisterVariable(&cl_locs_show);
2368 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)");
2369 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)");
2370 Cmd_AddCommand("locs_clear", CL_Locs_Clear_f, "remove all loc points/boxes");
2371 Cmd_AddCommand("locs_reload", CL_Locs_Reload_f, "reload .loc file for this map");
2372 Cmd_AddCommand("locs_save", CL_Locs_Save_f, "save .loc file for this map containing currently defined points and boxes");
2375 CL_Particles_Init();