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" };
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_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0","hide player shadow"};
77 cvar_t cl_dlights_decayradius = {CVAR_SAVE, "cl_dlights_decayradius", "1", "reduces size of light flashes over time"};
78 cvar_t cl_dlights_decaybrightness = {CVAR_SAVE, "cl_dlights_decaybrightness", "1", "reduces brightness of light flashes over time"};
80 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)"};
82 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"};
84 cvar_t cl_deathnoviewmodel = {0, "cl_deathnoviewmodel", "1", "hides gun model when dead"};
86 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)"};
87 cvar_t cl_locs_show = {0, "locs_show", "0", "shows defined locations for editing purposes"};
92 #define MAX_PARTICLES 32768 // default max # of particles at one time
93 #define MAX_DECALS 32768 // default max # of decals at one time
94 #define ABSOLUTE_MIN_PARTICLES 512 // no fewer than this no matter what's on the command line
100 =====================
102 void CL_ClearState(void)
107 // wipe the entire cl structure
108 Mem_EmptyPool(cls.levelmempool);
109 memset (&cl, 0, sizeof(cl));
113 // reset the view zoom interpolation
114 cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
115 cl.sensitivityscale = 1.0f;
117 // enable rendering of the world and such
118 cl.csqc_vidvars.drawworld = true;
119 cl.csqc_vidvars.drawenginesbar = true;
120 cl.csqc_vidvars.drawcrosshair = true;
122 // set up the float version of the stats array for easier access to float stats
123 cl.statsf = (float *)cl.stats;
126 cl.num_static_entities = 0;
127 cl.num_brushmodel_entities = 0;
129 // tweak these if the game runs out
130 cl.max_entities = 256;
131 cl.max_static_entities = 256;
132 cl.max_effects = 256;
134 cl.max_dlights = MAX_DLIGHTS;
135 cl.max_lightstyle = MAX_LIGHTSTYLES;
136 cl.max_brushmodel_entities = MAX_EDICTS;
137 cl.max_particles = MAX_PARTICLES;
138 cl.max_decals = MAX_DECALS;
141 // COMMANDLINEOPTION: Client: -particles <number> changes maximum number of particles at once, default 32768
142 i = COM_CheckParm ("-particles");
143 if (i && i < com_argc - 1)
145 cl.max_particles = (int)(atoi(com_argv[i+1]));
146 if (cl.max_particles < ABSOLUTE_MIN_PARTICLES)
147 cl.max_particles = ABSOLUTE_MIN_PARTICLES;
154 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
155 cl.entities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char));
156 cl.static_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_static_entities * sizeof(entity_t));
157 cl.effects = (cl_effect_t *)Mem_Alloc(cls.levelmempool, cl.max_effects * sizeof(cl_effect_t));
158 cl.beams = (beam_t *)Mem_Alloc(cls.levelmempool, cl.max_beams * sizeof(beam_t));
159 cl.dlights = (dlight_t *)Mem_Alloc(cls.levelmempool, cl.max_dlights * sizeof(dlight_t));
160 cl.lightstyle = (lightstyle_t *)Mem_Alloc(cls.levelmempool, cl.max_lightstyle * sizeof(lightstyle_t));
161 cl.brushmodel_entities = (int *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(int));
162 cl.particles = (particle_t *) Mem_Alloc(cls.levelmempool, cl.max_particles * sizeof(particle_t));
163 cl.decals = (decal_t *) Mem_Alloc(cls.levelmempool, cl.max_decals * sizeof(decal_t));
166 // LordHavoc: have to set up the baseline info for alpha and other stuff
167 for (i = 0;i < cl.max_entities;i++)
169 cl.entities[i].state_baseline = defaultstate;
170 cl.entities[i].state_previous = defaultstate;
171 cl.entities[i].state_current = defaultstate;
174 if (gamemode == GAME_NEXUIZ)
176 VectorSet(cl.playerstandmins, -16, -16, -24);
177 VectorSet(cl.playerstandmaxs, 16, 16, 45);
178 VectorSet(cl.playercrouchmins, -16, -16, -24);
179 VectorSet(cl.playercrouchmaxs, 16, 16, 25);
183 VectorSet(cl.playerstandmins, -16, -16, -24);
184 VectorSet(cl.playerstandmaxs, 16, 16, 24);
185 VectorSet(cl.playercrouchmins, -16, -16, -24);
186 VectorSet(cl.playercrouchmaxs, 16, 16, 24);
189 // disable until we get textures for it
192 ent = &cl.entities[0];
193 // entire entity array was cleared, so just fill in a few fields
194 ent->state_current.active = true;
195 ent->render.model = cl.worldmodel = NULL; // no world model yet
196 ent->render.alpha = 1;
197 ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
198 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, 0, 0, 0, 0, 0, 0, 1);
199 CL_UpdateRenderEntity(&ent->render);
201 // noclip is turned off at start
202 noclip_anglehack = false;
204 // mark all frames invalid for delta
205 memset(cl.qw_deltasequence, -1, sizeof(cl.qw_deltasequence));
207 // set bestweapon data back to Quake data
208 IN_BestWeapon_ResetData();
213 void CL_SetInfo(const char *key, const char *value, qboolean send, qboolean allowstarkey, qboolean allowmodel, qboolean quiet)
216 qboolean fail = false;
217 if (!allowstarkey && key[0] == '*')
219 if (!allowmodel && (!strcasecmp(key, "pmodel") || !strcasecmp(key, "emodel")))
221 for (i = 0;key[i];i++)
222 if (key[i] <= ' ' || key[i] == '\"')
224 for (i = 0;value[i];i++)
225 if (value[i] == '\r' || value[i] == '\n' || value[i] == '\"')
230 Con_Printf("Can't setinfo \"%s\" \"%s\"\n", key, value);
233 InfoString_SetValue(cls.userinfo, sizeof(cls.userinfo), key, value);
234 if (cls.state == ca_connected && cls.netcon)
236 if (cls.protocol == PROTOCOL_QUAKEWORLD)
238 MSG_WriteByte(&cls.netcon->message, qw_clc_stringcmd);
239 MSG_WriteString(&cls.netcon->message, va("setinfo \"%s\" \"%s\"", key, value));
241 else if (!strcasecmp(key, "name"))
243 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
244 MSG_WriteString(&cls.netcon->message, va("name \"%s\"", value));
246 else if (!strcasecmp(key, "playermodel"))
248 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
249 MSG_WriteString(&cls.netcon->message, va("playermodel \"%s\"", value));
251 else if (!strcasecmp(key, "playerskin"))
253 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
254 MSG_WriteString(&cls.netcon->message, va("playerskin \"%s\"", value));
256 else if (!strcasecmp(key, "topcolor"))
258 // don't send anything, the combined color code will be updated manually
260 else if (!strcasecmp(key, "bottomcolor"))
262 // don't send anything, the combined color code will be updated manually
264 else if (!strcasecmp(key, "rate"))
266 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
267 MSG_WriteString(&cls.netcon->message, va("rate \"%s\"", value));
272 void CL_ExpandEntities(int num)
274 int i, oldmaxentities;
275 entity_t *oldentities;
276 if (num >= cl.max_entities)
279 Sys_Error("CL_ExpandEntities: cl.entities not initialized");
280 if (num >= MAX_EDICTS)
281 Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
282 oldmaxentities = cl.max_entities;
283 oldentities = cl.entities;
284 cl.max_entities = (num & ~255) + 256;
285 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
286 memcpy(cl.entities, oldentities, oldmaxentities * sizeof(entity_t));
287 Mem_Free(oldentities);
288 for (i = oldmaxentities;i < cl.max_entities;i++)
290 cl.entities[i].state_baseline = defaultstate;
291 cl.entities[i].state_previous = defaultstate;
292 cl.entities[i].state_current = defaultstate;
297 void CL_VM_ShutDown (void);
299 =====================
302 Sends a disconnect message to the server
303 This is also called on Host_Error, so it shouldn't cause any errors
304 =====================
306 void CL_Disconnect(void)
308 if (cls.state == ca_dedicated)
311 if (COM_CheckParm("-profilegameonly"))
312 Sys_AllowProfiling(false);
314 Curl_Clear_forthismap();
316 Con_DPrintf("CL_Disconnect\n");
319 // stop sounds (especially looping!)
322 cl.parsingtextexpectingpingforscores = 0; // just in case no reply has come yet
324 // clear contents blends
325 cl.cshifts[0].percent = 0;
326 cl.cshifts[1].percent = 0;
327 cl.cshifts[2].percent = 0;
328 cl.cshifts[3].percent = 0;
330 cl.worldmodel = NULL;
332 CL_Parse_ErrorCleanUp();
334 if (cls.demoplayback)
339 unsigned char bufdata[8];
340 if (cls.demorecording)
343 // send disconnect message 3 times to improve chances of server
344 // receiving it (but it still fails sometimes)
345 memset(&buf, 0, sizeof(buf));
347 buf.maxsize = sizeof(bufdata);
348 if (cls.protocol == PROTOCOL_QUAKEWORLD)
350 Con_DPrint("Sending drop command\n");
351 MSG_WriteByte(&buf, qw_clc_stringcmd);
352 MSG_WriteString(&buf, "drop");
356 Con_DPrint("Sending clc_disconnect\n");
357 MSG_WriteByte(&buf, clc_disconnect);
359 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
360 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
361 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
362 NetConn_Close(cls.netcon);
365 cls.state = ca_disconnected;
367 cls.demoplayback = cls.timedemo = false;
371 void CL_Disconnect_f(void)
375 Host_ShutdownServer ();
382 =====================
383 CL_EstablishConnection
385 Host should be either "local" or a net address
386 =====================
388 void CL_EstablishConnection(const char *host)
390 if (cls.state == ca_dedicated)
393 // clear menu's connect error message
394 M_Update_Return_Reason("");
397 // stop demo loop in case this fails
398 if (cls.demoplayback)
401 // if downloads are running, cancel their finishing action
402 Curl_Clear_forthismap();
404 // make sure the client ports are open before attempting to connect
405 NetConn_UpdateSockets();
407 // run a network frame
408 //NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
410 if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
412 cls.connect_trying = true;
413 cls.connect_remainingtries = 3;
414 cls.connect_nextsendtime = 0;
415 M_Update_Return_Reason("Trying to connect...");
416 // run several network frames to jump into the game quickly
419 // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
420 // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
421 // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
422 // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
427 Con_Print("Unable to find a suitable network socket to connect to server.\n");
428 M_Update_Return_Reason("No network");
437 static void CL_PrintEntities_f(void)
442 for (i = 0, ent = cl.entities;i < cl.num_entities;i++, ent++)
444 const char* modelname;
446 if (!ent->state_current.active)
449 if (ent->render.model)
450 modelname = ent->render.model->name;
452 modelname = "--no model--";
453 Con_Printf("%3i: %-25s:%4i (%5i %5i %5i) [%3i %3i %3i] %4.2f %5.3f\n", i, modelname, ent->render.frame2, (int) ent->state_current.origin[0], (int) ent->state_current.origin[1], (int) ent->state_current.origin[2], (int) ent->state_current.angles[0] % 360, (int) ent->state_current.angles[1] % 360, (int) ent->state_current.angles[2] % 360, ent->render.scale, ent->render.alpha);
461 List information on all models in the client modelindex
464 static void CL_ModelIndexList_f(void)
469 Con_Printf("%3s: %-30s %-8s %-8s\n", "ID", "Name", "Type", "Triangles");
471 while(cl.model_precache[i] && i != MAX_MODELS)
473 if(cl.model_precache[i]->loaded || cl.model_precache[i]->isworldmodel)
474 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);
476 Con_Printf("%3i: %-30s %-30s\n", i, cl.model_precache[i]->name, "--no local model found--");
485 List all sounds in the client soundindex
488 static void CL_SoundIndexList_f(void)
492 while(cl.sound_precache[i] && i != MAX_SOUNDS)
494 Con_Printf("%i : %s\n", i, cl.sound_precache[i]->name);
499 static void CL_UpdateRenderEntity_Lighting(entity_render_t *ent)
501 vec3_t tempdiffusenormal;
503 // fetch the lighting from the worldmodel data
504 VectorSet(ent->modellight_ambient, r_ambient.value * (2.0f / 128.0f), r_ambient.value * (2.0f / 128.0f), r_ambient.value * (2.0f / 128.0f));
505 VectorClear(ent->modellight_diffuse);
506 VectorClear(tempdiffusenormal);
507 if ((ent->flags & RENDER_LIGHT) && cl.worldmodel && cl.worldmodel->brush.LightPoint)
510 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
511 cl.worldmodel->brush.LightPoint(cl.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
514 VectorSet(ent->modellight_ambient, 1, 1, 1);
516 // move the light direction into modelspace coordinates for lighting code
517 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
518 if(VectorLength2(ent->modellight_lightdir) <= 0)
519 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
520 VectorNormalize(ent->modellight_lightdir);
523 //static const vec3_t nomodelmins = {-16, -16, -16};
524 //static const vec3_t nomodelmaxs = {16, 16, 16};
525 void CL_UpdateRenderEntity(entity_render_t *ent)
529 model_t *model = ent->model;
530 // update the inverse matrix for the renderer
531 Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
532 // update the animation blend state
533 R_LerpAnimation(ent);
534 // we need the matrix origin to center the box
535 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
536 // update entity->render.scale because the renderer needs it
537 ent->scale = scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
540 // NOTE: this directly extracts vector components from the matrix, which relies on the matrix orientation!
541 #ifdef MATRIX4x4_OPENGLORIENTATION
542 if (ent->matrix.m[0][2] != 0 || ent->matrix.m[1][2] != 0)
544 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
548 VectorMA(org, scale, model->rotatedmins, ent->mins);
549 VectorMA(org, scale, model->rotatedmaxs, ent->maxs);
551 #ifdef MATRIX4x4_OPENGLORIENTATION
552 else if (ent->matrix.m[1][0] != 0 || ent->matrix.m[0][1] != 0)
554 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
558 VectorMA(org, scale, model->yawmins, ent->mins);
559 VectorMA(org, scale, model->yawmaxs, ent->maxs);
563 VectorMA(org, scale, model->normalmins, ent->mins);
564 VectorMA(org, scale, model->normalmaxs, ent->maxs);
569 ent->mins[0] = org[0] - 16;
570 ent->mins[1] = org[1] - 16;
571 ent->mins[2] = org[2] - 16;
572 ent->maxs[0] = org[0] + 16;
573 ent->maxs[1] = org[1] + 16;
574 ent->maxs[2] = org[2] + 16;
576 CL_UpdateRenderEntity_Lighting(ent);
583 Determines the fraction between the last two messages that the objects
587 static float CL_LerpPoint(void)
591 if (cl_nettimesyncboundmode.integer == 1)
592 cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
594 // LordHavoc: lerp in listen games as the server is being capped below the client (usually)
595 if (cl.mtime[0] <= cl.mtime[1])
597 cl.time = cl.mtime[0];
601 f = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]);
602 return bound(0, f, 1);
605 void CL_ClearTempEntities (void)
607 r_refdef.numtempentities = 0;
610 entity_render_t *CL_NewTempEntity(void)
612 entity_render_t *render;
614 if (r_refdef.numentities >= r_refdef.maxentities)
616 if (r_refdef.numtempentities >= r_refdef.maxtempentities)
618 render = &r_refdef.tempentities[r_refdef.numtempentities++];
619 memset (render, 0, sizeof(*render));
620 r_refdef.entities[r_refdef.numentities++] = render;
623 VectorSet(render->colormod, 1, 1, 1);
627 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
631 if (!modelindex) // sanity check
635 Con_Printf("CL_Effect: framerate %f is < 1\n", framerate);
640 Con_Printf("CL_Effect: framecount %i is < 1\n", framecount);
643 for (i = 0, e = cl.effects;i < cl.max_effects;i++, e++)
648 VectorCopy(org, e->origin);
649 e->modelindex = modelindex;
650 e->starttime = cl.time;
651 e->startframe = startframe;
652 e->endframe = startframe + framecount;
653 e->framerate = framerate;
656 e->frame1time = cl.time;
657 e->frame2time = cl.time;
658 cl.num_effects = max(cl.num_effects, i + 1);
663 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)
668 // then look for anything else
670 for (i = 0;i < cl.max_dlights;i++, dl++)
674 // unable to find one
675 if (i == cl.max_dlights)
678 //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
679 memset (dl, 0, sizeof(*dl));
680 cl.num_dlights = max(cl.num_dlights, i + 1);
681 Matrix4x4_Normalize(&dl->matrix, matrix);
683 Matrix4x4_OriginFromMatrix(&dl->matrix, dl->origin);
684 CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
685 Matrix4x4_SetOrigin(&dl->matrix, dl->origin[0], dl->origin[1], dl->origin[2]);
688 dl->color[1] = green;
690 dl->initialradius = radius;
691 dl->initialcolor[0] = red;
692 dl->initialcolor[1] = green;
693 dl->initialcolor[2] = blue;
694 dl->decay = decay / radius; // changed decay to be a percentage decrease
695 dl->intensity = 1; // this is what gets decayed
697 dl->die = cl.time + lifetime;
701 dpsnprintf(dl->cubemapname, sizeof(dl->cubemapname), "cubemaps/%i", cubemapnum);
703 dl->cubemapname[0] = 0;
705 dl->shadow = shadowenable;
708 dl->coronasizescale = coronasizescale;
709 dl->ambientscale = ambientscale;
710 dl->diffusescale = diffusescale;
711 dl->specularscale = specularscale;
714 void CL_DecayLightFlashes(void)
720 time = bound(0, cl.time - cl.oldtime, 0.1);
721 oldmax = cl.num_dlights;
723 for (i = 0, dl = cl.dlights;i < oldmax;i++, dl++)
727 dl->intensity -= time * dl->decay;
728 if (cl.time < dl->die && dl->intensity > 0)
730 if (cl_dlights_decayradius.integer)
731 dl->radius = dl->initialradius * dl->intensity;
733 dl->radius = dl->initialradius;
734 if (cl_dlights_decaybrightness.integer)
735 VectorScale(dl->initialcolor, dl->intensity, dl->color);
737 VectorCopy(dl->initialcolor, dl->color);
738 cl.num_dlights = i + 1;
746 // called before entity relinking
747 void CL_RelinkLightFlashes(void)
752 matrix4x4_t tempmatrix;
754 if (r_dynamic.integer)
756 for (i = 0, dl = cl.dlights;i < cl.num_dlights && r_refdef.numlights < MAX_DLIGHTS;i++, dl++)
760 tempmatrix = dl->matrix;
761 Matrix4x4_Scale(&tempmatrix, dl->radius, 1);
762 R_RTLight_Update(&r_refdef.lights[r_refdef.numlights++], false, &tempmatrix, dl->color, dl->style, dl->cubemapname, dl->shadow, dl->corona, dl->coronasizescale, dl->ambientscale, dl->diffusescale, dl->specularscale, dl->flags);
768 // 'm' is normal light, 'a' is no light, 'z' is double bright
772 for (j = 0;j < cl.max_lightstyle;j++)
774 if (!cl.lightstyle || !cl.lightstyle[j].length)
776 r_refdef.rtlightstylevalue[j] = 1;
777 r_refdef.lightstylevalue[j] = 256;
780 k = i % cl.lightstyle[j].length;
781 l = (i-1) % cl.lightstyle[j].length;
782 k = cl.lightstyle[j].map[k] - 'a';
783 l = cl.lightstyle[j].map[l] - 'a';
784 // rtlightstylevalue is always interpolated because it has no bad
785 // consequences for performance
786 // lightstylevalue is subject to a cvar for performance reasons;
787 // skipping lightmap updates on most rendered frames substantially
788 // improves framerates (but makes light fades look bad)
789 r_refdef.rtlightstylevalue[j] = ((k*frac)+(l*(1-frac)))*(22/256.0f);
790 r_refdef.lightstylevalue[j] = r_lerplightstyles.integer ? (unsigned short)(((k*frac)+(l*(1-frac)))*22) : k*22;
794 void CL_AddQWCTFFlagModel(entity_t *player, int skin)
797 entity_render_t *flagrender;
798 matrix4x4_t flagmatrix;
800 // this code taken from QuakeWorld
802 if (player->render.frame2 >= 29 && player->render.frame2 <= 40)
804 if (player->render.frame2 >= 29 && player->render.frame2 <= 34)
806 if (player->render.frame2 == 29) f = f + 2;
807 else if (player->render.frame2 == 30) f = f + 8;
808 else if (player->render.frame2 == 31) f = f + 12;
809 else if (player->render.frame2 == 32) f = f + 11;
810 else if (player->render.frame2 == 33) f = f + 10;
811 else if (player->render.frame2 == 34) f = f + 4;
813 else if (player->render.frame2 >= 35 && player->render.frame2 <= 40)
815 if (player->render.frame2 == 35) f = f + 2;
816 else if (player->render.frame2 == 36) f = f + 10;
817 else if (player->render.frame2 == 37) f = f + 10;
818 else if (player->render.frame2 == 38) f = f + 8;
819 else if (player->render.frame2 == 39) f = f + 4;
820 else if (player->render.frame2 == 40) f = f + 2;
823 else if (player->render.frame2 >= 103 && player->render.frame2 <= 118)
825 if (player->render.frame2 >= 103 && player->render.frame2 <= 104) f = f + 6; //nailattack
826 else if (player->render.frame2 >= 105 && player->render.frame2 <= 106) f = f + 6; //light
827 else if (player->render.frame2 >= 107 && player->render.frame2 <= 112) f = f + 7; //rocketattack
828 else if (player->render.frame2 >= 112 && player->render.frame2 <= 118) f = f + 7; //shotattack
830 // end of code taken from QuakeWorld
832 flagrender = CL_NewTempEntity();
836 flagrender->model = cl.model_precache[cl.qw_modelindex_flag];
837 flagrender->skinnum = skin;
838 flagrender->alpha = 1;
839 VectorSet(flagrender->colormod, 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], delta[3], lerp, d;
881 //entity_persistent_t *p = &e->persistent;
882 //entity_render_t *r = &e->render;
883 // skip inactive entities and world
884 if (!e->state_current.active || e == cl.entities)
886 if (recursionlimit < 1)
888 e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
889 e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
890 e->render.flags = e->state_current.flags;
891 e->render.effects = e->state_current.effects;
892 VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
893 e->render.entitynumber = e - cl.entities;
894 if (e->state_current.flags & RENDER_COLORMAPPED)
895 CL_SetEntityColormapColors(&e->render, e->state_current.colormap);
896 else if (e->state_current.colormap > 0 && e->state_current.colormap <= cl.maxclients && cl.scores != NULL)
897 CL_SetEntityColormapColors(&e->render, cl.scores[e->state_current.colormap-1].colors);
899 CL_SetEntityColormapColors(&e->render, -1);
900 e->render.skinnum = e->state_current.skin;
901 if (e->state_current.tagentity)
903 // attached entity (gun held in player model's hand, etc)
904 // if the tag entity is currently impossible, skip it
905 if (e->state_current.tagentity >= cl.num_entities)
907 t = cl.entities + e->state_current.tagentity;
908 // if the tag entity is inactive, skip it
909 if (!t->state_current.active)
911 // update the parent first
912 CL_UpdateNetworkEntity(t, recursionlimit - 1, interpolate);
913 // make relative to the entity
914 matrix = &t->render.matrix;
915 // some properties of the tag entity carry over
916 e->render.flags |= t->render.flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
917 // if a valid tagindex is used, make it relative to that tag instead
918 // FIXME: use a model function to get tag info (need to handle skeletal)
919 if (e->state_current.tagentity && e->state_current.tagindex >= 1 && (model = t->render.model))
921 // blend the matrices
922 memset(&blendmatrix, 0, sizeof(blendmatrix));
923 for (j = 0;j < 4 && t->render.frameblend[j].lerp > 0;j++)
925 matrix4x4_t tagmatrix;
926 Mod_Alias_GetTagMatrix(model, t->render.frameblend[j].frame, e->state_current.tagindex - 1, &tagmatrix);
927 d = t->render.frameblend[j].lerp;
928 for (l = 0;l < 4;l++)
929 for (k = 0;k < 4;k++)
930 blendmatrix.m[l][k] += d * tagmatrix.m[l][k];
932 // concat the tag matrices onto the entity matrix
933 Matrix4x4_Concat(&tempmatrix, &t->render.matrix, &blendmatrix);
934 // use the constructed tag matrix
935 matrix = &tempmatrix;
938 else if (e->render.flags & RENDER_VIEWMODEL)
940 // view-relative entity (guns and such)
941 if (e->render.effects & EF_NOGUNBOB)
942 matrix = &r_refdef.view.matrix; // really attached to view
944 matrix = &viewmodelmatrix; // attached to gun bob matrix
948 // world-relative entity (the normal kind)
949 matrix = &identitymatrix;
953 // if it's the predicted player entity, update according to client movement
954 // but don't lerp if going through a teleporter as it causes a bad lerp
955 // also don't use the predicted location if fixangle was set on both of
956 // the most recent server messages, as that cause means you are spectating
957 // someone or watching a cutscene of some sort
958 if (cl_nolerp.integer || cls.timedemo)
960 if (e == cl.entities + cl.playerentity && cl.movement_predicted && (!cl.fixangle[1] || !cl.fixangle[0]))
962 lerp = (cl.time - cl.movement_time[2]) / (cl.movement_time[0] - cl.movement_time[1]);
963 lerp = bound(0, lerp, 1);
966 VectorLerp(cl.movement_oldorigin, lerp, cl.movement_origin, origin);
967 VectorSet(angles, 0, cl.viewangles[1], 0);
969 else if (interpolate && e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1)
971 // interpolate the origin and angles
973 VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
974 VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
975 if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
976 if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
977 if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
978 VectorMA(e->persistent.oldangles, lerp, delta, angles);
983 VectorCopy(e->persistent.neworigin, origin);
984 VectorCopy(e->persistent.newangles, angles);
987 // model setup and some modelflags
988 frame = e->state_current.frame;
989 if (e->state_current.modelindex < MAX_MODELS)
990 e->render.model = cl.model_precache[e->state_current.modelindex];
992 e->render.model = NULL;
995 if (e->render.skinnum >= e->render.model->numskins)
996 e->render.skinnum = 0;
997 if (frame >= e->render.model->numframes)
999 // models can set flags such as EF_ROCKET
1000 // this 0xFF800000 mask is EF_NOMODELFLAGS plus all the higher EF_ flags such as EF_ROCKET
1001 if (!(e->render.effects & 0xFF800000))
1002 e->render.effects |= e->render.model->effects;
1003 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
1004 if (e->render.model->type == mod_alias)
1005 angles[0] = -angles[0];
1006 if ((e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
1007 VectorScale(e->render.colormod, 2, e->render.colormod);
1009 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
1010 else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
1011 angles[0] = -angles[0];
1013 if ((e->render.effects & EF_ROTATE) && !(e->render.flags & RENDER_VIEWMODEL))
1015 angles[1] = ANGLEMOD(100*cl.time);
1016 if (cl_itembobheight.value)
1017 origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
1021 if (e->render.frame2 == frame)
1023 // update frame lerp fraction
1024 e->render.framelerp = 1;
1025 if (e->render.frame2time > e->render.frame1time)
1027 // make sure frame lerp won't last longer than 100ms
1028 // (this mainly helps with models that use framegroups and
1029 // switch between them infrequently)
1030 e->render.framelerp = (cl.time - e->render.frame2time) / min(e->render.frame2time - e->render.frame1time, 0.1);
1031 e->render.framelerp = bound(0, e->render.framelerp, 1);
1036 // begin a new frame lerp
1037 e->render.frame1 = e->render.frame2;
1038 e->render.frame1time = e->render.frame2time;
1039 e->render.frame2 = frame;
1040 e->render.frame2time = cl.time;
1041 e->render.framelerp = 0;
1044 // set up the render matrix
1047 // attached entity, this requires a matrix multiply (concat)
1048 // FIXME: e->render.scale should go away
1049 Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1050 // concat the matrices to make the entity relative to its tag
1051 Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
1052 // get the origin from the new matrix
1053 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1057 // unattached entities are faster to process
1058 Matrix4x4_CreateFromQuakeEntity(&e->render.matrix, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1061 // tenebrae's sprites are all additive mode (weird)
1062 if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
1063 e->render.effects |= EF_ADDITIVE;
1064 // player model is only shown with chase_active on
1065 if (e->state_current.number == cl.viewentity)
1066 e->render.flags |= RENDER_EXTERIORMODEL;
1067 // either fullbright or lit
1068 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1069 e->render.flags |= RENDER_LIGHT;
1070 // hide player shadow during intermission or nehahra movie
1071 if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST))
1072 && (e->render.alpha >= 1)
1073 && !(e->render.flags & RENDER_VIEWMODEL)
1074 && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
1075 e->render.flags |= RENDER_SHADOW;
1076 if (e->render.flags & RENDER_VIEWMODEL)
1077 e->render.flags |= RENDER_NOSELFSHADOW;
1079 // make the other useful stuff
1080 CL_UpdateRenderEntity(&e->render);
1083 // creates light and trails from an entity
1084 void CL_UpdateNetworkEntityTrail(entity_t *e)
1086 effectnameindex_t trailtype;
1089 // bmodels are treated specially since their origin is usually '0 0 0' and
1090 // their actual geometry is far from '0 0 0'
1091 if (e->render.model && e->render.model->soundfromcenter)
1094 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1095 Matrix4x4_Transform(&e->render.matrix, o, origin);
1098 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1100 // handle particle trails and such effects now that we know where this
1101 // entity is in the world...
1102 trailtype = EFFECT_NONE;
1103 // LordHavoc: if the entity has no effects, don't check each
1104 if (e->render.effects & (EF_BRIGHTFIELD | EF_FLAME | EF_STARDUST))
1106 if (e->render.effects & EF_BRIGHTFIELD)
1108 if (gamemode == GAME_NEXUIZ)
1109 trailtype = EFFECT_TR_NEXUIZPLASMA;
1111 CL_EntityParticles(e);
1113 if (e->render.effects & EF_FLAME)
1114 CL_ParticleTrail(EFFECT_EF_FLAME, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true);
1115 if (e->render.effects & EF_STARDUST)
1116 CL_ParticleTrail(EFFECT_EF_STARDUST, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true);
1118 if (e->render.internaleffects & (INTEF_FLAG1QW | INTEF_FLAG2QW))
1120 // these are only set on player entities
1121 CL_AddQWCTFFlagModel(e, (e->render.internaleffects & INTEF_FLAG2QW) != 0);
1123 // muzzleflash fades over time
1124 if (e->persistent.muzzleflash > 0)
1125 e->persistent.muzzleflash -= bound(0, cl.time - cl.oldtime, 0.1) * 20;
1126 // LordHavoc: if the entity has no effects, don't check each
1127 if (e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1129 if (e->render.effects & EF_GIB)
1130 trailtype = EFFECT_TR_BLOOD;
1131 else if (e->render.effects & EF_ZOMGIB)
1132 trailtype = EFFECT_TR_SLIGHTBLOOD;
1133 else if (e->render.effects & EF_TRACER)
1134 trailtype = EFFECT_TR_WIZSPIKE;
1135 else if (e->render.effects & EF_TRACER2)
1136 trailtype = EFFECT_TR_KNIGHTSPIKE;
1137 else if (e->render.effects & EF_ROCKET)
1138 trailtype = EFFECT_TR_ROCKET;
1139 else if (e->render.effects & EF_GRENADE)
1141 // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1142 trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1144 else if (e->render.effects & EF_TRACER3)
1145 trailtype = EFFECT_TR_VORESPIKE;
1148 if (e->render.flags & RENDER_GLOWTRAIL)
1149 trailtype = EFFECT_TR_GLOWTRAIL;
1150 // check if a trail is allowed (it is not after a teleport for example)
1151 if (trailtype && e->persistent.trail_allowed)
1155 VectorSubtract(e->state_current.origin, e->state_previous.origin, vel);
1156 len = e->state_current.time - e->state_previous.time;
1159 VectorScale(vel, len, vel);
1160 CL_ParticleTrail(trailtype, 1, e->persistent.trail_origin, origin, vel, vel, e, e->state_current.glowcolor, false, true);
1162 // now that the entity has survived one trail update it is allowed to
1163 // leave a real trail on later frames
1164 e->persistent.trail_allowed = true;
1165 VectorCopy(origin, e->persistent.trail_origin);
1171 CL_UpdateViewEntities
1174 void CL_UpdateViewEntities(void)
1177 // update any RENDER_VIEWMODEL entities to use the new view matrix
1178 for (i = 1;i < cl.num_entities;i++)
1180 if (cl.entities_active[i])
1182 entity_t *ent = cl.entities + i;
1183 if ((ent->render.flags & RENDER_VIEWMODEL) || ent->state_current.tagentity)
1184 CL_UpdateNetworkEntity(ent, 32, true);
1187 // and of course the engine viewmodel needs updating as well
1188 CL_UpdateNetworkEntity(&cl.viewent, 32, true);
1193 CL_UpdateNetworkCollisionEntities
1196 void CL_UpdateNetworkCollisionEntities(void)
1201 // start on the entity after the world
1202 cl.num_brushmodel_entities = 0;
1203 for (i = cl.maxclients + 1;i < cl.num_entities;i++)
1205 if (cl.entities_active[i])
1207 ent = cl.entities + i;
1208 if (ent->state_current.active && ent->render.model && ent->render.model->name[0] == '*' && ent->render.model->TraceBox)
1210 // do not interpolate the bmodels for this
1211 CL_UpdateNetworkEntity(ent, 32, false);
1212 cl.brushmodel_entities[cl.num_brushmodel_entities++] = i;
1220 CL_UpdateNetworkEntities
1223 void CL_UpdateNetworkEntities(void)
1228 // start on the entity after the world
1229 for (i = 1;i < cl.num_entities;i++)
1231 if (cl.entities_active[i])
1233 ent = cl.entities + i;
1234 if (ent->state_current.active)
1236 CL_UpdateNetworkEntity(ent, 32, true);
1237 // view models should never create light/trails
1238 if (!(ent->render.flags & RENDER_VIEWMODEL))
1239 CL_UpdateNetworkEntityTrail(ent);
1242 cl.entities_active[i] = false;
1247 void CL_UpdateViewModel(void)
1251 ent->state_previous = ent->state_current;
1252 ent->state_current = defaultstate;
1253 ent->state_current.time = cl.time;
1254 ent->state_current.number = -1;
1255 ent->state_current.active = true;
1256 ent->state_current.modelindex = cl.stats[STAT_WEAPON];
1257 ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
1258 ent->state_current.flags = RENDER_VIEWMODEL;
1259 if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
1260 ent->state_current.modelindex = 0;
1261 else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
1263 if (gamemode == GAME_TRANSFUSION)
1264 ent->state_current.alpha = 128;
1266 ent->state_current.modelindex = 0;
1268 ent->state_current.alpha = cl.entities[cl.viewentity].state_current.alpha;
1269 ent->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB));
1271 // reset animation interpolation on weaponmodel if model changed
1272 if (ent->state_previous.modelindex != ent->state_current.modelindex)
1274 ent->render.frame1 = ent->render.frame2 = ent->state_current.frame;
1275 ent->render.frame1time = ent->render.frame2time = cl.time;
1276 ent->render.framelerp = 1;
1278 CL_UpdateNetworkEntity(ent, 32, true);
1281 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
1282 void CL_LinkNetworkEntity(entity_t *e)
1284 effectnameindex_t trailtype;
1289 // skip inactive entities and world
1290 if (!e->state_current.active || e == cl.entities)
1292 if (e->state_current.tagentity)
1294 // if the tag entity is currently impossible, skip it
1295 if (e->state_current.tagentity >= cl.num_entities)
1297 // if the tag entity is inactive, skip it
1298 if (!cl.entities[e->state_current.tagentity].state_current.active)
1302 // create entity dlights associated with this entity
1303 if (e->render.model && e->render.model->soundfromcenter)
1305 // bmodels are treated specially since their origin is usually '0 0 0'
1307 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1308 Matrix4x4_Transform(&e->render.matrix, o, origin);
1311 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1312 trailtype = EFFECT_NONE;
1317 // LordHavoc: if the entity has no effects, don't check each
1318 if (e->render.effects & (EF_BRIGHTFIELD | EF_DIMLIGHT | EF_BRIGHTLIGHT | EF_RED | EF_BLUE | EF_FLAME | EF_STARDUST))
1320 if (e->render.effects & EF_BRIGHTFIELD)
1322 if (gamemode == GAME_NEXUIZ)
1323 trailtype = EFFECT_TR_NEXUIZPLASMA;
1325 if (e->render.effects & EF_DIMLIGHT)
1327 dlightradius = max(dlightradius, 200);
1328 dlightcolor[0] += 1.50f;
1329 dlightcolor[1] += 1.50f;
1330 dlightcolor[2] += 1.50f;
1332 if (e->render.effects & EF_BRIGHTLIGHT)
1334 dlightradius = max(dlightradius, 400);
1335 dlightcolor[0] += 3.00f;
1336 dlightcolor[1] += 3.00f;
1337 dlightcolor[2] += 3.00f;
1339 // LordHavoc: more effects
1340 if (e->render.effects & EF_RED) // red
1342 dlightradius = max(dlightradius, 200);
1343 dlightcolor[0] += 1.50f;
1344 dlightcolor[1] += 0.15f;
1345 dlightcolor[2] += 0.15f;
1347 if (e->render.effects & EF_BLUE) // blue
1349 dlightradius = max(dlightradius, 200);
1350 dlightcolor[0] += 0.15f;
1351 dlightcolor[1] += 0.15f;
1352 dlightcolor[2] += 1.50f;
1354 if (e->render.effects & EF_FLAME)
1355 CL_ParticleTrail(EFFECT_EF_FLAME, 0, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false);
1356 if (e->render.effects & EF_STARDUST)
1357 CL_ParticleTrail(EFFECT_EF_STARDUST, 0, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false);
1359 // muzzleflash fades over time, and is offset a bit
1360 if (e->persistent.muzzleflash > 0 && r_refdef.numlights < MAX_DLIGHTS)
1365 matrix4x4_t tempmatrix;
1366 Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
1367 trace = CL_Move(origin, vec3_origin, vec3_origin, v2, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, true, false, NULL, false);
1368 Matrix4x4_Normalize(&tempmatrix, &e->render.matrix);
1369 Matrix4x4_SetOrigin(&tempmatrix, trace.endpos[0], trace.endpos[1], trace.endpos[2]);
1370 Matrix4x4_Scale(&tempmatrix, 150, 1);
1371 VectorSet(color, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f);
1372 R_RTLight_Update(&r_refdef.lights[r_refdef.numlights++], false, &tempmatrix, color, -1, NULL, true, 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1374 // LordHavoc: if the model has no flags, don't check each
1375 if (e->render.model && e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1377 if (e->render.effects & EF_GIB)
1378 trailtype = EFFECT_TR_BLOOD;
1379 else if (e->render.effects & EF_ZOMGIB)
1380 trailtype = EFFECT_TR_SLIGHTBLOOD;
1381 else if (e->render.effects & EF_TRACER)
1382 trailtype = EFFECT_TR_WIZSPIKE;
1383 else if (e->render.effects & EF_TRACER2)
1384 trailtype = EFFECT_TR_KNIGHTSPIKE;
1385 else if (e->render.effects & EF_ROCKET)
1386 trailtype = EFFECT_TR_ROCKET;
1387 else if (e->render.effects & EF_GRENADE)
1389 // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1390 trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1392 else if (e->render.effects & EF_TRACER3)
1393 trailtype = EFFECT_TR_VORESPIKE;
1395 // LordHavoc: customizable glow
1396 if (e->state_current.glowsize)
1398 // * 4 for the expansion from 0-255 to 0-1023 range,
1399 // / 255 to scale down byte colors
1400 dlightradius = max(dlightradius, e->state_current.glowsize * 4);
1401 VectorMA(dlightcolor, (1.0f / 255.0f), palette_rgb[e->state_current.glowcolor], dlightcolor);
1403 // make the glow dlight
1404 if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL) && r_refdef.numlights < MAX_DLIGHTS)
1406 matrix4x4_t dlightmatrix;
1407 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1408 // hack to make glowing player light shine on their gun
1409 //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
1410 // Matrix4x4_AdjustOrigin(&dlightmatrix, 0, 0, 30);
1411 Matrix4x4_Scale(&dlightmatrix, dlightradius, 1);
1412 R_RTLight_Update(&r_refdef.lights[r_refdef.numlights++], false, &dlightmatrix, dlightcolor, -1, NULL, true, 1, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1415 if ((e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) && r_refdef.numlights < MAX_DLIGHTS)
1417 matrix4x4_t dlightmatrix;
1419 VectorScale(e->state_current.light, (1.0f / 256.0f), light);
1420 light[3] = e->state_current.light[3];
1421 if (light[0] == 0 && light[1] == 0 && light[2] == 0)
1422 VectorSet(light, 1, 1, 1);
1425 // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
1426 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1427 Matrix4x4_Scale(&dlightmatrix, light[3], 1);
1428 R_RTLight_Update(&r_refdef.lights[r_refdef.numlights++], false, &dlightmatrix, light, e->state_current.lightstyle, e->state_current.skin > 0 ? va("cubemaps/%i", e->state_current.skin) : NULL, !(e->state_current.lightpflags & PFLAGS_NOSHADOW), (e->state_current.lightpflags & PFLAGS_CORONA) != 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1431 if (e->render.flags & RENDER_GLOWTRAIL)
1432 trailtype = EFFECT_TR_GLOWTRAIL;
1434 CL_ParticleTrail(trailtype, 0, origin, origin, vec3_origin, vec3_origin, NULL, e->state_current.glowcolor, true, false);
1436 // don't show viewmodels in certain situations
1437 if (e->render.flags & RENDER_VIEWMODEL)
1438 if (!r_drawviewmodel.integer || chase_active.integer || r_refdef.envmap)
1440 // don't show entities with no modelindex (note: this still shows
1441 // entities which have a modelindex that resolved to a NULL model)
1442 if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.numentities < r_refdef.maxentities)
1443 r_refdef.entities[r_refdef.numentities++] = &e->render;
1444 //if (cl.viewentity && e->state_current.number == cl.viewentity)
1445 // Matrix4x4_Print(&e->render.matrix);
1448 void CL_RelinkWorld(void)
1450 entity_t *ent = &cl.entities[0];
1451 // FIXME: this should be done at load
1452 ent->render.matrix = identitymatrix;
1453 ent->render.flags = RENDER_SHADOW;
1454 if (!r_fullbright.integer)
1455 ent->render.flags |= RENDER_LIGHT;
1456 VectorSet(ent->render.colormod, 1, 1, 1);
1457 CL_UpdateRenderEntity(&ent->render);
1458 r_refdef.worldentity = &ent->render;
1459 r_refdef.worldmodel = cl.worldmodel;
1462 static void CL_RelinkStaticEntities(void)
1466 for (i = 0, e = cl.static_entities;i < cl.num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++, e++)
1468 e->render.flags = 0;
1469 // if the model was not loaded when the static entity was created we
1470 // need to re-fetch the model pointer
1471 e->render.model = cl.model_precache[e->state_baseline.modelindex];
1472 // either fullbright or lit
1473 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1474 e->render.flags |= RENDER_LIGHT;
1475 // hide player shadow during intermission or nehahra movie
1476 if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST)) && (e->render.alpha >= 1))
1477 e->render.flags |= RENDER_SHADOW;
1478 VectorSet(e->render.colormod, 1, 1, 1);
1479 R_LerpAnimation(&e->render);
1480 CL_UpdateRenderEntity(&e->render);
1481 r_refdef.entities[r_refdef.numentities++] = &e->render;
1490 static void CL_RelinkNetworkEntities(void)
1495 // start on the entity after the world
1496 for (i = 1;i < cl.num_entities;i++)
1498 if (cl.entities_active[i])
1500 ent = cl.entities + i;
1501 if (ent->state_current.active)
1502 CL_LinkNetworkEntity(ent);
1504 cl.entities_active[i] = false;
1509 static void CL_RelinkEffects(void)
1513 entity_render_t *entrender;
1516 for (i = 0, e = cl.effects;i < cl.num_effects;i++, e++)
1520 frame = (cl.time - e->starttime) * e->framerate + e->startframe;
1521 intframe = (int)frame;
1522 if (intframe < 0 || intframe >= e->endframe)
1524 memset(e, 0, sizeof(*e));
1525 while (cl.num_effects > 0 && !cl.effects[cl.num_effects - 1].active)
1530 if (intframe != e->frame)
1532 e->frame = intframe;
1533 e->frame1time = e->frame2time;
1534 e->frame2time = cl.time;
1537 // if we're drawing effects, get a new temp entity
1538 // (NewTempEntity adds it to the render entities list for us)
1539 if (r_draweffects.integer && (entrender = CL_NewTempEntity()))
1541 // interpolation stuff
1542 entrender->frame1 = intframe;
1543 entrender->frame2 = intframe + 1;
1544 if (entrender->frame2 >= e->endframe)
1545 entrender->frame2 = -1; // disappear
1546 entrender->framelerp = frame - intframe;
1547 entrender->frame1time = e->frame1time;
1548 entrender->frame2time = e->frame2time;
1551 if(e->modelindex < MAX_MODELS)
1552 entrender->model = cl.model_precache[e->modelindex];
1554 entrender->model = cl.csqc_model_precache[-(e->modelindex+1)];
1555 entrender->alpha = 1;
1556 VectorSet(entrender->colormod, 1, 1, 1);
1558 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
1559 CL_UpdateRenderEntity(entrender);
1565 void CL_Beam_CalculatePositions(const beam_t *b, vec3_t start, vec3_t end)
1567 VectorCopy(b->start, start);
1568 VectorCopy(b->end, end);
1570 // if coming from the player, update the start position
1571 if (b->entity == cl.viewentity)
1573 if (cl_beams_quakepositionhack.integer && !chase_active.integer)
1575 // LordHavoc: this is a stupid hack from Quake that makes your
1576 // lightning appear to come from your waist and cover less of your
1578 // in Quake this hack was applied to all players (causing the
1579 // infamous crotch-lightning), but in darkplaces and QuakeWorld it
1580 // only applies to your own lightning, and only in first person
1581 Matrix4x4_OriginFromMatrix(&cl.entities[cl.viewentity].render.matrix, start);
1583 if (cl_beams_instantaimhack.integer)
1585 vec3_t dir, localend;
1587 // LordHavoc: this updates the beam direction to match your
1589 VectorSubtract(end, start, dir);
1590 len = VectorLength(dir);
1591 VectorNormalize(dir);
1592 VectorSet(localend, len, 0, 0);
1593 Matrix4x4_Transform(&r_refdef.view.matrix, localend, end);
1598 void CL_RelinkBeams(void)
1602 vec3_t dist, org, start, end;
1604 entity_render_t *entrender;
1607 matrix4x4_t tempmatrix;
1609 for (i = 0, b = cl.beams;i < cl.num_beams;i++, b++)
1613 if (b->endtime < cl.time)
1619 CL_Beam_CalculatePositions(b, start, end);
1623 if (cl_beams_lightatend.integer && r_refdef.numlights < MAX_DLIGHTS)
1625 // FIXME: create a matrix from the beam start/end orientation
1627 VectorSet(dlightcolor, 0.3, 0.7, 1);
1628 Matrix4x4_CreateFromQuakeEntity(&tempmatrix, end[0], end[1], end[2], 0, 0, 0, 200);
1629 R_RTLight_Update(&r_refdef.lights[r_refdef.numlights++], false, &tempmatrix, dlightcolor, -1, NULL, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1631 if (cl_beams_polygons.integer)
1635 // calculate pitch and yaw
1636 // (this is similar to the QuakeC builtin function vectoangles)
1637 VectorSubtract(end, start, dist);
1638 if (dist[1] == 0 && dist[0] == 0)
1648 yaw = atan2(dist[1], dist[0]) * 180 / M_PI;
1652 forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1653 pitch = atan2(dist[2], forward) * 180 / M_PI;
1658 // add new entities for the lightning
1659 VectorCopy (start, org);
1660 d = VectorNormalizeLength(dist);
1663 entrender = CL_NewTempEntity ();
1666 //VectorCopy (org, ent->render.origin);
1667 entrender->model = b->model;
1668 //ent->render.effects = EF_FULLBRIGHT;
1669 //ent->render.angles[0] = pitch;
1670 //ent->render.angles[1] = yaw;
1671 //ent->render.angles[2] = rand()%360;
1672 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1673 CL_UpdateRenderEntity(entrender);
1674 VectorMA(org, 30, dist, org);
1679 while (cl.num_beams > 0 && !cl.beams[cl.num_beams - 1].model)
1683 static void CL_RelinkQWNails(void)
1687 entity_render_t *entrender;
1689 for (i = 0;i < cl.qw_num_nails;i++)
1693 // if we're drawing effects, get a new temp entity
1694 // (NewTempEntity adds it to the render entities list for us)
1695 if (!(entrender = CL_NewTempEntity()))
1699 entrender->model = cl.model_precache[cl.qw_modelindex_spike];
1700 entrender->alpha = 1;
1701 VectorSet(entrender->colormod, 1, 1, 1);
1703 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1);
1704 CL_UpdateRenderEntity(entrender);
1708 void CL_LerpPlayer(float frac)
1712 cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
1713 for (i = 0;i < 3;i++)
1715 cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
1716 cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
1717 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
1720 // interpolate the angles if playing a demo or spectating someone
1721 if (cls.demoplayback || cl.fixangle[0])
1723 for (i = 0;i < 3;i++)
1725 float d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
1730 cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
1735 void CSQC_RelinkAllEntities (int drawmask)
1739 CL_RelinkStaticEntities();
1744 if (drawmask & ENTMASK_ENGINE)
1746 CL_RelinkNetworkEntities();
1747 if (drawmask & ENTMASK_ENGINEVIEWMODELS)
1748 CL_LinkNetworkEntity(&cl.viewent); // link gun model
1752 // update view blend
1760 Update client game world for a new frame
1763 void CL_UpdateWorld(void)
1765 r_refdef.extraupdate = !r_speeds.integer;
1766 r_refdef.numentities = 0;
1767 r_refdef.numlights = 0;
1768 r_refdef.view.matrix = identitymatrix;
1770 cl.num_brushmodel_entities = 0;
1772 if (cls.state == ca_connected && cls.signon == SIGNONS)
1774 // prepare for a new frame
1775 CL_LerpPlayer(CL_LerpPoint());
1776 CL_DecayLightFlashes();
1777 CL_ClearTempEntities();
1781 // if prediction is enabled we have to update all the collidable
1782 // network entities before the prediction code can be run
1783 CL_UpdateNetworkCollisionEntities();
1785 // now update the player prediction
1786 CL_ClientMovement_Replay();
1788 // update the player entity (which may be predicted)
1789 CL_UpdateNetworkEntity(cl.entities + cl.viewentity, 32, true);
1791 // now update the view (which depends on that player entity)
1794 // now update all the network entities and create particle trails
1795 // (some entities may depend on the view)
1796 CL_UpdateNetworkEntities();
1798 // update the engine-based viewmodel
1799 CL_UpdateViewModel();
1801 CL_RelinkLightFlashes();
1802 CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS);
1804 // move decals, particles, and any other effects
1810 r_refdef.time = cl.time;
1813 // LordHavoc: pausedemo command
1814 static void CL_PauseDemo_f (void)
1816 cls.demopaused = !cls.demopaused;
1818 Con_Print("Demo paused\n");
1820 Con_Print("Demo unpaused\n");
1824 ======================
1826 ======================
1828 static void CL_Fog_f (void)
1830 if (Cmd_Argc () == 1)
1832 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);
1835 r_refdef.fog_start = 0;
1836 r_refdef.fog_end = 16384;
1837 r_refdef.fog_alpha = 1;
1839 r_refdef.fog_density = atof(Cmd_Argv(1));
1841 r_refdef.fog_red = atof(Cmd_Argv(2));
1843 r_refdef.fog_green = atof(Cmd_Argv(3));
1845 r_refdef.fog_blue = atof(Cmd_Argv(4));
1847 r_refdef.fog_alpha = atof(Cmd_Argv(5));
1849 r_refdef.fog_start = atof(Cmd_Argv(6));
1851 r_refdef.fog_end = atof(Cmd_Argv(7));
1855 ====================
1858 For program optimization
1859 ====================
1861 static void CL_TimeRefresh_f (void)
1864 float timestart, timedelta;
1866 r_refdef.extraupdate = false;
1868 timestart = Sys_DoubleTime();
1869 for (i = 0;i < 128;i++)
1871 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);
1874 timedelta = Sys_DoubleTime() - timestart;
1876 Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
1879 void CL_AreaStats_f(void)
1881 World_PrintAreaStats(&cl.world, "client");
1884 cl_locnode_t *CL_Locs_FindNearest(const vec3_t point)
1889 vec3_t nearestpoint;
1890 vec_t dist, bestdist;
1893 for (loc = cl.locnodes;loc;loc = loc->next)
1895 for (i = 0;i < 3;i++)
1896 nearestpoint[i] = bound(loc->mins[i], point[i], loc->maxs[i]);
1897 dist = VectorDistance2(nearestpoint, point);
1898 if (bestdist > dist || !best)
1909 void CL_Locs_FindLocationName(char *buffer, size_t buffersize, vec3_t point)
1912 loc = CL_Locs_FindNearest(point);
1914 strlcpy(buffer, loc->name, buffersize);
1916 dpsnprintf(buffer, buffersize, "LOC=%.0f:%.0f:%.0f", point[0], point[1], point[2]);
1919 void CL_Locs_FreeNode(cl_locnode_t *node)
1921 cl_locnode_t **pointer, **next;
1922 for (pointer = &cl.locnodes;*pointer;pointer = next)
1924 next = &(*pointer)->next;
1925 if (*pointer == node)
1927 *pointer = node->next;
1931 Con_Printf("CL_Locs_FreeNode: no such node! (%p)\n", node);
1934 void CL_Locs_AddNode(vec3_t mins, vec3_t maxs, const char *name)
1936 cl_locnode_t *node, **pointer;
1940 namelen = strlen(name);
1941 node = Mem_Alloc(cls.levelmempool, sizeof(cl_locnode_t) + namelen + 1);
1942 VectorSet(node->mins, min(mins[0], maxs[0]), min(mins[1], maxs[1]), min(mins[2], maxs[2]));
1943 VectorSet(node->maxs, max(mins[0], maxs[0]), max(mins[1], maxs[1]), max(mins[2], maxs[2]));
1944 node->name = (char *)(node + 1);
1945 memcpy(node->name, name, namelen);
1946 node->name[namelen] = 0;
1947 // link it into the tail of the list to preserve the order
1948 for (pointer = &cl.locnodes;*pointer;pointer = &(*pointer)->next)
1953 void CL_Locs_Add_f(void)
1956 if (Cmd_Argc() != 5 && Cmd_Argc() != 8)
1958 Con_Printf("usage: %s x y z[ x y z] name\n", Cmd_Argv(0));
1961 mins[0] = atof(Cmd_Argv(1));
1962 mins[1] = atof(Cmd_Argv(2));
1963 mins[2] = atof(Cmd_Argv(3));
1964 if (Cmd_Argc() == 8)
1966 maxs[0] = atof(Cmd_Argv(4));
1967 maxs[1] = atof(Cmd_Argv(5));
1968 maxs[2] = atof(Cmd_Argv(6));
1969 CL_Locs_AddNode(mins, maxs, Cmd_Argv(7));
1972 CL_Locs_AddNode(mins, mins, Cmd_Argv(4));
1975 void CL_Locs_RemoveNearest_f(void)
1978 loc = CL_Locs_FindNearest(r_refdef.view.origin);
1980 CL_Locs_FreeNode(loc);
1982 Con_Printf("no loc point or box found for your location\n");
1985 void CL_Locs_Clear_f(void)
1988 CL_Locs_FreeNode(cl.locnodes);
1991 void CL_Locs_Save_f(void)
1995 char locfilename[MAX_QPATH];
1998 Con_Printf("No loc points/boxes exist!\n");
2001 if (cls.state != ca_connected || !cl.worldmodel)
2003 Con_Printf("No level loaded!\n");
2006 FS_StripExtension(cl.worldmodel->name, locfilename, sizeof(locfilename));
2007 strlcat(locfilename, ".loc", sizeof(locfilename));
2009 outfile = FS_Open(locfilename, "w", false, false);
2012 // if any boxes are used then this is a proquake-format loc file, which
2013 // allows comments, so add some relevant information at the start
2014 for (loc = cl.locnodes;loc;loc = loc->next)
2015 if (!VectorCompare(loc->mins, loc->maxs))
2019 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);
2020 for (loc = cl.locnodes;loc;loc = loc->next)
2021 if (VectorCompare(loc->mins, loc->maxs))
2024 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");
2026 for (loc = cl.locnodes;loc;loc = loc->next)
2028 if (VectorCompare(loc->mins, loc->maxs))
2032 const char *in = loc->name;
2033 char name[MAX_INPUTLINE];
2034 for (len = 0;len < (int)sizeof(name) - 1 && *in;)
2036 if (*in == ' ') {s = "$loc_name_separator";in++;}
2037 else if (!strncmp(in, "SSG", 3)) {s = "$loc_name_ssg";in += 3;}
2038 else if (!strncmp(in, "NG", 2)) {s = "$loc_name_ng";in += 2;}
2039 else if (!strncmp(in, "SNG", 3)) {s = "$loc_name_sng";in += 3;}
2040 else if (!strncmp(in, "GL", 2)) {s = "$loc_name_gl";in += 2;}
2041 else if (!strncmp(in, "RL", 2)) {s = "$loc_name_rl";in += 2;}
2042 else if (!strncmp(in, "LG", 2)) {s = "$loc_name_lg";in += 2;}
2043 else if (!strncmp(in, "GA", 2)) {s = "$loc_name_ga";in += 2;}
2044 else if (!strncmp(in, "YA", 2)) {s = "$loc_name_ya";in += 2;}
2045 else if (!strncmp(in, "RA", 2)) {s = "$loc_name_ra";in += 2;}
2046 else if (!strncmp(in, "MEGA", 4)) {s = "$loc_name_mh";in += 4;}
2050 while (len < (int)sizeof(name) - 1 && *s)
2054 name[len++] = *in++;
2057 FS_Printf(outfile, "%.0f %.0f %.0f %s\n", loc->mins[0]*8, loc->mins[1]*8, loc->mins[2]*8, name);
2060 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);
2065 void CL_Locs_Reload_f(void)
2067 int i, linenumber, limit, len;
2069 char *filedata, *text, *textend, *linestart, *linetext, *lineend;
2070 fs_offset_t filesize;
2072 char locfilename[MAX_QPATH];
2073 char name[MAX_INPUTLINE];
2075 if (cls.state != ca_connected || !cl.worldmodel)
2077 Con_Printf("No level loaded!\n");
2083 // try maps/something.loc first (LordHavoc: where I think they should be)
2084 FS_StripExtension(cl.worldmodel->name, locfilename, sizeof(locfilename));
2085 strlcat(locfilename, ".loc", sizeof(locfilename));
2086 filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2089 // try proquake name as well (LordHavoc: I hate path mangling)
2090 FS_StripExtension(va("locs/%s", FS_FileWithoutPath(cl.worldmodel->name)), locfilename, sizeof(locfilename));
2091 strlcat(locfilename, ".loc", sizeof(locfilename));
2092 filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2097 textend = filedata + filesize;
2098 for (linenumber = 1;text < textend;linenumber++)
2101 for (;text < textend && *text != '\r' && *text != '\n';text++)
2104 if (text + 1 < textend && *text == '\r' && text[1] == '\n')
2108 // trim trailing whitespace
2109 while (lineend > linestart && lineend[-1] <= ' ')
2111 // trim leading whitespace
2112 while (linestart < lineend && *linestart <= ' ')
2114 // check if this is a comment
2115 if (linestart + 2 <= lineend && !strncmp(linestart, "//", 2))
2117 linetext = linestart;
2119 for (i = 0;i < limit;i++)
2121 if (linetext >= lineend)
2123 // note: a missing number is interpreted as 0
2125 mins[i] = atof(linetext);
2127 maxs[i - 3] = atof(linetext);
2128 // now advance past the number
2129 while (linetext < lineend && *linetext > ' ' && *linetext != ',')
2131 // advance through whitespace
2132 if (linetext < lineend)
2134 if (*linetext == ',')
2138 // note: comma can be followed by whitespace
2140 if (*linetext <= ' ')
2143 while (linetext < lineend && *linetext <= ' ')
2148 // if this is a quoted name, remove the quotes
2151 if (linetext >= lineend || *linetext != '"')
2152 continue; // proquake location names are always quoted
2155 len = min(lineend - linetext, (int)sizeof(name) - 1);
2156 memcpy(name, linetext, len);
2158 // add the box to the list
2159 CL_Locs_AddNode(mins, maxs, name);
2161 // if a point was parsed, it needs to be scaled down by 8 (since
2162 // point-based loc files were invented by a proxy which dealt
2163 // directly with quake protocol coordinates, which are *8), turn
2167 // interpret silly fuhquake macros
2168 for (len = 0;len < (int)sizeof(name) - 1 && linetext < lineend;)
2170 if (*linetext == '$')
2172 if (linetext + 18 <= lineend && !strncmp(linetext, "$loc_name_separator", 19)) {s = " ";linetext += 19;}
2173 else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_ssg", 13)) {s = "SSG";linetext += 13;}
2174 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ng", 12)) {s = "NG";linetext += 12;}
2175 else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_sng", 13)) {s = "SNG";linetext += 13;}
2176 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_gl", 12)) {s = "GL";linetext += 12;}
2177 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_rl", 12)) {s = "RL";linetext += 12;}
2178 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_lg", 12)) {s = "LG";linetext += 12;}
2179 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ga", 12)) {s = "GA";linetext += 12;}
2180 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ya", 12)) {s = "YA";linetext += 12;}
2181 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ra", 12)) {s = "RA";linetext += 12;}
2182 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_mh", 12)) {s = "MEGA";linetext += 12;}
2186 while (len < (int)sizeof(name) - 1 && *s)
2191 name[len++] = *linetext++;
2194 // add the point to the list
2195 VectorScale(mins, (1.0 / 8.0), mins);
2196 CL_Locs_AddNode(mins, mins, name);
2208 void CL_Shutdown (void)
2210 CL_Screen_Shutdown();
2211 CL_Particles_Shutdown();
2212 CL_Parse_Shutdown();
2214 Mem_FreePool (&cls.permanentmempool);
2215 Mem_FreePool (&cls.levelmempool);
2225 cls.levelmempool = Mem_AllocPool("client (per-level memory)", 0, NULL);
2226 cls.permanentmempool = Mem_AllocPool("client (long term memory)", 0, NULL);
2228 memset(&r_refdef, 0, sizeof(r_refdef));
2229 // max entities sent to renderer per frame
2230 r_refdef.maxentities = MAX_EDICTS + 256 + 512;
2231 r_refdef.entities = (entity_render_t **)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t *) * r_refdef.maxentities);
2233 r_refdef.maxtempentities = 512;
2234 r_refdef.tempentities = (entity_render_t *)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t) * r_refdef.maxtempentities);
2239 // register our commands
2241 Cvar_RegisterVariable (&cl_upspeed);
2242 Cvar_RegisterVariable (&cl_forwardspeed);
2243 Cvar_RegisterVariable (&cl_backspeed);
2244 Cvar_RegisterVariable (&cl_sidespeed);
2245 Cvar_RegisterVariable (&cl_movespeedkey);
2246 Cvar_RegisterVariable (&cl_yawspeed);
2247 Cvar_RegisterVariable (&cl_pitchspeed);
2248 Cvar_RegisterVariable (&cl_anglespeedkey);
2249 Cvar_RegisterVariable (&cl_shownet);
2250 Cvar_RegisterVariable (&cl_nolerp);
2251 Cvar_RegisterVariable (&lookspring);
2252 Cvar_RegisterVariable (&lookstrafe);
2253 Cvar_RegisterVariable (&sensitivity);
2254 Cvar_RegisterVariable (&freelook);
2256 Cvar_RegisterVariable (&m_pitch);
2257 Cvar_RegisterVariable (&m_yaw);
2258 Cvar_RegisterVariable (&m_forward);
2259 Cvar_RegisterVariable (&m_side);
2261 Cvar_RegisterVariable (&cl_itembobspeed);
2262 Cvar_RegisterVariable (&cl_itembobheight);
2264 Cmd_AddCommand ("entities", CL_PrintEntities_f, "print information on network entities known to client");
2265 Cmd_AddCommand ("disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
2266 Cmd_AddCommand ("record", CL_Record_f, "record a demo");
2267 Cmd_AddCommand ("stop", CL_Stop_f, "stop recording or playing a demo");
2268 Cmd_AddCommand ("playdemo", CL_PlayDemo_f, "watch a demo file");
2269 Cmd_AddCommand ("timedemo", CL_TimeDemo_f, "play back a demo as fast as possible and save statistics to benchmark.log");
2271 // Support Client-side Model Index List
2272 Cmd_AddCommand ("cl_modelindexlist", CL_ModelIndexList_f, "list information on all models in the client modelindex");
2273 // Support Client-side Sound Index List
2274 Cmd_AddCommand ("cl_soundindexlist", CL_SoundIndexList_f, "list all sounds in the client soundindex");
2276 Cvar_RegisterVariable (&cl_autodemo);
2277 Cvar_RegisterVariable (&cl_autodemo_nameformat);
2279 Cmd_AddCommand ("fog", CL_Fog_f, "set global fog parameters (density red green blue [alpha [mindist maxdist]])");
2281 // LordHavoc: added pausedemo
2282 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)");
2284 Cmd_AddCommand ("cl_areastats", CL_AreaStats_f, "prints statistics on entity culling during collision traces");
2286 Cvar_RegisterVariable(&r_draweffects);
2287 Cvar_RegisterVariable(&cl_explosions_alpha_start);
2288 Cvar_RegisterVariable(&cl_explosions_alpha_end);
2289 Cvar_RegisterVariable(&cl_explosions_size_start);
2290 Cvar_RegisterVariable(&cl_explosions_size_end);
2291 Cvar_RegisterVariable(&cl_explosions_lifetime);
2292 Cvar_RegisterVariable(&cl_stainmaps);
2293 Cvar_RegisterVariable(&cl_stainmaps_clearonload);
2294 Cvar_RegisterVariable(&cl_beams_polygons);
2295 Cvar_RegisterVariable(&cl_beams_quakepositionhack);
2296 Cvar_RegisterVariable(&cl_beams_instantaimhack);
2297 Cvar_RegisterVariable(&cl_beams_lightatend);
2298 Cvar_RegisterVariable(&cl_noplayershadow);
2299 Cvar_RegisterVariable(&cl_dlights_decayradius);
2300 Cvar_RegisterVariable(&cl_dlights_decaybrightness);
2302 Cvar_RegisterVariable(&cl_prydoncursor);
2304 Cvar_RegisterVariable(&cl_deathnoviewmodel);
2306 // for QW connections
2307 Cvar_RegisterVariable(&qport);
2308 Cvar_SetValueQuick(&qport, (rand() * RAND_MAX + rand()) & 0xffff);
2310 Cmd_AddCommand("timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs");
2312 Cvar_RegisterVariable(&cl_locs_enable);
2313 Cvar_RegisterVariable(&cl_locs_show);
2314 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)");
2315 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)");
2316 Cmd_AddCommand("locs_clear", CL_Locs_Clear_f, "remove all loc points/boxes");
2317 Cmd_AddCommand("locs_reload", CL_Locs_Reload_f, "reload .loc file for this map");
2318 Cmd_AddCommand("locs_save", CL_Locs_Save_f, "save .loc file for this map containing currently defined points and boxes");
2321 CL_Particles_Init();
2325 #ifdef SUPPORT_GECKO