2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
20 // cl_main.c -- client main loop
23 #include "cl_collision.h"
32 // we need to declare some mouse variables here, because the menu system
33 // references them even when on a unix system.
35 cvar_t csqc_progname = {0, "csqc_progname","csprogs.dat","name of csprogs.dat file to load"};
36 cvar_t csqc_progcrc = {CVAR_READONLY, "csqc_progcrc","-1","CRC of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1"};
37 cvar_t csqc_progsize = {CVAR_READONLY, "csqc_progsize","-1","file size of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1"};
39 cvar_t cl_shownet = {0, "cl_shownet","0","1 = print packet size, 2 = print packet message list"};
40 cvar_t cl_nolerp = {0, "cl_nolerp", "0","network update smoothing"};
42 cvar_t cl_itembobheight = {0, "cl_itembobheight", "0","how much items bob up and down (try 8)"};
43 cvar_t cl_itembobspeed = {0, "cl_itembobspeed", "0.5","how frequently items bob up and down"};
45 cvar_t lookspring = {CVAR_SAVE, "lookspring","0","returns pitch to level with the floor when no longer holding a pitch key"};
46 cvar_t lookstrafe = {CVAR_SAVE, "lookstrafe","0","move instead of turning"};
47 cvar_t sensitivity = {CVAR_SAVE, "sensitivity","3","mouse speed multiplier"};
49 cvar_t m_pitch = {CVAR_SAVE, "m_pitch","0.022","mouse pitch speed multiplier"};
50 cvar_t m_yaw = {CVAR_SAVE, "m_yaw","0.022","mouse yaw speed multiplier"};
51 cvar_t m_forward = {CVAR_SAVE, "m_forward","1","mouse forward speed multiplier"};
52 cvar_t m_side = {CVAR_SAVE, "m_side","0.8","mouse side speed multiplier"};
54 cvar_t freelook = {CVAR_SAVE, "freelook", "1","mouse controls pitch instead of forward/back"};
56 cvar_t cl_autodemo = {CVAR_SAVE, "cl_autodemo", "0", "records every game played, using the date/time and map name to name the demo file" };
57 cvar_t cl_autodemo_nameformat = {CVAR_SAVE, "cl_autodemo_nameformat", "autodemos/%Y-%m-%d_%H-%M", "The format of the cl_autodemo filename, followed by the map name (the date is encoded using strftime escapes)" };
59 cvar_t r_draweffects = {0, "r_draweffects", "1","renders temporary sprite effects"};
61 cvar_t cl_explosions_alpha_start = {CVAR_SAVE, "cl_explosions_alpha_start", "1.5","starting alpha of an explosion shell"};
62 cvar_t cl_explosions_alpha_end = {CVAR_SAVE, "cl_explosions_alpha_end", "0","end alpha of an explosion shell (just before it disappears)"};
63 cvar_t cl_explosions_size_start = {CVAR_SAVE, "cl_explosions_size_start", "16","starting size of an explosion shell"};
64 cvar_t cl_explosions_size_end = {CVAR_SAVE, "cl_explosions_size_end", "128","ending alpha of an explosion shell (just before it disappears)"};
65 cvar_t cl_explosions_lifetime = {CVAR_SAVE, "cl_explosions_lifetime", "0.5","how long an explosion shell lasts"};
67 cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "0","stains lightmaps, much faster than decals but blurred"};
68 cvar_t cl_stainmaps_clearonload = {CVAR_SAVE, "cl_stainmaps_clearonload", "1","clear stainmaps on map restart"};
70 cvar_t cl_beams_polygons = {CVAR_SAVE, "cl_beams_polygons", "1","use beam polygons instead of models"};
71 cvar_t cl_beams_quakepositionhack = {CVAR_SAVE, "cl_beams_quakepositionhack", "1", "makes your lightning gun appear to fire from your waist (as in Quake and QuakeWorld)"};
72 cvar_t cl_beams_instantaimhack = {CVAR_SAVE, "cl_beams_instantaimhack", "0", "makes your lightning gun aiming update instantly"};
73 cvar_t cl_beams_lightatend = {CVAR_SAVE, "cl_beams_lightatend", "0", "make a light at the end of the beam"};
75 cvar_t cl_deathfade = {CVAR_SAVE, "cl_deathfade", "0", "fade screen to dark red when dead, value = how fast the fade is"};
77 cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0","hide player shadow"};
79 cvar_t cl_dlights_decayradius = {CVAR_SAVE, "cl_dlights_decayradius", "1", "reduces size of light flashes over time"};
80 cvar_t cl_dlights_decaybrightness = {CVAR_SAVE, "cl_dlights_decaybrightness", "1", "reduces brightness of light flashes over time"};
82 cvar_t qport = {0, "qport", "0", "identification key for playing on qw servers (allows you to maintain a connection to a quakeworld server even if your port changes)"};
84 cvar_t cl_prydoncursor = {0, "cl_prydoncursor", "0", "enables a mouse pointer which is able to click on entities in the world, useful for point and click mods, see PRYDON_CLIENTCURSOR extension in dpextensions.qc"};
86 cvar_t cl_deathnoviewmodel = {0, "cl_deathnoviewmodel", "1", "hides gun model when dead"};
88 cvar_t cl_locs_enable = {CVAR_SAVE, "locs_enable", "1", "enables replacement of certain % codes in chat messages: %l (location), %d (last death location), %h (health), %a (armor), %x (rockets), %c (cells), %r (rocket launcher status), %p (powerup status), %w (weapon status), %t (current time in level)"};
89 cvar_t cl_locs_show = {0, "locs_show", "0", "shows defined locations for editing purposes"};
100 void CL_VM_ShutDown (void);
101 void CL_ClearState(void)
108 // wipe the entire cl structure
109 Mem_EmptyPool(cls.levelmempool);
110 memset (&cl, 0, sizeof(cl));
114 // reset the view zoom interpolation
115 cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
116 cl.sensitivityscale = 1.0f;
118 // enable rendering of the world and such
119 cl.csqc_vidvars.drawworld = true;
120 cl.csqc_vidvars.drawenginesbar = true;
121 cl.csqc_vidvars.drawcrosshair = true;
123 // set up the float version of the stats array for easier access to float stats
124 cl.statsf = (float *)cl.stats;
127 cl.num_static_entities = 0;
128 cl.num_brushmodel_entities = 0;
130 // tweak these if the game runs out
131 cl.max_entities = 256;
132 cl.max_static_entities = 256;
133 cl.max_effects = 256;
135 cl.max_dlights = MAX_DLIGHTS;
136 cl.max_lightstyle = MAX_LIGHTSTYLES;
137 cl.max_brushmodel_entities = MAX_EDICTS;
138 cl.max_particles = 8192; // grows dynamically
139 cl.max_decals = 2048; // grows dynamically
146 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
147 cl.entities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char));
148 cl.static_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_static_entities * sizeof(entity_t));
149 cl.effects = (cl_effect_t *)Mem_Alloc(cls.levelmempool, cl.max_effects * sizeof(cl_effect_t));
150 cl.beams = (beam_t *)Mem_Alloc(cls.levelmempool, cl.max_beams * sizeof(beam_t));
151 cl.dlights = (dlight_t *)Mem_Alloc(cls.levelmempool, cl.max_dlights * sizeof(dlight_t));
152 cl.lightstyle = (lightstyle_t *)Mem_Alloc(cls.levelmempool, cl.max_lightstyle * sizeof(lightstyle_t));
153 cl.brushmodel_entities = (int *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(int));
154 cl.particles = (particle_t *) Mem_Alloc(cls.levelmempool, cl.max_particles * sizeof(particle_t));
155 cl.decals = (decal_t *) Mem_Alloc(cls.levelmempool, cl.max_decals * sizeof(decal_t));
158 // LordHavoc: have to set up the baseline info for alpha and other stuff
159 for (i = 0;i < cl.max_entities;i++)
161 cl.entities[i].state_baseline = defaultstate;
162 cl.entities[i].state_previous = defaultstate;
163 cl.entities[i].state_current = defaultstate;
166 if (gamemode == GAME_NEXUIZ)
168 VectorSet(cl.playerstandmins, -16, -16, -24);
169 VectorSet(cl.playerstandmaxs, 16, 16, 45);
170 VectorSet(cl.playercrouchmins, -16, -16, -24);
171 VectorSet(cl.playercrouchmaxs, 16, 16, 25);
175 VectorSet(cl.playerstandmins, -16, -16, -24);
176 VectorSet(cl.playerstandmaxs, 16, 16, 24);
177 VectorSet(cl.playercrouchmins, -16, -16, -24);
178 VectorSet(cl.playercrouchmaxs, 16, 16, 24);
181 // disable until we get textures for it
184 ent = &cl.entities[0];
185 // entire entity array was cleared, so just fill in a few fields
186 ent->state_current.active = true;
187 ent->render.model = cl.worldmodel = NULL; // no world model yet
188 ent->render.alpha = 1;
189 ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
190 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, 0, 0, 0, 0, 0, 0, 1);
191 CL_UpdateRenderEntity(&ent->render);
193 // noclip is turned off at start
194 noclip_anglehack = false;
196 // mark all frames invalid for delta
197 memset(cl.qw_deltasequence, -1, sizeof(cl.qw_deltasequence));
199 // set bestweapon data back to Quake data
200 IN_BestWeapon_ResetData();
205 void CL_SetInfo(const char *key, const char *value, qboolean send, qboolean allowstarkey, qboolean allowmodel, qboolean quiet)
208 qboolean fail = false;
209 if (!allowstarkey && key[0] == '*')
211 if (!allowmodel && (!strcasecmp(key, "pmodel") || !strcasecmp(key, "emodel")))
213 for (i = 0;key[i];i++)
214 if (ISWHITESPACE(key[i]) || key[i] == '\"')
216 for (i = 0;value[i];i++)
217 if (value[i] == '\r' || value[i] == '\n' || value[i] == '\"')
222 Con_Printf("Can't setinfo \"%s\" \"%s\"\n", key, value);
225 InfoString_SetValue(cls.userinfo, sizeof(cls.userinfo), key, value);
226 if (cls.state == ca_connected && cls.netcon)
228 if (cls.protocol == PROTOCOL_QUAKEWORLD)
230 MSG_WriteByte(&cls.netcon->message, qw_clc_stringcmd);
231 MSG_WriteString(&cls.netcon->message, va("setinfo \"%s\" \"%s\"", key, value));
233 else if (!strcasecmp(key, "name"))
235 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
236 MSG_WriteString(&cls.netcon->message, va("name \"%s\"", value));
238 else if (!strcasecmp(key, "playermodel"))
240 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
241 MSG_WriteString(&cls.netcon->message, va("playermodel \"%s\"", value));
243 else if (!strcasecmp(key, "playerskin"))
245 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
246 MSG_WriteString(&cls.netcon->message, va("playerskin \"%s\"", value));
248 else if (!strcasecmp(key, "topcolor"))
250 // don't send anything, the combined color code will be updated manually
252 else if (!strcasecmp(key, "bottomcolor"))
254 // don't send anything, the combined color code will be updated manually
256 else if (!strcasecmp(key, "rate"))
258 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
259 MSG_WriteString(&cls.netcon->message, va("rate \"%s\"", value));
264 void CL_ExpandEntities(int num)
266 int i, oldmaxentities;
267 entity_t *oldentities;
268 if (num >= cl.max_entities)
271 Sys_Error("CL_ExpandEntities: cl.entities not initialized");
272 if (num >= MAX_EDICTS)
273 Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
274 oldmaxentities = cl.max_entities;
275 oldentities = cl.entities;
276 cl.max_entities = (num & ~255) + 256;
277 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
278 memcpy(cl.entities, oldentities, oldmaxentities * sizeof(entity_t));
279 Mem_Free(oldentities);
280 for (i = oldmaxentities;i < cl.max_entities;i++)
282 cl.entities[i].state_baseline = defaultstate;
283 cl.entities[i].state_previous = defaultstate;
284 cl.entities[i].state_current = defaultstate;
290 =====================
293 Sends a disconnect message to the server
294 This is also called on Host_Error, so it shouldn't cause any errors
295 =====================
297 void CL_Disconnect(void)
299 if (cls.state == ca_dedicated)
302 if (COM_CheckParm("-profilegameonly"))
303 Sys_AllowProfiling(false);
305 Curl_Clear_forthismap();
307 Con_DPrintf("CL_Disconnect\n");
309 Cvar_SetValueQuick(&csqc_progcrc, -1);
310 Cvar_SetValueQuick(&csqc_progsize, -1);
312 // stop sounds (especially looping!)
315 cl.parsingtextexpectingpingforscores = 0; // just in case no reply has come yet
317 // clear contents blends
318 cl.cshifts[0].percent = 0;
319 cl.cshifts[1].percent = 0;
320 cl.cshifts[2].percent = 0;
321 cl.cshifts[3].percent = 0;
323 cl.worldmodel = NULL;
325 CL_Parse_ErrorCleanUp();
327 if (cls.demoplayback)
332 unsigned char bufdata[8];
333 if (cls.demorecording)
336 // send disconnect message 3 times to improve chances of server
337 // receiving it (but it still fails sometimes)
338 memset(&buf, 0, sizeof(buf));
340 buf.maxsize = sizeof(bufdata);
341 if (cls.protocol == PROTOCOL_QUAKEWORLD)
343 Con_DPrint("Sending drop command\n");
344 MSG_WriteByte(&buf, qw_clc_stringcmd);
345 MSG_WriteString(&buf, "drop");
349 Con_DPrint("Sending clc_disconnect\n");
350 MSG_WriteByte(&buf, clc_disconnect);
352 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
353 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
354 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
355 NetConn_Close(cls.netcon);
358 cls.state = ca_disconnected;
360 cls.demoplayback = cls.timedemo = false;
364 void CL_Disconnect_f(void)
368 Host_ShutdownServer ();
375 =====================
376 CL_EstablishConnection
378 Host should be either "local" or a net address
379 =====================
381 void CL_EstablishConnection(const char *host)
383 if (cls.state == ca_dedicated)
386 // clear menu's connect error message
387 M_Update_Return_Reason("");
390 // stop demo loop in case this fails
391 if (cls.demoplayback)
394 // if downloads are running, cancel their finishing action
395 Curl_Clear_forthismap();
397 // make sure the client ports are open before attempting to connect
398 NetConn_UpdateSockets();
400 // run a network frame
401 //NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
403 if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
405 cls.connect_trying = true;
406 cls.connect_remainingtries = 3;
407 cls.connect_nextsendtime = 0;
408 M_Update_Return_Reason("Trying to connect...");
409 // run several network frames to jump into the game quickly
412 // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
413 // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
414 // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
415 // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
420 Con_Print("Unable to find a suitable network socket to connect to server.\n");
421 M_Update_Return_Reason("No network");
430 static void CL_PrintEntities_f(void)
435 for (i = 0, ent = cl.entities;i < cl.num_entities;i++, ent++)
437 const char* modelname;
439 if (!ent->state_current.active)
442 if (ent->render.model)
443 modelname = ent->render.model->name;
445 modelname = "--no model--";
446 Con_Printf("%3i: %-25s:%4i (%5i %5i %5i) [%3i %3i %3i] %4.2f %5.3f\n", i, modelname, ent->render.framegroupblend[0].frame, (int) ent->state_current.origin[0], (int) ent->state_current.origin[1], (int) ent->state_current.origin[2], (int) ent->state_current.angles[0] % 360, (int) ent->state_current.angles[1] % 360, (int) ent->state_current.angles[2] % 360, ent->render.scale, ent->render.alpha);
454 List information on all models in the client modelindex
457 static void CL_ModelIndexList_f(void)
462 Con_Printf("%3s: %-30s %-8s %-8s\n", "ID", "Name", "Type", "Triangles");
464 while(cl.model_precache[i] && i != MAX_MODELS)
466 if(cl.model_precache[i]->loaded || i == 1)
467 Con_Printf("%3i: %-30s %-8s %-10i\n", i, cl.model_precache[i]->name, cl.model_precache[i]->modeldatatypestring, cl.model_precache[i]->surfmesh.num_triangles);
469 Con_Printf("%3i: %-30s %-30s\n", i, cl.model_precache[i]->name, "--no local model found--");
478 List all sounds in the client soundindex
481 static void CL_SoundIndexList_f(void)
485 while(cl.sound_precache[i] && i != MAX_SOUNDS)
487 Con_Printf("%i : %s\n", i, cl.sound_precache[i]->name);
494 CL_UpdateRenderEntity
496 Updates inversematrix, animation interpolation factors, scale, and mins/maxs
499 void CL_UpdateRenderEntity(entity_render_t *ent)
503 dp_model_t *model = ent->model;
504 // update the inverse matrix for the renderer
505 Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
506 // update the animation blend state
507 R_LerpAnimation(ent);
508 // we need the matrix origin to center the box
509 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
510 // update entity->render.scale because the renderer needs it
511 ent->scale = scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
514 // NOTE: this directly extracts vector components from the matrix, which relies on the matrix orientation!
515 #ifdef MATRIX4x4_OPENGLORIENTATION
516 if (ent->matrix.m[0][2] != 0 || ent->matrix.m[1][2] != 0)
518 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
522 VectorMA(org, scale, model->rotatedmins, ent->mins);
523 VectorMA(org, scale, model->rotatedmaxs, ent->maxs);
525 #ifdef MATRIX4x4_OPENGLORIENTATION
526 else if (ent->matrix.m[1][0] != 0 || ent->matrix.m[0][1] != 0)
528 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
532 VectorMA(org, scale, model->yawmins, ent->mins);
533 VectorMA(org, scale, model->yawmaxs, ent->maxs);
537 VectorMA(org, scale, model->normalmins, ent->mins);
538 VectorMA(org, scale, model->normalmaxs, ent->maxs);
543 ent->mins[0] = org[0] - 16;
544 ent->mins[1] = org[1] - 16;
545 ent->mins[2] = org[2] - 16;
546 ent->maxs[0] = org[0] + 16;
547 ent->maxs[1] = org[1] + 16;
548 ent->maxs[2] = org[2] + 16;
556 Determines the fraction between the last two messages that the objects
560 static float CL_LerpPoint(void)
564 if (cl_nettimesyncboundmode.integer == 1)
565 cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
567 // LordHavoc: lerp in listen games as the server is being capped below the client (usually)
568 if (cl.mtime[0] <= cl.mtime[1])
570 cl.time = cl.mtime[0];
574 f = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]);
575 return bound(0, f, 1);
578 void CL_ClearTempEntities (void)
580 r_refdef.scene.numtempentities = 0;
583 entity_render_t *CL_NewTempEntity(double shadertime)
585 entity_render_t *render;
587 if (r_refdef.scene.numentities >= r_refdef.scene.maxentities)
589 if (r_refdef.scene.numtempentities >= r_refdef.scene.maxtempentities)
591 render = &r_refdef.scene.tempentities[r_refdef.scene.numtempentities++];
592 memset (render, 0, sizeof(*render));
593 r_refdef.scene.entities[r_refdef.scene.numentities++] = render;
595 render->shadertime = shadertime;
597 VectorSet(render->colormod, 1, 1, 1);
598 VectorSet(render->glowmod, 1, 1, 1);
602 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
606 if (!modelindex) // sanity check
610 Con_Printf("CL_Effect: framerate %f is < 1\n", framerate);
615 Con_Printf("CL_Effect: framecount %i is < 1\n", framecount);
618 for (i = 0, e = cl.effects;i < cl.max_effects;i++, e++)
623 VectorCopy(org, e->origin);
624 e->modelindex = modelindex;
625 e->starttime = cl.time;
626 e->startframe = startframe;
627 e->endframe = startframe + framecount;
628 e->framerate = framerate;
631 e->frame1time = cl.time;
632 e->frame2time = cl.time;
633 cl.num_effects = max(cl.num_effects, i + 1);
638 void CL_AllocLightFlash(entity_render_t *ent, matrix4x4_t *matrix, float radius, float red, float green, float blue, float decay, float lifetime, int cubemapnum, int style, int shadowenable, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
643 // then look for anything else
645 for (i = 0;i < cl.max_dlights;i++, dl++)
649 // unable to find one
650 if (i == cl.max_dlights)
653 //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
654 memset (dl, 0, sizeof(*dl));
655 cl.num_dlights = max(cl.num_dlights, i + 1);
656 Matrix4x4_Normalize(&dl->matrix, matrix);
658 Matrix4x4_OriginFromMatrix(&dl->matrix, dl->origin);
659 CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
660 Matrix4x4_SetOrigin(&dl->matrix, dl->origin[0], dl->origin[1], dl->origin[2]);
663 dl->color[1] = green;
665 dl->initialradius = radius;
666 dl->initialcolor[0] = red;
667 dl->initialcolor[1] = green;
668 dl->initialcolor[2] = blue;
669 dl->decay = decay / radius; // changed decay to be a percentage decrease
670 dl->intensity = 1; // this is what gets decayed
672 dl->die = cl.time + lifetime;
676 dpsnprintf(dl->cubemapname, sizeof(dl->cubemapname), "cubemaps/%i", cubemapnum);
678 dl->cubemapname[0] = 0;
680 dl->shadow = shadowenable;
683 dl->coronasizescale = coronasizescale;
684 dl->ambientscale = ambientscale;
685 dl->diffusescale = diffusescale;
686 dl->specularscale = specularscale;
689 void CL_DecayLightFlashes(void)
695 time = bound(0, cl.time - cl.oldtime, 0.1);
696 oldmax = cl.num_dlights;
698 for (i = 0, dl = cl.dlights;i < oldmax;i++, dl++)
702 dl->intensity -= time * dl->decay;
703 if (cl.time < dl->die && dl->intensity > 0)
705 if (cl_dlights_decayradius.integer)
706 dl->radius = dl->initialradius * dl->intensity;
708 dl->radius = dl->initialradius;
709 if (cl_dlights_decaybrightness.integer)
710 VectorScale(dl->initialcolor, dl->intensity, dl->color);
712 VectorCopy(dl->initialcolor, dl->color);
713 cl.num_dlights = i + 1;
721 // called before entity relinking
722 void CL_RelinkLightFlashes(void)
727 matrix4x4_t tempmatrix;
729 if (r_dynamic.integer)
731 for (i = 0, dl = cl.dlights;i < cl.num_dlights && r_refdef.scene.numlights < MAX_DLIGHTS;i++, dl++)
735 tempmatrix = dl->matrix;
736 Matrix4x4_Scale(&tempmatrix, dl->radius, 1);
737 // we need the corona fading to be persistent
738 R_RTLight_Update(&dl->rtlight, false, &tempmatrix, dl->color, dl->style, dl->cubemapname, dl->shadow, dl->corona, dl->coronasizescale, dl->ambientscale, dl->diffusescale, dl->specularscale, dl->flags);
739 r_refdef.scene.lights[r_refdef.scene.numlights++] = &dl->rtlight;
746 for (j = 0;j < cl.max_lightstyle;j++)
748 r_refdef.scene.rtlightstylevalue[j] = 1;
749 r_refdef.scene.lightstylevalue[j] = 256;
755 // 'm' is normal light, 'a' is no light, 'z' is double bright
759 for (j = 0;j < cl.max_lightstyle;j++)
761 if (!cl.lightstyle[j].length)
763 r_refdef.scene.rtlightstylevalue[j] = 1;
764 r_refdef.scene.lightstylevalue[j] = 256;
767 // static lightstyle "=value"
768 if (cl.lightstyle[j].map[0] == '=')
770 r_refdef.scene.rtlightstylevalue[j] = atof(cl.lightstyle[j].map + 1);
771 if ( r_lerplightstyles.integer || ((int)f - f) < 0.01)
772 r_refdef.scene.lightstylevalue[j] = r_refdef.scene.rtlightstylevalue[j];
775 k = i % cl.lightstyle[j].length;
776 l = (i-1) % cl.lightstyle[j].length;
777 k = cl.lightstyle[j].map[k] - 'a';
778 l = cl.lightstyle[j].map[l] - 'a';
779 // rtlightstylevalue is always interpolated because it has no bad
780 // consequences for performance
781 // lightstylevalue is subject to a cvar for performance reasons;
782 // skipping lightmap updates on most rendered frames substantially
783 // improves framerates (but makes light fades look bad)
784 r_refdef.scene.rtlightstylevalue[j] = ((k*frac)+(l*(1-frac)))*(22/256.0f);
785 r_refdef.scene.lightstylevalue[j] = r_lerplightstyles.integer ? (unsigned short)(((k*frac)+(l*(1-frac)))*22) : k*22;
789 void CL_AddQWCTFFlagModel(entity_t *player, int skin)
791 int frame = player->render.framegroupblend[0].frame;
793 entity_render_t *flagrender;
794 matrix4x4_t flagmatrix;
796 // this code taken from QuakeWorld
798 if (frame >= 29 && frame <= 40)
800 if (frame >= 29 && frame <= 34)
802 if (frame == 29) f = f + 2;
803 else if (frame == 30) f = f + 8;
804 else if (frame == 31) f = f + 12;
805 else if (frame == 32) f = f + 11;
806 else if (frame == 33) f = f + 10;
807 else if (frame == 34) f = f + 4;
809 else if (frame >= 35 && frame <= 40)
811 if (frame == 35) f = f + 2;
812 else if (frame == 36) f = f + 10;
813 else if (frame == 37) f = f + 10;
814 else if (frame == 38) f = f + 8;
815 else if (frame == 39) f = f + 4;
816 else if (frame == 40) f = f + 2;
819 else if (frame >= 103 && frame <= 118)
821 if (frame >= 103 && frame <= 104) f = f + 6; //nailattack
822 else if (frame >= 105 && frame <= 106) f = f + 6; //light
823 else if (frame >= 107 && frame <= 112) f = f + 7; //rocketattack
824 else if (frame >= 112 && frame <= 118) f = f + 7; //shotattack
826 // end of code taken from QuakeWorld
828 flagrender = CL_NewTempEntity(player->render.shadertime);
832 flagrender->model = cl.model_precache[cl.qw_modelindex_flag];
833 flagrender->skinnum = skin;
834 flagrender->alpha = 1;
835 VectorSet(flagrender->colormod, 1, 1, 1);
836 VectorSet(flagrender->glowmod, 1, 1, 1);
837 // attach the flag to the player matrix
838 Matrix4x4_CreateFromQuakeEntity(&flagmatrix, -f, -22, 0, 0, 0, -45, 1);
839 Matrix4x4_Concat(&flagrender->matrix, &player->render.matrix, &flagmatrix);
840 CL_UpdateRenderEntity(flagrender);
843 matrix4x4_t viewmodelmatrix;
845 static const vec3_t muzzleflashorigin = {18, 0, 0};
847 extern void V_DriftPitch(void);
848 extern void V_FadeViewFlashs(void);
849 extern void V_CalcViewBlend(void);
850 extern void V_CalcRefdef(void);
852 void CL_SetEntityColormapColors(entity_render_t *ent, int colormap)
854 const unsigned char *cbcolor;
857 cbcolor = palette_rgb_pantscolormap[colormap & 0xF];
858 VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_pantscolor);
859 cbcolor = palette_rgb_shirtcolormap[(colormap & 0xF0) >> 4];
860 VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_shirtcolor);
864 VectorClear(ent->colormap_pantscolor);
865 VectorClear(ent->colormap_shirtcolor);
869 // note this is a recursive function, recursionlimit should be 32 or so on the initial call
870 void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolate)
872 const matrix4x4_t *matrix;
873 matrix4x4_t blendmatrix, tempmatrix, matrix2;
875 float origin[3], angles[3], lerp, d;
878 //entity_persistent_t *p = &e->persistent;
879 //entity_render_t *r = &e->render;
880 // skip inactive entities and world
881 if (!e->state_current.active || e == cl.entities)
883 if (recursionlimit < 1)
885 e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
886 e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
887 e->render.flags = e->state_current.flags;
888 e->render.effects = e->state_current.effects;
889 VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
890 VectorScale(e->state_current.glowmod, (1.0f / 32.0f), e->render.glowmod);
891 if(e >= cl.entities && e < cl.entities + cl.num_entities)
892 e->render.entitynumber = e - cl.entities;
894 e->render.entitynumber = 0;
895 if (e->state_current.flags & RENDER_COLORMAPPED)
896 CL_SetEntityColormapColors(&e->render, e->state_current.colormap);
897 else if (e->state_current.colormap > 0 && e->state_current.colormap <= cl.maxclients && cl.scores != NULL)
898 CL_SetEntityColormapColors(&e->render, cl.scores[e->state_current.colormap-1].colors);
900 CL_SetEntityColormapColors(&e->render, -1);
901 e->render.skinnum = e->state_current.skin;
902 if (e->state_current.tagentity)
904 // attached entity (gun held in player model's hand, etc)
905 // if the tag entity is currently impossible, skip it
906 if (e->state_current.tagentity >= cl.num_entities)
908 t = cl.entities + e->state_current.tagentity;
909 // if the tag entity is inactive, skip it
910 if (!t->state_current.active)
912 // update the parent first
913 CL_UpdateNetworkEntity(t, recursionlimit - 1, interpolate);
914 // make relative to the entity
915 matrix = &t->render.matrix;
916 // some properties of the tag entity carry over
917 e->render.flags |= t->render.flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
918 // if a valid tagindex is used, make it relative to that tag instead
919 // FIXME: use a model function to get tag info (need to handle skeletal)
920 if (e->state_current.tagentity && e->state_current.tagindex >= 1 && (model = t->render.model))
922 // blend the matrices
923 memset(&blendmatrix, 0, sizeof(blendmatrix));
924 for (j = 0;j < MAX_FRAMEBLENDS && t->render.frameblend[j].lerp > 0;j++)
926 matrix4x4_t tagmatrix;
927 Mod_Alias_GetTagMatrix(model, t->render.frameblend[j].subframe, e->state_current.tagindex - 1, &tagmatrix);
928 d = t->render.frameblend[j].lerp;
929 for (l = 0;l < 4;l++)
930 for (k = 0;k < 4;k++)
931 blendmatrix.m[l][k] += d * tagmatrix.m[l][k];
933 // concat the tag matrices onto the entity matrix
934 Matrix4x4_Concat(&tempmatrix, &t->render.matrix, &blendmatrix);
935 // use the constructed tag matrix
936 matrix = &tempmatrix;
939 else if (e->render.flags & RENDER_VIEWMODEL)
941 // view-relative entity (guns and such)
942 if (e->render.effects & EF_NOGUNBOB)
943 matrix = &r_refdef.view.matrix; // really attached to view
945 matrix = &viewmodelmatrix; // attached to gun bob matrix
949 // world-relative entity (the normal kind)
950 matrix = &identitymatrix;
954 // if it's the predicted player entity, update according to client movement
955 // but don't lerp if going through a teleporter as it causes a bad lerp
956 // also don't use the predicted location if fixangle was set on both of
957 // the most recent server messages, as that cause means you are spectating
958 // someone or watching a cutscene of some sort
959 if (cl_nolerp.integer || cls.timedemo)
961 if (e == cl.entities + cl.playerentity && cl.movement_predicted && (!cl.fixangle[1] || !cl.fixangle[0]))
963 VectorCopy(cl.movement_origin, origin);
964 VectorSet(angles, 0, cl.viewangles[1], 0);
966 else if (interpolate && e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1)
968 // interpolate the origin and angles
970 VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
972 // this fails at the singularity of euler angles
973 VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
974 if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
975 if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
976 if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
977 VectorMA(e->persistent.oldangles, lerp, delta, angles);
980 vec3_t f0, u0, f1, u1;
981 AngleVectors(e->persistent.oldangles, f0, NULL, u0);
982 AngleVectors(e->persistent.newangles, f1, NULL, u1);
983 VectorMAM(1-lerp, f0, lerp, f1, f0);
984 VectorMAM(1-lerp, u0, lerp, u1, u0);
985 AnglesFromVectors(angles, f0, u0, false);
992 VectorCopy(e->persistent.neworigin, origin);
993 VectorCopy(e->persistent.newangles, angles);
996 // model setup and some modelflags
997 frame = e->state_current.frame;
998 if (e->state_current.modelindex < MAX_MODELS)
999 e->render.model = cl.model_precache[e->state_current.modelindex];
1001 e->render.model = NULL;
1002 if (e->render.model)
1004 if (e->render.skinnum >= e->render.model->numskins)
1005 e->render.skinnum = 0;
1006 if (frame >= e->render.model->numframes)
1008 // models can set flags such as EF_ROCKET
1009 // this 0xFF800000 mask is EF_NOMODELFLAGS plus all the higher EF_ flags such as EF_ROCKET
1010 if (!(e->render.effects & 0xFF800000))
1011 e->render.effects |= e->render.model->effects;
1012 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
1013 if (e->render.model->type == mod_alias)
1014 angles[0] = -angles[0];
1015 if ((e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
1017 VectorScale(e->render.colormod, 2, e->render.colormod);
1018 VectorScale(e->render.glowmod, 2, e->render.glowmod);
1021 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
1022 else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
1023 angles[0] = -angles[0];
1024 // NOTE: this must be synced to SV_GetPitchSign!
1026 if ((e->render.effects & EF_ROTATE) && !(e->render.flags & RENDER_VIEWMODEL))
1028 angles[1] = ANGLEMOD(100*cl.time);
1029 if (cl_itembobheight.value)
1030 origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
1034 if (e->render.framegroupblend[0].frame == frame)
1036 // update frame lerp fraction
1037 e->render.framegroupblend[0].lerp = 1;
1038 e->render.framegroupblend[1].lerp = 0;
1039 if (e->render.framegroupblend[0].start > e->render.framegroupblend[1].start)
1041 // make sure frame lerp won't last longer than 100ms
1042 // (this mainly helps with models that use framegroups and
1043 // switch between them infrequently)
1044 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);
1045 e->render.framegroupblend[0].lerp = bound(0, e->render.framegroupblend[0].lerp, 1);
1046 e->render.framegroupblend[1].lerp = 1 - e->render.framegroupblend[0].lerp;
1051 // begin a new frame lerp
1052 e->render.framegroupblend[1] = e->render.framegroupblend[0];
1053 e->render.framegroupblend[1].lerp = 1;
1054 e->render.framegroupblend[0].frame = frame;
1055 e->render.framegroupblend[0].start = cl.time;
1056 e->render.framegroupblend[0].lerp = 0;
1059 // set up the render matrix
1062 // attached entity, this requires a matrix multiply (concat)
1063 // FIXME: e->render.scale should go away
1064 Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1065 // concat the matrices to make the entity relative to its tag
1066 Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
1067 // get the origin from the new matrix
1068 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1072 // unattached entities are faster to process
1073 Matrix4x4_CreateFromQuakeEntity(&e->render.matrix, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1076 // tenebrae's sprites are all additive mode (weird)
1077 if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
1078 e->render.effects |= EF_ADDITIVE;
1079 // player model is only shown with chase_active on
1080 if (e->state_current.number == cl.viewentity)
1081 e->render.flags |= RENDER_EXTERIORMODEL;
1082 // either fullbright or lit
1083 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1084 e->render.flags |= RENDER_LIGHT;
1085 // hide player shadow during intermission or nehahra movie
1086 if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST))
1087 && (e->render.alpha >= 1)
1088 && !(e->render.flags & RENDER_VIEWMODEL)
1089 && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
1090 e->render.flags |= RENDER_SHADOW;
1091 if (e->render.flags & RENDER_VIEWMODEL)
1092 e->render.flags |= RENDER_NOSELFSHADOW;
1093 if (e->render.effects & EF_NOSELFSHADOW)
1094 e->render.flags |= RENDER_NOSELFSHADOW;
1096 // make the other useful stuff
1097 CL_UpdateRenderEntity(&e->render);
1100 // creates light and trails from an entity
1101 void CL_UpdateNetworkEntityTrail(entity_t *e)
1103 effectnameindex_t trailtype;
1106 // bmodels are treated specially since their origin is usually '0 0 0' and
1107 // their actual geometry is far from '0 0 0'
1108 if (e->render.model && e->render.model->soundfromcenter)
1111 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1112 Matrix4x4_Transform(&e->render.matrix, o, origin);
1115 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1117 // handle particle trails and such effects now that we know where this
1118 // entity is in the world...
1119 trailtype = EFFECT_NONE;
1120 // LordHavoc: if the entity has no effects, don't check each
1121 if (e->render.effects & (EF_BRIGHTFIELD | EF_FLAME | EF_STARDUST))
1123 if (e->render.effects & EF_BRIGHTFIELD)
1125 if (gamemode == GAME_NEXUIZ)
1126 trailtype = EFFECT_TR_NEXUIZPLASMA;
1128 CL_EntityParticles(e);
1130 if (e->render.effects & EF_FLAME)
1131 CL_ParticleTrail(EFFECT_EF_FLAME, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true);
1132 if (e->render.effects & EF_STARDUST)
1133 CL_ParticleTrail(EFFECT_EF_STARDUST, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true);
1135 if (e->render.internaleffects & (INTEF_FLAG1QW | INTEF_FLAG2QW))
1137 // these are only set on player entities
1138 CL_AddQWCTFFlagModel(e, (e->render.internaleffects & INTEF_FLAG2QW) != 0);
1140 // muzzleflash fades over time
1141 if (e->persistent.muzzleflash > 0)
1142 e->persistent.muzzleflash -= bound(0, cl.time - cl.oldtime, 0.1) * 20;
1143 // LordHavoc: if the entity has no effects, don't check each
1144 if (e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1146 if (e->render.effects & EF_GIB)
1147 trailtype = EFFECT_TR_BLOOD;
1148 else if (e->render.effects & EF_ZOMGIB)
1149 trailtype = EFFECT_TR_SLIGHTBLOOD;
1150 else if (e->render.effects & EF_TRACER)
1151 trailtype = EFFECT_TR_WIZSPIKE;
1152 else if (e->render.effects & EF_TRACER2)
1153 trailtype = EFFECT_TR_KNIGHTSPIKE;
1154 else if (e->render.effects & EF_ROCKET)
1155 trailtype = EFFECT_TR_ROCKET;
1156 else if (e->render.effects & EF_GRENADE)
1158 // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1159 trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1161 else if (e->render.effects & EF_TRACER3)
1162 trailtype = EFFECT_TR_VORESPIKE;
1165 if (e->render.flags & RENDER_GLOWTRAIL)
1166 trailtype = EFFECT_TR_GLOWTRAIL;
1167 // check if a trail is allowed (it is not after a teleport for example)
1168 if (trailtype && e->persistent.trail_allowed)
1172 VectorSubtract(e->state_current.origin, e->state_previous.origin, vel);
1173 len = e->state_current.time - e->state_previous.time;
1176 VectorScale(vel, len, vel);
1177 CL_ParticleTrail(trailtype, 1, e->persistent.trail_origin, origin, vel, vel, e, e->state_current.glowcolor, false, true);
1179 // now that the entity has survived one trail update it is allowed to
1180 // leave a real trail on later frames
1181 e->persistent.trail_allowed = true;
1182 VectorCopy(origin, e->persistent.trail_origin);
1188 CL_UpdateViewEntities
1191 void CL_UpdateViewEntities(void)
1194 // update any RENDER_VIEWMODEL entities to use the new view matrix
1195 for (i = 1;i < cl.num_entities;i++)
1197 if (cl.entities_active[i])
1199 entity_t *ent = cl.entities + i;
1200 if ((ent->render.flags & RENDER_VIEWMODEL) || ent->state_current.tagentity)
1201 CL_UpdateNetworkEntity(ent, 32, true);
1204 // and of course the engine viewmodel needs updating as well
1205 CL_UpdateNetworkEntity(&cl.viewent, 32, true);
1210 CL_UpdateNetworkCollisionEntities
1213 void CL_UpdateNetworkCollisionEntities(void)
1218 // start on the entity after the world
1219 cl.num_brushmodel_entities = 0;
1220 for (i = cl.maxclients + 1;i < cl.num_entities;i++)
1222 if (cl.entities_active[i])
1224 ent = cl.entities + i;
1225 if (ent->state_current.active && ent->render.model && ent->render.model->name[0] == '*' && ent->render.model->TraceBox)
1227 // do not interpolate the bmodels for this
1228 CL_UpdateNetworkEntity(ent, 32, false);
1229 cl.brushmodel_entities[cl.num_brushmodel_entities++] = i;
1237 CL_UpdateNetworkEntities
1240 void CL_UpdateNetworkEntities(void)
1245 // start on the entity after the world
1246 for (i = 1;i < cl.num_entities;i++)
1248 if (cl.entities_active[i])
1250 ent = cl.entities + i;
1251 if (ent->state_current.active)
1253 CL_UpdateNetworkEntity(ent, 32, true);
1254 // view models should never create light/trails
1255 if (!(ent->render.flags & RENDER_VIEWMODEL))
1256 CL_UpdateNetworkEntityTrail(ent);
1259 cl.entities_active[i] = false;
1264 void CL_UpdateViewModel(void)
1268 ent->state_previous = ent->state_current;
1269 ent->state_current = defaultstate;
1270 ent->state_current.time = cl.time;
1271 ent->state_current.number = (unsigned short)-1;
1272 ent->state_current.active = true;
1273 ent->state_current.modelindex = cl.stats[STAT_WEAPON];
1274 ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
1275 ent->state_current.flags = RENDER_VIEWMODEL;
1276 if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
1277 ent->state_current.modelindex = 0;
1278 else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
1280 if (gamemode == GAME_TRANSFUSION)
1281 ent->state_current.alpha = 128;
1283 ent->state_current.modelindex = 0;
1285 ent->state_current.alpha = cl.entities[cl.viewentity].state_current.alpha;
1286 ent->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB));
1288 // reset animation interpolation on weaponmodel if model changed
1289 if (ent->state_previous.modelindex != ent->state_current.modelindex)
1291 ent->render.framegroupblend[0].frame = ent->render.framegroupblend[1].frame = ent->state_current.frame;
1292 ent->render.framegroupblend[0].start = ent->render.framegroupblend[1].start = cl.time;
1293 ent->render.framegroupblend[0].lerp = 1;ent->render.framegroupblend[1].lerp = 0;
1295 CL_UpdateNetworkEntity(ent, 32, true);
1298 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
1299 void CL_LinkNetworkEntity(entity_t *e)
1301 effectnameindex_t trailtype;
1306 // skip inactive entities and world
1307 if (!e->state_current.active || e == cl.entities)
1309 if (e->state_current.tagentity)
1311 // if the tag entity is currently impossible, skip it
1312 if (e->state_current.tagentity >= cl.num_entities)
1314 // if the tag entity is inactive, skip it
1315 if (!cl.entities[e->state_current.tagentity].state_current.active)
1319 // create entity dlights associated with this entity
1320 if (e->render.model && e->render.model->soundfromcenter)
1322 // bmodels are treated specially since their origin is usually '0 0 0'
1324 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1325 Matrix4x4_Transform(&e->render.matrix, o, origin);
1328 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1329 trailtype = EFFECT_NONE;
1334 // LordHavoc: if the entity has no effects, don't check each
1335 if (e->render.effects & (EF_BRIGHTFIELD | EF_DIMLIGHT | EF_BRIGHTLIGHT | EF_RED | EF_BLUE | EF_FLAME | EF_STARDUST))
1337 if (e->render.effects & EF_BRIGHTFIELD)
1339 if (gamemode == GAME_NEXUIZ)
1340 trailtype = EFFECT_TR_NEXUIZPLASMA;
1342 if (e->render.effects & EF_DIMLIGHT)
1344 dlightradius = max(dlightradius, 200);
1345 dlightcolor[0] += 1.50f;
1346 dlightcolor[1] += 1.50f;
1347 dlightcolor[2] += 1.50f;
1349 if (e->render.effects & EF_BRIGHTLIGHT)
1351 dlightradius = max(dlightradius, 400);
1352 dlightcolor[0] += 3.00f;
1353 dlightcolor[1] += 3.00f;
1354 dlightcolor[2] += 3.00f;
1356 // LordHavoc: more effects
1357 if (e->render.effects & EF_RED) // red
1359 dlightradius = max(dlightradius, 200);
1360 dlightcolor[0] += 1.50f;
1361 dlightcolor[1] += 0.15f;
1362 dlightcolor[2] += 0.15f;
1364 if (e->render.effects & EF_BLUE) // blue
1366 dlightradius = max(dlightradius, 200);
1367 dlightcolor[0] += 0.15f;
1368 dlightcolor[1] += 0.15f;
1369 dlightcolor[2] += 1.50f;
1371 if (e->render.effects & EF_FLAME)
1372 CL_ParticleTrail(EFFECT_EF_FLAME, 0, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false);
1373 if (e->render.effects & EF_STARDUST)
1374 CL_ParticleTrail(EFFECT_EF_STARDUST, 0, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false);
1376 // muzzleflash fades over time, and is offset a bit
1377 if (e->persistent.muzzleflash > 0 && r_refdef.scene.numlights < MAX_DLIGHTS)
1382 matrix4x4_t tempmatrix;
1383 Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
1384 trace = CL_TraceLine(origin, v2, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, true, false, NULL, false);
1385 Matrix4x4_Normalize(&tempmatrix, &e->render.matrix);
1386 Matrix4x4_SetOrigin(&tempmatrix, trace.endpos[0], trace.endpos[1], trace.endpos[2]);
1387 Matrix4x4_Scale(&tempmatrix, 150, 1);
1388 VectorSet(color, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f);
1389 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);
1390 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights++];
1392 // LordHavoc: if the model has no flags, don't check each
1393 if (e->render.model && e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1395 if (e->render.effects & EF_GIB)
1396 trailtype = EFFECT_TR_BLOOD;
1397 else if (e->render.effects & EF_ZOMGIB)
1398 trailtype = EFFECT_TR_SLIGHTBLOOD;
1399 else if (e->render.effects & EF_TRACER)
1400 trailtype = EFFECT_TR_WIZSPIKE;
1401 else if (e->render.effects & EF_TRACER2)
1402 trailtype = EFFECT_TR_KNIGHTSPIKE;
1403 else if (e->render.effects & EF_ROCKET)
1404 trailtype = EFFECT_TR_ROCKET;
1405 else if (e->render.effects & EF_GRENADE)
1407 // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1408 trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1410 else if (e->render.effects & EF_TRACER3)
1411 trailtype = EFFECT_TR_VORESPIKE;
1413 // LordHavoc: customizable glow
1414 if (e->state_current.glowsize)
1416 // * 4 for the expansion from 0-255 to 0-1023 range,
1417 // / 255 to scale down byte colors
1418 dlightradius = max(dlightradius, e->state_current.glowsize * 4);
1419 VectorMA(dlightcolor, (1.0f / 255.0f), palette_rgb[e->state_current.glowcolor], dlightcolor);
1422 if ((e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) && r_refdef.scene.numlights < MAX_DLIGHTS)
1424 matrix4x4_t dlightmatrix;
1426 VectorScale(e->state_current.light, (1.0f / 256.0f), light);
1427 light[3] = e->state_current.light[3];
1428 if (light[0] == 0 && light[1] == 0 && light[2] == 0)
1429 VectorSet(light, 1, 1, 1);
1432 // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
1433 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1434 Matrix4x4_Scale(&dlightmatrix, light[3], 1);
1435 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);
1436 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights++];
1438 // make the glow dlight
1439 else if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL) && r_refdef.scene.numlights < MAX_DLIGHTS)
1441 matrix4x4_t dlightmatrix;
1442 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1443 // hack to make glowing player light shine on their gun
1444 //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
1445 // Matrix4x4_AdjustOrigin(&dlightmatrix, 0, 0, 30);
1446 Matrix4x4_Scale(&dlightmatrix, dlightradius, 1);
1447 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);
1448 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights++];
1451 if (e->render.flags & RENDER_GLOWTRAIL)
1452 trailtype = EFFECT_TR_GLOWTRAIL;
1454 CL_ParticleTrail(trailtype, 0, origin, origin, vec3_origin, vec3_origin, NULL, e->state_current.glowcolor, true, false);
1456 // don't show viewmodels in certain situations
1457 if (e->render.flags & RENDER_VIEWMODEL)
1458 if (!r_drawviewmodel.integer || chase_active.integer || r_refdef.envmap)
1460 // don't show entities with no modelindex (note: this still shows
1461 // entities which have a modelindex that resolved to a NULL model)
1462 if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.scene.numentities < r_refdef.scene.maxentities)
1463 r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
1464 //if (cl.viewentity && e->state_current.number == cl.viewentity)
1465 // Matrix4x4_Print(&e->render.matrix);
1468 void CL_RelinkWorld(void)
1470 entity_t *ent = &cl.entities[0];
1471 // FIXME: this should be done at load
1472 ent->render.matrix = identitymatrix;
1473 ent->render.flags = RENDER_SHADOW;
1474 if (!r_fullbright.integer)
1475 ent->render.flags |= RENDER_LIGHT;
1476 VectorSet(ent->render.colormod, 1, 1, 1);
1477 VectorSet(ent->render.glowmod, 1, 1, 1);
1478 CL_UpdateRenderEntity(&ent->render);
1479 r_refdef.scene.worldentity = &ent->render;
1480 r_refdef.scene.worldmodel = cl.worldmodel;
1483 static void CL_RelinkStaticEntities(void)
1487 for (i = 0, e = cl.static_entities;i < cl.num_static_entities && r_refdef.scene.numentities < r_refdef.scene.maxentities;i++, e++)
1489 e->render.flags = 0;
1490 // if the model was not loaded when the static entity was created we
1491 // need to re-fetch the model pointer
1492 e->render.model = cl.model_precache[e->state_baseline.modelindex];
1493 // either fullbright or lit
1494 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1495 e->render.flags |= RENDER_LIGHT;
1496 // hide player shadow during intermission or nehahra movie
1497 if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST)) && (e->render.alpha >= 1))
1498 e->render.flags |= RENDER_SHADOW;
1499 VectorSet(e->render.colormod, 1, 1, 1);
1500 VectorSet(e->render.glowmod, 1, 1, 1);
1501 R_LerpAnimation(&e->render);
1502 CL_UpdateRenderEntity(&e->render);
1503 r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
1512 static void CL_RelinkNetworkEntities(void)
1517 // start on the entity after the world
1518 for (i = 1;i < cl.num_entities;i++)
1520 if (cl.entities_active[i])
1522 ent = cl.entities + i;
1523 if (ent->state_current.active)
1524 CL_LinkNetworkEntity(ent);
1526 cl.entities_active[i] = false;
1531 static void CL_RelinkEffects(void)
1535 entity_render_t *entrender;
1538 for (i = 0, e = cl.effects;i < cl.num_effects;i++, e++)
1542 frame = (cl.time - e->starttime) * e->framerate + e->startframe;
1543 intframe = (int)frame;
1544 if (intframe < 0 || intframe >= e->endframe)
1546 memset(e, 0, sizeof(*e));
1547 while (cl.num_effects > 0 && !cl.effects[cl.num_effects - 1].active)
1552 if (intframe != e->frame)
1554 e->frame = intframe;
1555 e->frame1time = e->frame2time;
1556 e->frame2time = cl.time;
1559 // if we're drawing effects, get a new temp entity
1560 // (NewTempEntity adds it to the render entities list for us)
1561 if (r_draweffects.integer && (entrender = CL_NewTempEntity(e->starttime)))
1563 // interpolation stuff
1564 entrender->framegroupblend[0].frame = intframe;
1565 entrender->framegroupblend[0].lerp = 1 - frame - intframe;
1566 entrender->framegroupblend[0].start = e->frame1time;
1567 if (intframe + 1 >= e->endframe)
1569 entrender->framegroupblend[1].frame = 0; // disappear
1570 entrender->framegroupblend[1].lerp = 0;
1571 entrender->framegroupblend[1].start = 0;
1575 entrender->framegroupblend[1].frame = intframe + 1;
1576 entrender->framegroupblend[1].lerp = frame - intframe;
1577 entrender->framegroupblend[1].start = e->frame2time;
1581 if(e->modelindex < MAX_MODELS)
1582 entrender->model = cl.model_precache[e->modelindex];
1584 entrender->model = cl.csqc_model_precache[-(e->modelindex+1)];
1585 entrender->alpha = 1;
1586 VectorSet(entrender->colormod, 1, 1, 1);
1587 VectorSet(entrender->glowmod, 1, 1, 1);
1589 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
1590 CL_UpdateRenderEntity(entrender);
1596 void CL_Beam_CalculatePositions(const beam_t *b, vec3_t start, vec3_t end)
1598 VectorCopy(b->start, start);
1599 VectorCopy(b->end, end);
1601 // if coming from the player, update the start position
1602 if (b->entity == cl.viewentity)
1604 if (cl_beams_quakepositionhack.integer && !chase_active.integer)
1606 // LordHavoc: this is a stupid hack from Quake that makes your
1607 // lightning appear to come from your waist and cover less of your
1609 // in Quake this hack was applied to all players (causing the
1610 // infamous crotch-lightning), but in darkplaces and QuakeWorld it
1611 // only applies to your own lightning, and only in first person
1612 Matrix4x4_OriginFromMatrix(&cl.entities[cl.viewentity].render.matrix, start);
1614 if (cl_beams_instantaimhack.integer)
1616 vec3_t dir, localend;
1618 // LordHavoc: this updates the beam direction to match your
1620 VectorSubtract(end, start, dir);
1621 len = VectorLength(dir);
1622 VectorNormalize(dir);
1623 VectorSet(localend, len, 0, 0);
1624 Matrix4x4_Transform(&r_refdef.view.matrix, localend, end);
1629 void CL_RelinkBeams(void)
1633 vec3_t dist, org, start, end;
1635 entity_render_t *entrender;
1638 matrix4x4_t tempmatrix;
1640 for (i = 0, b = cl.beams;i < cl.num_beams;i++, b++)
1644 if (b->endtime < cl.time)
1650 CL_Beam_CalculatePositions(b, start, end);
1654 if (cl_beams_lightatend.integer && r_refdef.scene.numlights < MAX_DLIGHTS)
1656 // FIXME: create a matrix from the beam start/end orientation
1658 VectorSet(dlightcolor, 0.3, 0.7, 1);
1659 Matrix4x4_CreateFromQuakeEntity(&tempmatrix, end[0], end[1], end[2], 0, 0, 0, 200);
1660 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);
1661 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights++];
1663 if (cl_beams_polygons.integer)
1667 // calculate pitch and yaw
1668 // (this is similar to the QuakeC builtin function vectoangles)
1669 VectorSubtract(end, start, dist);
1670 if (dist[1] == 0 && dist[0] == 0)
1680 yaw = atan2(dist[1], dist[0]) * 180 / M_PI;
1684 forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1685 pitch = atan2(dist[2], forward) * 180 / M_PI;
1690 // add new entities for the lightning
1691 VectorCopy (start, org);
1692 d = VectorNormalizeLength(dist);
1695 entrender = CL_NewTempEntity (0);
1698 //VectorCopy (org, ent->render.origin);
1699 entrender->model = b->model;
1700 //ent->render.effects = EF_FULLBRIGHT;
1701 //ent->render.angles[0] = pitch;
1702 //ent->render.angles[1] = yaw;
1703 //ent->render.angles[2] = rand()%360;
1704 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1705 CL_UpdateRenderEntity(entrender);
1706 VectorMA(org, 30, dist, org);
1711 while (cl.num_beams > 0 && !cl.beams[cl.num_beams - 1].model)
1715 static void CL_RelinkQWNails(void)
1719 entity_render_t *entrender;
1721 for (i = 0;i < cl.qw_num_nails;i++)
1725 // if we're drawing effects, get a new temp entity
1726 // (NewTempEntity adds it to the render entities list for us)
1727 if (!(entrender = CL_NewTempEntity(0)))
1731 entrender->model = cl.model_precache[cl.qw_modelindex_spike];
1732 entrender->alpha = 1;
1733 VectorSet(entrender->colormod, 1, 1, 1);
1734 VectorSet(entrender->glowmod, 1, 1, 1);
1736 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1);
1737 CL_UpdateRenderEntity(entrender);
1741 void CL_LerpPlayer(float frac)
1745 cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
1746 for (i = 0;i < 3;i++)
1748 cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
1749 cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
1750 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
1753 // interpolate the angles if playing a demo or spectating someone
1754 if (cls.demoplayback || cl.fixangle[0])
1756 for (i = 0;i < 3;i++)
1758 float d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
1763 cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
1768 void CSQC_RelinkAllEntities (int drawmask)
1772 CL_RelinkStaticEntities();
1777 if (drawmask & ENTMASK_ENGINE)
1779 CL_RelinkNetworkEntities();
1780 if (drawmask & ENTMASK_ENGINEVIEWMODELS)
1781 CL_LinkNetworkEntity(&cl.viewent); // link gun model
1785 // update view blend
1793 Update client game world for a new frame
1796 void CL_UpdateWorld(void)
1798 r_refdef.scene.extraupdate = !r_speeds.integer;
1799 r_refdef.scene.numentities = 0;
1800 r_refdef.scene.numlights = 0;
1801 r_refdef.view.matrix = identitymatrix;
1802 r_refdef.view.quality = 1;
1804 cl.num_brushmodel_entities = 0;
1806 if (cls.state == ca_connected && cls.signon == SIGNONS)
1808 // prepare for a new frame
1809 CL_LerpPlayer(CL_LerpPoint());
1810 CL_DecayLightFlashes();
1811 CL_ClearTempEntities();
1815 // if prediction is enabled we have to update all the collidable
1816 // network entities before the prediction code can be run
1817 CL_UpdateNetworkCollisionEntities();
1819 // now update the player prediction
1820 CL_ClientMovement_Replay();
1822 // update the player entity (which may be predicted)
1823 CL_UpdateNetworkEntity(cl.entities + cl.viewentity, 32, true);
1825 // now update the view (which depends on that player entity)
1828 // now update all the network entities and create particle trails
1829 // (some entities may depend on the view)
1830 CL_UpdateNetworkEntities();
1832 // update the engine-based viewmodel
1833 CL_UpdateViewModel();
1835 CL_RelinkLightFlashes();
1836 CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS);
1838 // decals, particles, and explosions will be updated during rneder
1841 r_refdef.scene.time = cl.time;
1844 // LordHavoc: pausedemo command
1845 static void CL_PauseDemo_f (void)
1847 cls.demopaused = !cls.demopaused;
1849 Con_Print("Demo paused\n");
1851 Con_Print("Demo unpaused\n");
1855 ======================
1857 ======================
1859 static void CL_Fog_f (void)
1861 if (Cmd_Argc () == 1)
1863 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);
1866 r_refdef.fog_start = 0;
1867 r_refdef.fog_end = 16384;
1868 r_refdef.fog_alpha = 1;
1870 r_refdef.fog_density = atof(Cmd_Argv(1));
1872 r_refdef.fog_red = atof(Cmd_Argv(2));
1874 r_refdef.fog_green = atof(Cmd_Argv(3));
1876 r_refdef.fog_blue = atof(Cmd_Argv(4));
1878 r_refdef.fog_alpha = atof(Cmd_Argv(5));
1880 r_refdef.fog_start = atof(Cmd_Argv(6));
1882 r_refdef.fog_end = atof(Cmd_Argv(7));
1886 ====================
1889 For program optimization
1890 ====================
1892 static void CL_TimeRefresh_f (void)
1895 float timestart, timedelta;
1897 r_refdef.scene.extraupdate = false;
1899 timestart = Sys_DoubleTime();
1900 for (i = 0;i < 128;i++)
1902 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);
1903 r_refdef.view.quality = 1;
1906 timedelta = Sys_DoubleTime() - timestart;
1908 Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
1911 void CL_AreaStats_f(void)
1913 World_PrintAreaStats(&cl.world, "client");
1916 cl_locnode_t *CL_Locs_FindNearest(const vec3_t point)
1921 vec3_t nearestpoint;
1922 vec_t dist, bestdist;
1925 for (loc = cl.locnodes;loc;loc = loc->next)
1927 for (i = 0;i < 3;i++)
1928 nearestpoint[i] = bound(loc->mins[i], point[i], loc->maxs[i]);
1929 dist = VectorDistance2(nearestpoint, point);
1930 if (bestdist > dist || !best)
1941 void CL_Locs_FindLocationName(char *buffer, size_t buffersize, vec3_t point)
1944 loc = CL_Locs_FindNearest(point);
1946 strlcpy(buffer, loc->name, buffersize);
1948 dpsnprintf(buffer, buffersize, "LOC=%.0f:%.0f:%.0f", point[0], point[1], point[2]);
1951 void CL_Locs_FreeNode(cl_locnode_t *node)
1953 cl_locnode_t **pointer, **next;
1954 for (pointer = &cl.locnodes;*pointer;pointer = next)
1956 next = &(*pointer)->next;
1957 if (*pointer == node)
1959 *pointer = node->next;
1964 Con_Printf("CL_Locs_FreeNode: no such node! (%p)\n", (void *)node);
1967 void CL_Locs_AddNode(vec3_t mins, vec3_t maxs, const char *name)
1969 cl_locnode_t *node, **pointer;
1973 namelen = strlen(name);
1974 node = (cl_locnode_t *) Mem_Alloc(cls.levelmempool, sizeof(cl_locnode_t) + namelen + 1);
1975 VectorSet(node->mins, min(mins[0], maxs[0]), min(mins[1], maxs[1]), min(mins[2], maxs[2]));
1976 VectorSet(node->maxs, max(mins[0], maxs[0]), max(mins[1], maxs[1]), max(mins[2], maxs[2]));
1977 node->name = (char *)(node + 1);
1978 memcpy(node->name, name, namelen);
1979 node->name[namelen] = 0;
1980 // link it into the tail of the list to preserve the order
1981 for (pointer = &cl.locnodes;*pointer;pointer = &(*pointer)->next)
1986 void CL_Locs_Add_f(void)
1989 if (Cmd_Argc() != 5 && Cmd_Argc() != 8)
1991 Con_Printf("usage: %s x y z[ x y z] name\n", Cmd_Argv(0));
1994 mins[0] = atof(Cmd_Argv(1));
1995 mins[1] = atof(Cmd_Argv(2));
1996 mins[2] = atof(Cmd_Argv(3));
1997 if (Cmd_Argc() == 8)
1999 maxs[0] = atof(Cmd_Argv(4));
2000 maxs[1] = atof(Cmd_Argv(5));
2001 maxs[2] = atof(Cmd_Argv(6));
2002 CL_Locs_AddNode(mins, maxs, Cmd_Argv(7));
2005 CL_Locs_AddNode(mins, mins, Cmd_Argv(4));
2008 void CL_Locs_RemoveNearest_f(void)
2011 loc = CL_Locs_FindNearest(r_refdef.view.origin);
2013 CL_Locs_FreeNode(loc);
2015 Con_Printf("no loc point or box found for your location\n");
2018 void CL_Locs_Clear_f(void)
2021 CL_Locs_FreeNode(cl.locnodes);
2024 void CL_Locs_Save_f(void)
2028 char locfilename[MAX_QPATH];
2031 Con_Printf("No loc points/boxes exist!\n");
2034 if (cls.state != ca_connected || !cl.worldmodel)
2036 Con_Printf("No level loaded!\n");
2039 FS_StripExtension(cl.worldmodel->name, locfilename, sizeof(locfilename));
2040 strlcat(locfilename, ".loc", sizeof(locfilename));
2042 outfile = FS_OpenRealFile(locfilename, "w", false);
2045 // if any boxes are used then this is a proquake-format loc file, which
2046 // allows comments, so add some relevant information at the start
2047 for (loc = cl.locnodes;loc;loc = loc->next)
2048 if (!VectorCompare(loc->mins, loc->maxs))
2052 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);
2053 for (loc = cl.locnodes;loc;loc = loc->next)
2054 if (VectorCompare(loc->mins, loc->maxs))
2057 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");
2059 for (loc = cl.locnodes;loc;loc = loc->next)
2061 if (VectorCompare(loc->mins, loc->maxs))
2065 const char *in = loc->name;
2066 char name[MAX_INPUTLINE];
2067 for (len = 0;len < (int)sizeof(name) - 1 && *in;)
2069 if (*in == ' ') {s = "$loc_name_separator";in++;}
2070 else if (!strncmp(in, "SSG", 3)) {s = "$loc_name_ssg";in += 3;}
2071 else if (!strncmp(in, "NG", 2)) {s = "$loc_name_ng";in += 2;}
2072 else if (!strncmp(in, "SNG", 3)) {s = "$loc_name_sng";in += 3;}
2073 else if (!strncmp(in, "GL", 2)) {s = "$loc_name_gl";in += 2;}
2074 else if (!strncmp(in, "RL", 2)) {s = "$loc_name_rl";in += 2;}
2075 else if (!strncmp(in, "LG", 2)) {s = "$loc_name_lg";in += 2;}
2076 else if (!strncmp(in, "GA", 2)) {s = "$loc_name_ga";in += 2;}
2077 else if (!strncmp(in, "YA", 2)) {s = "$loc_name_ya";in += 2;}
2078 else if (!strncmp(in, "RA", 2)) {s = "$loc_name_ra";in += 2;}
2079 else if (!strncmp(in, "MEGA", 4)) {s = "$loc_name_mh";in += 4;}
2083 while (len < (int)sizeof(name) - 1 && *s)
2087 name[len++] = *in++;
2090 FS_Printf(outfile, "%.0f %.0f %.0f %s\n", loc->mins[0]*8, loc->mins[1]*8, loc->mins[2]*8, name);
2093 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);
2098 void CL_Locs_Reload_f(void)
2100 int i, linenumber, limit, len;
2102 char *filedata, *text, *textend, *linestart, *linetext, *lineend;
2103 fs_offset_t filesize;
2105 char locfilename[MAX_QPATH];
2106 char name[MAX_INPUTLINE];
2108 if (cls.state != ca_connected || !cl.worldmodel)
2110 Con_Printf("No level loaded!\n");
2116 // try maps/something.loc first (LordHavoc: where I think they should be)
2117 FS_StripExtension(cl.worldmodel->name, locfilename, sizeof(locfilename));
2118 strlcat(locfilename, ".loc", sizeof(locfilename));
2119 filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2122 // try proquake name as well (LordHavoc: I hate path mangling)
2123 FS_StripExtension(va("locs/%s", FS_FileWithoutPath(cl.worldmodel->name)), locfilename, sizeof(locfilename));
2124 strlcat(locfilename, ".loc", sizeof(locfilename));
2125 filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2130 textend = filedata + filesize;
2131 for (linenumber = 1;text < textend;linenumber++)
2134 for (;text < textend && *text != '\r' && *text != '\n';text++)
2137 if (text + 1 < textend && *text == '\r' && text[1] == '\n')
2141 // trim trailing whitespace
2142 while (lineend > linestart && ISWHITESPACE(lineend[-1]))
2144 // trim leading whitespace
2145 while (linestart < lineend && ISWHITESPACE(*linestart))
2147 // check if this is a comment
2148 if (linestart + 2 <= lineend && !strncmp(linestart, "//", 2))
2150 linetext = linestart;
2152 for (i = 0;i < limit;i++)
2154 if (linetext >= lineend)
2156 // note: a missing number is interpreted as 0
2158 mins[i] = atof(linetext);
2160 maxs[i - 3] = atof(linetext);
2161 // now advance past the number
2162 while (linetext < lineend && !ISWHITESPACE(*linetext) && *linetext != ',')
2164 // advance through whitespace
2165 if (linetext < lineend)
2167 if (*linetext == ',')
2171 // note: comma can be followed by whitespace
2173 if (ISWHITESPACE(*linetext))
2176 while (linetext < lineend && ISWHITESPACE(*linetext))
2181 // if this is a quoted name, remove the quotes
2184 if (linetext >= lineend || *linetext != '"')
2185 continue; // proquake location names are always quoted
2188 len = min(lineend - linetext, (int)sizeof(name) - 1);
2189 memcpy(name, linetext, len);
2191 // add the box to the list
2192 CL_Locs_AddNode(mins, maxs, name);
2194 // if a point was parsed, it needs to be scaled down by 8 (since
2195 // point-based loc files were invented by a proxy which dealt
2196 // directly with quake protocol coordinates, which are *8), turn
2200 // interpret silly fuhquake macros
2201 for (len = 0;len < (int)sizeof(name) - 1 && linetext < lineend;)
2203 if (*linetext == '$')
2205 if (linetext + 18 <= lineend && !strncmp(linetext, "$loc_name_separator", 19)) {s = " ";linetext += 19;}
2206 else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_ssg", 13)) {s = "SSG";linetext += 13;}
2207 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ng", 12)) {s = "NG";linetext += 12;}
2208 else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_sng", 13)) {s = "SNG";linetext += 13;}
2209 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_gl", 12)) {s = "GL";linetext += 12;}
2210 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_rl", 12)) {s = "RL";linetext += 12;}
2211 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_lg", 12)) {s = "LG";linetext += 12;}
2212 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ga", 12)) {s = "GA";linetext += 12;}
2213 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ya", 12)) {s = "YA";linetext += 12;}
2214 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ra", 12)) {s = "RA";linetext += 12;}
2215 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_mh", 12)) {s = "MEGA";linetext += 12;}
2219 while (len < (int)sizeof(name) - 1 && *s)
2224 name[len++] = *linetext++;
2227 // add the point to the list
2228 VectorScale(mins, (1.0 / 8.0), mins);
2229 CL_Locs_AddNode(mins, mins, name);
2241 void CL_Shutdown (void)
2243 CL_Screen_Shutdown();
2244 CL_Particles_Shutdown();
2245 CL_Parse_Shutdown();
2247 Mem_FreePool (&cls.permanentmempool);
2248 Mem_FreePool (&cls.levelmempool);
2258 cls.levelmempool = Mem_AllocPool("client (per-level memory)", 0, NULL);
2259 cls.permanentmempool = Mem_AllocPool("client (long term memory)", 0, NULL);
2261 memset(&r_refdef, 0, sizeof(r_refdef));
2262 // max entities sent to renderer per frame
2263 r_refdef.scene.maxentities = MAX_EDICTS + 256 + 512;
2264 r_refdef.scene.entities = (entity_render_t **)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t *) * r_refdef.scene.maxentities);
2266 r_refdef.scene.maxtempentities = 4096; // FIXME: make this grow
2267 r_refdef.scene.tempentities = (entity_render_t *)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t) * r_refdef.scene.maxtempentities);
2272 // register our commands
2274 Cvar_RegisterVariable (&cl_upspeed);
2275 Cvar_RegisterVariable (&cl_forwardspeed);
2276 Cvar_RegisterVariable (&cl_backspeed);
2277 Cvar_RegisterVariable (&cl_sidespeed);
2278 Cvar_RegisterVariable (&cl_movespeedkey);
2279 Cvar_RegisterVariable (&cl_yawspeed);
2280 Cvar_RegisterVariable (&cl_pitchspeed);
2281 Cvar_RegisterVariable (&cl_anglespeedkey);
2282 Cvar_RegisterVariable (&cl_shownet);
2283 Cvar_RegisterVariable (&cl_nolerp);
2284 Cvar_RegisterVariable (&cl_deathfade);
2285 Cvar_RegisterVariable (&lookspring);
2286 Cvar_RegisterVariable (&lookstrafe);
2287 Cvar_RegisterVariable (&sensitivity);
2288 Cvar_RegisterVariable (&freelook);
2290 Cvar_RegisterVariable (&m_pitch);
2291 Cvar_RegisterVariable (&m_yaw);
2292 Cvar_RegisterVariable (&m_forward);
2293 Cvar_RegisterVariable (&m_side);
2295 Cvar_RegisterVariable (&cl_itembobspeed);
2296 Cvar_RegisterVariable (&cl_itembobheight);
2298 Cmd_AddCommand ("entities", CL_PrintEntities_f, "print information on network entities known to client");
2299 Cmd_AddCommand ("disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
2300 Cmd_AddCommand ("record", CL_Record_f, "record a demo");
2301 Cmd_AddCommand ("stop", CL_Stop_f, "stop recording or playing a demo");
2302 Cmd_AddCommand ("playdemo", CL_PlayDemo_f, "watch a demo file");
2303 Cmd_AddCommand ("timedemo", CL_TimeDemo_f, "play back a demo as fast as possible and save statistics to benchmark.log");
2305 // Support Client-side Model Index List
2306 Cmd_AddCommand ("cl_modelindexlist", CL_ModelIndexList_f, "list information on all models in the client modelindex");
2307 // Support Client-side Sound Index List
2308 Cmd_AddCommand ("cl_soundindexlist", CL_SoundIndexList_f, "list all sounds in the client soundindex");
2310 Cvar_RegisterVariable (&cl_autodemo);
2311 Cvar_RegisterVariable (&cl_autodemo_nameformat);
2313 Cmd_AddCommand ("fog", CL_Fog_f, "set global fog parameters (density red green blue [alpha [mindist maxdist]])");
2315 // LordHavoc: added pausedemo
2316 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)");
2318 Cmd_AddCommand ("cl_areastats", CL_AreaStats_f, "prints statistics on entity culling during collision traces");
2320 Cvar_RegisterVariable(&r_draweffects);
2321 Cvar_RegisterVariable(&cl_explosions_alpha_start);
2322 Cvar_RegisterVariable(&cl_explosions_alpha_end);
2323 Cvar_RegisterVariable(&cl_explosions_size_start);
2324 Cvar_RegisterVariable(&cl_explosions_size_end);
2325 Cvar_RegisterVariable(&cl_explosions_lifetime);
2326 Cvar_RegisterVariable(&cl_stainmaps);
2327 Cvar_RegisterVariable(&cl_stainmaps_clearonload);
2328 Cvar_RegisterVariable(&cl_beams_polygons);
2329 Cvar_RegisterVariable(&cl_beams_quakepositionhack);
2330 Cvar_RegisterVariable(&cl_beams_instantaimhack);
2331 Cvar_RegisterVariable(&cl_beams_lightatend);
2332 Cvar_RegisterVariable(&cl_noplayershadow);
2333 Cvar_RegisterVariable(&cl_dlights_decayradius);
2334 Cvar_RegisterVariable(&cl_dlights_decaybrightness);
2336 Cvar_RegisterVariable(&cl_prydoncursor);
2338 Cvar_RegisterVariable(&cl_deathnoviewmodel);
2340 // for QW connections
2341 Cvar_RegisterVariable(&qport);
2342 Cvar_SetValueQuick(&qport, (rand() * RAND_MAX + rand()) & 0xffff);
2344 Cmd_AddCommand("timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs");
2346 Cvar_RegisterVariable(&cl_locs_enable);
2347 Cvar_RegisterVariable(&cl_locs_show);
2348 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)");
2349 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)");
2350 Cmd_AddCommand("locs_clear", CL_Locs_Clear_f, "remove all loc points/boxes");
2351 Cmd_AddCommand("locs_reload", CL_Locs_Reload_f, "reload .loc file for this map");
2352 Cmd_AddCommand("locs_save", CL_Locs_Save_f, "save .loc file for this map containing currently defined points and boxes");
2355 CL_Particles_Init();