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"};
41 cvar_t cl_lerpanim_maxdelta_server = {0, "cl_lerpanim_maxdelta_server", "0.1","maximum frame delta for smoothing between server-controlled animation frames (when 0, one network frame)"};
42 cvar_t cl_lerpanim_maxdelta_framegroups = {0, "cl_lerpanim_maxdelta_framegroups", "0.1","maximum frame delta for smoothing between framegroups (when 0, one network frame)"};
44 cvar_t cl_itembobheight = {0, "cl_itembobheight", "0","how much items bob up and down (try 8)"};
45 cvar_t cl_itembobspeed = {0, "cl_itembobspeed", "0.5","how frequently items bob up and down"};
47 cvar_t lookspring = {CVAR_SAVE, "lookspring","0","returns pitch to level with the floor when no longer holding a pitch key"};
48 cvar_t lookstrafe = {CVAR_SAVE, "lookstrafe","0","move instead of turning"};
49 cvar_t sensitivity = {CVAR_SAVE, "sensitivity","3","mouse speed multiplier"};
51 cvar_t m_pitch = {CVAR_SAVE, "m_pitch","0.022","mouse pitch speed multiplier"};
52 cvar_t m_yaw = {CVAR_SAVE, "m_yaw","0.022","mouse yaw speed multiplier"};
53 cvar_t m_forward = {CVAR_SAVE, "m_forward","1","mouse forward speed multiplier"};
54 cvar_t m_side = {CVAR_SAVE, "m_side","0.8","mouse side speed multiplier"};
56 cvar_t freelook = {CVAR_SAVE, "freelook", "1","mouse controls pitch instead of forward/back"};
58 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" };
59 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)" };
61 cvar_t r_draweffects = {0, "r_draweffects", "1","renders temporary sprite effects"};
63 cvar_t cl_explosions_alpha_start = {CVAR_SAVE, "cl_explosions_alpha_start", "1.5","starting alpha of an explosion shell"};
64 cvar_t cl_explosions_alpha_end = {CVAR_SAVE, "cl_explosions_alpha_end", "0","end alpha of an explosion shell (just before it disappears)"};
65 cvar_t cl_explosions_size_start = {CVAR_SAVE, "cl_explosions_size_start", "16","starting size of an explosion shell"};
66 cvar_t cl_explosions_size_end = {CVAR_SAVE, "cl_explosions_size_end", "128","ending alpha of an explosion shell (just before it disappears)"};
67 cvar_t cl_explosions_lifetime = {CVAR_SAVE, "cl_explosions_lifetime", "0.5","how long an explosion shell lasts"};
69 cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "0","stains lightmaps, much faster than decals but blurred"};
70 cvar_t cl_stainmaps_clearonload = {CVAR_SAVE, "cl_stainmaps_clearonload", "1","clear stainmaps on map restart"};
72 cvar_t cl_beams_polygons = {CVAR_SAVE, "cl_beams_polygons", "1","use beam polygons instead of models"};
73 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)"};
74 cvar_t cl_beams_instantaimhack = {CVAR_SAVE, "cl_beams_instantaimhack", "0", "makes your lightning gun aiming update instantly"};
75 cvar_t cl_beams_lightatend = {CVAR_SAVE, "cl_beams_lightatend", "0", "make a light at the end of the beam"};
77 cvar_t cl_deathfade = {CVAR_SAVE, "cl_deathfade", "0", "fade screen to dark red when dead, value represents how fast the fade is (higher is faster)"};
79 cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0","hide player shadow"};
81 cvar_t cl_dlights_decayradius = {CVAR_SAVE, "cl_dlights_decayradius", "1", "reduces size of light flashes over time"};
82 cvar_t cl_dlights_decaybrightness = {CVAR_SAVE, "cl_dlights_decaybrightness", "1", "reduces brightness of light flashes over time"};
84 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)"};
86 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"};
88 cvar_t cl_deathnoviewmodel = {0, "cl_deathnoviewmodel", "1", "hides gun model when dead"};
90 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)"};
91 cvar_t cl_locs_show = {0, "locs_show", "0", "shows defined locations for editing purposes"};
93 extern cvar_t r_equalize_entities_fullbright;
102 =====================
104 void CL_VM_ShutDown (void);
105 void CL_ClearState(void)
112 // wipe the entire cl structure
113 Mem_EmptyPool(cls.levelmempool);
114 memset (&cl, 0, sizeof(cl));
118 // reset the view zoom interpolation
119 cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
120 cl.sensitivityscale = 1.0f;
122 // enable rendering of the world and such
123 cl.csqc_vidvars.drawworld = true;
124 cl.csqc_vidvars.drawenginesbar = true;
125 cl.csqc_vidvars.drawcrosshair = true;
127 // set up the float version of the stats array for easier access to float stats
128 cl.statsf = (float *)cl.stats;
131 cl.num_static_entities = 0;
132 cl.num_brushmodel_entities = 0;
134 // tweak these if the game runs out
135 cl.max_csqcrenderentities = 0;
136 cl.max_entities = 256;
137 cl.max_static_entities = 256;
138 cl.max_effects = 256;
140 cl.max_dlights = MAX_DLIGHTS;
141 cl.max_lightstyle = MAX_LIGHTSTYLES;
142 cl.max_brushmodel_entities = MAX_EDICTS;
143 cl.max_particles = 8192; // grows dynamically
144 cl.max_decals = 2048; // grows dynamically
151 cl.csqcrenderentities = NULL;
152 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
153 cl.entities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char));
154 cl.static_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_static_entities * sizeof(entity_t));
155 cl.effects = (cl_effect_t *)Mem_Alloc(cls.levelmempool, cl.max_effects * sizeof(cl_effect_t));
156 cl.beams = (beam_t *)Mem_Alloc(cls.levelmempool, cl.max_beams * sizeof(beam_t));
157 cl.dlights = (dlight_t *)Mem_Alloc(cls.levelmempool, cl.max_dlights * sizeof(dlight_t));
158 cl.lightstyle = (lightstyle_t *)Mem_Alloc(cls.levelmempool, cl.max_lightstyle * sizeof(lightstyle_t));
159 cl.brushmodel_entities = (int *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(int));
160 cl.particles = (particle_t *) Mem_Alloc(cls.levelmempool, cl.max_particles * sizeof(particle_t));
161 cl.decals = (decal_t *) Mem_Alloc(cls.levelmempool, cl.max_decals * sizeof(decal_t));
164 // LordHavoc: have to set up the baseline info for alpha and other stuff
165 for (i = 0;i < cl.max_entities;i++)
167 cl.entities[i].state_baseline = defaultstate;
168 cl.entities[i].state_previous = defaultstate;
169 cl.entities[i].state_current = defaultstate;
172 if (gamemode == GAME_NEXUIZ)
174 VectorSet(cl.playerstandmins, -16, -16, -24);
175 VectorSet(cl.playerstandmaxs, 16, 16, 45);
176 VectorSet(cl.playercrouchmins, -16, -16, -24);
177 VectorSet(cl.playercrouchmaxs, 16, 16, 25);
181 VectorSet(cl.playerstandmins, -16, -16, -24);
182 VectorSet(cl.playerstandmaxs, 16, 16, 24);
183 VectorSet(cl.playercrouchmins, -16, -16, -24);
184 VectorSet(cl.playercrouchmaxs, 16, 16, 24);
187 // disable until we get textures for it
190 ent = &cl.entities[0];
191 // entire entity array was cleared, so just fill in a few fields
192 ent->state_current.active = true;
193 ent->render.model = cl.worldmodel = NULL; // no world model yet
194 ent->render.alpha = 1;
195 ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
196 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, 0, 0, 0, 0, 0, 0, 1);
197 ent->render.allowdecals = true;
198 CL_UpdateRenderEntity(&ent->render);
200 // noclip is turned off at start
201 noclip_anglehack = false;
203 // mark all frames invalid for delta
204 memset(cl.qw_deltasequence, -1, sizeof(cl.qw_deltasequence));
206 // set bestweapon data back to Quake data
207 IN_BestWeapon_ResetData();
212 void CL_SetInfo(const char *key, const char *value, qboolean send, qboolean allowstarkey, qboolean allowmodel, qboolean quiet)
215 qboolean fail = false;
216 if (!allowstarkey && key[0] == '*')
218 if (!allowmodel && (!strcasecmp(key, "pmodel") || !strcasecmp(key, "emodel")))
220 for (i = 0;key[i];i++)
221 if (ISWHITESPACE(key[i]) || key[i] == '\"')
223 for (i = 0;value[i];i++)
224 if (value[i] == '\r' || value[i] == '\n' || value[i] == '\"')
229 Con_Printf("Can't setinfo \"%s\" \"%s\"\n", key, value);
232 InfoString_SetValue(cls.userinfo, sizeof(cls.userinfo), key, value);
233 if (cls.state == ca_connected && cls.netcon)
235 if (cls.protocol == PROTOCOL_QUAKEWORLD)
237 MSG_WriteByte(&cls.netcon->message, qw_clc_stringcmd);
238 MSG_WriteString(&cls.netcon->message, va("setinfo \"%s\" \"%s\"", key, value));
240 else if (!strcasecmp(key, "name"))
242 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
243 MSG_WriteString(&cls.netcon->message, va("name \"%s\"", value));
245 else if (!strcasecmp(key, "playermodel"))
247 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
248 MSG_WriteString(&cls.netcon->message, va("playermodel \"%s\"", value));
250 else if (!strcasecmp(key, "playerskin"))
252 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
253 MSG_WriteString(&cls.netcon->message, va("playerskin \"%s\"", value));
255 else if (!strcasecmp(key, "topcolor"))
257 // don't send anything, the combined color code will be updated manually
259 else if (!strcasecmp(key, "bottomcolor"))
261 // don't send anything, the combined color code will be updated manually
263 else if (!strcasecmp(key, "rate"))
265 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
266 MSG_WriteString(&cls.netcon->message, va("rate \"%s\"", value));
271 void CL_ExpandEntities(int num)
273 int i, oldmaxentities;
274 entity_t *oldentities;
275 if (num >= cl.max_entities)
278 Sys_Error("CL_ExpandEntities: cl.entities not initialized");
279 if (num >= MAX_EDICTS)
280 Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
281 oldmaxentities = cl.max_entities;
282 oldentities = cl.entities;
283 cl.max_entities = (num & ~255) + 256;
284 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
285 memcpy(cl.entities, oldentities, oldmaxentities * sizeof(entity_t));
286 Mem_Free(oldentities);
287 for (i = oldmaxentities;i < cl.max_entities;i++)
289 cl.entities[i].state_baseline = defaultstate;
290 cl.entities[i].state_previous = defaultstate;
291 cl.entities[i].state_current = defaultstate;
296 void CL_ExpandCSQCRenderEntities(int num)
298 int oldmaxcsqcrenderentities;
299 entity_render_t *oldcsqcrenderentities;
300 if (num >= cl.max_csqcrenderentities)
302 if (num >= MAX_EDICTS)
303 Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
304 oldmaxcsqcrenderentities = cl.max_csqcrenderentities;
305 oldcsqcrenderentities = cl.csqcrenderentities;
306 cl.max_csqcrenderentities = (num & ~255) + 256;
307 cl.csqcrenderentities = (entity_render_t *)Mem_Alloc(cls.levelmempool, cl.max_csqcrenderentities * sizeof(entity_render_t));
308 if (oldcsqcrenderentities)
310 memcpy(cl.csqcrenderentities, oldcsqcrenderentities, oldmaxcsqcrenderentities * sizeof(entity_render_t));
311 Mem_Free(oldcsqcrenderentities);
317 =====================
320 Sends a disconnect message to the server
321 This is also called on Host_Error, so it shouldn't cause any errors
322 =====================
324 void CL_Disconnect(void)
326 if (cls.state == ca_dedicated)
329 if (COM_CheckParm("-profilegameonly"))
330 Sys_AllowProfiling(false);
332 Curl_Clear_forthismap();
334 Con_DPrintf("CL_Disconnect\n");
336 Cvar_SetValueQuick(&csqc_progcrc, -1);
337 Cvar_SetValueQuick(&csqc_progsize, -1);
339 // stop sounds (especially looping!)
342 cl.parsingtextexpectingpingforscores = 0; // just in case no reply has come yet
344 // clear contents blends
345 cl.cshifts[0].percent = 0;
346 cl.cshifts[1].percent = 0;
347 cl.cshifts[2].percent = 0;
348 cl.cshifts[3].percent = 0;
350 cl.worldmodel = NULL;
352 CL_Parse_ErrorCleanUp();
354 if (cls.demoplayback)
359 unsigned char bufdata[8];
360 if (cls.demorecording)
363 // send disconnect message 3 times to improve chances of server
364 // receiving it (but it still fails sometimes)
365 memset(&buf, 0, sizeof(buf));
367 buf.maxsize = sizeof(bufdata);
368 if (cls.protocol == PROTOCOL_QUAKEWORLD)
370 Con_DPrint("Sending drop command\n");
371 MSG_WriteByte(&buf, qw_clc_stringcmd);
372 MSG_WriteString(&buf, "drop");
376 Con_DPrint("Sending clc_disconnect\n");
377 MSG_WriteByte(&buf, clc_disconnect);
379 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
380 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
381 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
382 NetConn_Close(cls.netcon);
385 cls.state = ca_disconnected;
387 cls.demoplayback = cls.timedemo = false;
391 void CL_Disconnect_f(void)
395 Host_ShutdownServer ();
402 =====================
403 CL_EstablishConnection
405 Host should be either "local" or a net address
406 =====================
408 void CL_EstablishConnection(const char *host)
410 if (cls.state == ca_dedicated)
413 // clear menu's connect error message
414 M_Update_Return_Reason("");
417 // stop demo loop in case this fails
418 if (cls.demoplayback)
421 // if downloads are running, cancel their finishing action
422 Curl_Clear_forthismap();
424 // make sure the client ports are open before attempting to connect
425 NetConn_UpdateSockets();
427 // run a network frame
428 //NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
430 if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
432 cls.connect_trying = true;
433 cls.connect_remainingtries = 3;
434 cls.connect_nextsendtime = 0;
435 M_Update_Return_Reason("Trying to connect...");
436 // run several network frames to jump into the game quickly
439 // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
440 // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
441 // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
442 // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
447 Con_Print("Unable to find a suitable network socket to connect to server.\n");
448 M_Update_Return_Reason("No network");
457 static void CL_PrintEntities_f(void)
462 for (i = 0, ent = cl.entities;i < cl.num_entities;i++, ent++)
464 const char* modelname;
466 if (!ent->state_current.active)
469 if (ent->render.model)
470 modelname = ent->render.model->name;
472 modelname = "--no model--";
473 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);
481 List information on all models in the client modelindex
484 static void CL_ModelIndexList_f(void)
490 Con_Printf("%3s: %-30s %-8s %-8s\n", "ID", "Name", "Type", "Triangles");
492 for (i = -MAX_MODELS;i < MAX_MODELS;i++)
494 model = CL_GetModelByIndex(i);
495 if(model->loaded || i == 1)
496 Con_Printf("%3i: %-30s %-8s %-10i\n", i, model->name, model->modeldatatypestring, model->surfmesh.num_triangles);
498 Con_Printf("%3i: %-30s %-30s\n", i, model->name, "--no local model found--");
507 List all sounds in the client soundindex
510 static void CL_SoundIndexList_f(void)
514 while(cl.sound_precache[i] && i != MAX_SOUNDS)
516 Con_Printf("%i : %s\n", i, cl.sound_precache[i]->name);
523 CL_UpdateRenderEntity
525 Updates inversematrix, animation interpolation factors, scale, and mins/maxs
528 void CL_UpdateRenderEntity(entity_render_t *ent)
532 dp_model_t *model = ent->model;
533 // update the inverse matrix for the renderer
534 Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
535 // update the animation blend state
536 VM_FrameBlendFromFrameGroupBlend(ent->frameblend, ent->framegroupblend, ent->model);
537 // we need the matrix origin to center the box
538 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
539 // update entity->render.scale because the renderer needs it
540 ent->scale = scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
543 // NOTE: this directly extracts vector components from the matrix, which relies on the matrix orientation!
544 #ifdef MATRIX4x4_OPENGLORIENTATION
545 if (ent->matrix.m[0][2] != 0 || ent->matrix.m[1][2] != 0)
547 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
551 VectorMA(org, scale, model->rotatedmins, ent->mins);
552 VectorMA(org, scale, model->rotatedmaxs, ent->maxs);
554 #ifdef MATRIX4x4_OPENGLORIENTATION
555 else if (ent->matrix.m[1][0] != 0 || ent->matrix.m[0][1] != 0)
557 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
561 VectorMA(org, scale, model->yawmins, ent->mins);
562 VectorMA(org, scale, model->yawmaxs, ent->maxs);
566 VectorMA(org, scale, model->normalmins, ent->mins);
567 VectorMA(org, scale, model->normalmaxs, ent->maxs);
572 ent->mins[0] = org[0] - 16;
573 ent->mins[1] = org[1] - 16;
574 ent->mins[2] = org[2] - 16;
575 ent->maxs[0] = org[0] + 16;
576 ent->maxs[1] = org[1] + 16;
577 ent->maxs[2] = org[2] + 16;
585 Determines the fraction between the last two messages that the objects
589 static float CL_LerpPoint(void)
593 if (cl_nettimesyncboundmode.integer == 1)
594 cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
596 // LordHavoc: lerp in listen games as the server is being capped below the client (usually)
597 if (cl.mtime[0] <= cl.mtime[1])
599 cl.time = cl.mtime[0];
603 f = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]);
604 return bound(0, f, 1);
607 void CL_ClearTempEntities (void)
609 r_refdef.scene.numtempentities = 0;
612 entity_render_t *CL_NewTempEntity(double shadertime)
614 entity_render_t *render;
616 if (r_refdef.scene.numentities >= r_refdef.scene.maxentities)
618 if (r_refdef.scene.numtempentities >= r_refdef.scene.maxtempentities)
620 render = &r_refdef.scene.tempentities[r_refdef.scene.numtempentities++];
621 memset (render, 0, sizeof(*render));
622 r_refdef.scene.entities[r_refdef.scene.numentities++] = render;
624 render->shadertime = shadertime;
626 VectorSet(render->colormod, 1, 1, 1);
627 VectorSet(render->glowmod, 1, 1, 1);
631 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
635 if (!modelindex) // sanity check
639 Con_Printf("CL_Effect: framerate %f is < 1\n", framerate);
644 Con_Printf("CL_Effect: framecount %i is < 1\n", framecount);
647 for (i = 0, e = cl.effects;i < cl.max_effects;i++, e++)
652 VectorCopy(org, e->origin);
653 e->modelindex = modelindex;
654 e->starttime = cl.time;
655 e->startframe = startframe;
656 e->endframe = startframe + framecount;
657 e->framerate = framerate;
660 e->frame1time = cl.time;
661 e->frame2time = cl.time;
662 cl.num_effects = max(cl.num_effects, i + 1);
667 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)
672 // then look for anything else
674 for (i = 0;i < cl.max_dlights;i++, dl++)
678 // unable to find one
679 if (i == cl.max_dlights)
682 //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
683 memset (dl, 0, sizeof(*dl));
684 cl.num_dlights = max(cl.num_dlights, i + 1);
685 Matrix4x4_Normalize(&dl->matrix, matrix);
687 Matrix4x4_OriginFromMatrix(&dl->matrix, dl->origin);
688 CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
689 Matrix4x4_SetOrigin(&dl->matrix, dl->origin[0], dl->origin[1], dl->origin[2]);
692 dl->color[1] = green;
694 dl->initialradius = radius;
695 dl->initialcolor[0] = red;
696 dl->initialcolor[1] = green;
697 dl->initialcolor[2] = blue;
698 dl->decay = decay / radius; // changed decay to be a percentage decrease
699 dl->intensity = 1; // this is what gets decayed
701 dl->die = cl.time + lifetime;
705 dpsnprintf(dl->cubemapname, sizeof(dl->cubemapname), "cubemaps/%i", cubemapnum);
707 dl->cubemapname[0] = 0;
709 dl->shadow = shadowenable;
712 dl->coronasizescale = coronasizescale;
713 dl->ambientscale = ambientscale;
714 dl->diffusescale = diffusescale;
715 dl->specularscale = specularscale;
718 void CL_DecayLightFlashes(void)
724 time = bound(0, cl.time - cl.oldtime, 0.1);
725 oldmax = cl.num_dlights;
727 for (i = 0, dl = cl.dlights;i < oldmax;i++, dl++)
731 dl->intensity -= time * dl->decay;
732 if (cl.time < dl->die && dl->intensity > 0)
734 if (cl_dlights_decayradius.integer)
735 dl->radius = dl->initialradius * dl->intensity;
737 dl->radius = dl->initialradius;
738 if (cl_dlights_decaybrightness.integer)
739 VectorScale(dl->initialcolor, dl->intensity, dl->color);
741 VectorCopy(dl->initialcolor, dl->color);
742 cl.num_dlights = i + 1;
750 // called before entity relinking
751 void CL_RelinkLightFlashes(void)
756 matrix4x4_t tempmatrix;
758 if (r_dynamic.integer)
760 for (i = 0, dl = cl.dlights;i < cl.num_dlights && r_refdef.scene.numlights < MAX_DLIGHTS;i++, dl++)
764 tempmatrix = dl->matrix;
765 Matrix4x4_Scale(&tempmatrix, dl->radius, 1);
766 // we need the corona fading to be persistent
767 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);
768 r_refdef.scene.lights[r_refdef.scene.numlights++] = &dl->rtlight;
775 for (j = 0;j < cl.max_lightstyle;j++)
777 r_refdef.scene.rtlightstylevalue[j] = 1;
778 r_refdef.scene.lightstylevalue[j] = 256;
784 // 'm' is normal light, 'a' is no light, 'z' is double bright
788 for (j = 0;j < cl.max_lightstyle;j++)
790 if (!cl.lightstyle[j].length)
792 r_refdef.scene.rtlightstylevalue[j] = 1;
793 r_refdef.scene.lightstylevalue[j] = 256;
796 // static lightstyle "=value"
797 if (cl.lightstyle[j].map[0] == '=')
799 r_refdef.scene.rtlightstylevalue[j] = atof(cl.lightstyle[j].map + 1);
800 if ( r_lerplightstyles.integer || ((int)f - f) < 0.01)
801 r_refdef.scene.lightstylevalue[j] = r_refdef.scene.rtlightstylevalue[j];
804 k = i % cl.lightstyle[j].length;
805 l = (i-1) % cl.lightstyle[j].length;
806 k = cl.lightstyle[j].map[k] - 'a';
807 l = cl.lightstyle[j].map[l] - 'a';
808 // rtlightstylevalue is always interpolated because it has no bad
809 // consequences for performance
810 // lightstylevalue is subject to a cvar for performance reasons;
811 // skipping lightmap updates on most rendered frames substantially
812 // improves framerates (but makes light fades look bad)
813 r_refdef.scene.rtlightstylevalue[j] = ((k*frac)+(l*(1-frac)))*(22/256.0f);
814 r_refdef.scene.lightstylevalue[j] = r_lerplightstyles.integer ? (unsigned short)(((k*frac)+(l*(1-frac)))*22) : k*22;
818 void CL_AddQWCTFFlagModel(entity_t *player, int skin)
820 int frame = player->render.framegroupblend[0].frame;
822 entity_render_t *flagrender;
823 matrix4x4_t flagmatrix;
825 // this code taken from QuakeWorld
827 if (frame >= 29 && frame <= 40)
829 if (frame >= 29 && frame <= 34)
831 if (frame == 29) f = f + 2;
832 else if (frame == 30) f = f + 8;
833 else if (frame == 31) f = f + 12;
834 else if (frame == 32) f = f + 11;
835 else if (frame == 33) f = f + 10;
836 else if (frame == 34) f = f + 4;
838 else if (frame >= 35 && frame <= 40)
840 if (frame == 35) f = f + 2;
841 else if (frame == 36) f = f + 10;
842 else if (frame == 37) f = f + 10;
843 else if (frame == 38) f = f + 8;
844 else if (frame == 39) f = f + 4;
845 else if (frame == 40) f = f + 2;
848 else if (frame >= 103 && frame <= 118)
850 if (frame >= 103 && frame <= 104) f = f + 6; //nailattack
851 else if (frame >= 105 && frame <= 106) f = f + 6; //light
852 else if (frame >= 107 && frame <= 112) f = f + 7; //rocketattack
853 else if (frame >= 112 && frame <= 118) f = f + 7; //shotattack
855 // end of code taken from QuakeWorld
857 flagrender = CL_NewTempEntity(player->render.shadertime);
861 flagrender->model = CL_GetModelByIndex(cl.qw_modelindex_flag);
862 flagrender->skinnum = skin;
863 flagrender->alpha = 1;
864 VectorSet(flagrender->colormod, 1, 1, 1);
865 VectorSet(flagrender->glowmod, 1, 1, 1);
866 // attach the flag to the player matrix
867 Matrix4x4_CreateFromQuakeEntity(&flagmatrix, -f, -22, 0, 0, 0, -45, 1);
868 Matrix4x4_Concat(&flagrender->matrix, &player->render.matrix, &flagmatrix);
869 CL_UpdateRenderEntity(flagrender);
872 matrix4x4_t viewmodelmatrix;
874 static const vec3_t muzzleflashorigin = {18, 0, 0};
876 extern void V_DriftPitch(void);
877 extern void V_FadeViewFlashs(void);
878 extern void V_CalcViewBlend(void);
879 extern void V_CalcRefdef(void);
881 void CL_SetEntityColormapColors(entity_render_t *ent, int colormap)
883 const unsigned char *cbcolor;
886 cbcolor = palette_rgb_pantscolormap[colormap & 0xF];
887 VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_pantscolor);
888 cbcolor = palette_rgb_shirtcolormap[(colormap & 0xF0) >> 4];
889 VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_shirtcolor);
893 VectorClear(ent->colormap_pantscolor);
894 VectorClear(ent->colormap_shirtcolor);
898 // note this is a recursive function, recursionlimit should be 32 or so on the initial call
899 void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolate)
901 const matrix4x4_t *matrix;
902 matrix4x4_t blendmatrix, tempmatrix, matrix2;
904 float origin[3], angles[3], lerp;
906 //entity_persistent_t *p = &e->persistent;
907 //entity_render_t *r = &e->render;
908 // skip inactive entities and world
909 if (!e->state_current.active || e == cl.entities)
911 if (recursionlimit < 1)
913 e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
914 e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
915 e->render.flags = e->state_current.flags;
916 e->render.effects = e->state_current.effects;
917 VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
918 VectorScale(e->state_current.glowmod, (1.0f / 32.0f), e->render.glowmod);
919 if(e >= cl.entities && e < cl.entities + cl.num_entities)
920 e->render.entitynumber = e - cl.entities;
922 e->render.entitynumber = 0;
923 if (e->state_current.flags & RENDER_COLORMAPPED)
924 CL_SetEntityColormapColors(&e->render, e->state_current.colormap);
925 else if (e->state_current.colormap > 0 && e->state_current.colormap <= cl.maxclients && cl.scores != NULL)
926 CL_SetEntityColormapColors(&e->render, cl.scores[e->state_current.colormap-1].colors);
928 CL_SetEntityColormapColors(&e->render, -1);
929 e->render.skinnum = e->state_current.skin;
930 if (e->state_current.tagentity)
932 // attached entity (gun held in player model's hand, etc)
933 // if the tag entity is currently impossible, skip it
934 if (e->state_current.tagentity >= cl.num_entities)
936 t = cl.entities + e->state_current.tagentity;
937 // if the tag entity is inactive, skip it
938 if (!t->state_current.active)
940 // update the parent first
941 CL_UpdateNetworkEntity(t, recursionlimit - 1, interpolate);
942 // make relative to the entity
943 matrix = &t->render.matrix;
944 // some properties of the tag entity carry over
945 e->render.flags |= t->render.flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
946 // if a valid tagindex is used, make it relative to that tag instead
947 // FIXME: use a model function to get tag info (need to handle skeletal)
948 if (e->state_current.tagentity && e->state_current.tagindex >= 1 && t->render.model)
950 if(!Mod_Alias_GetTagMatrix(t->render.model, t->render.frameblend, t->render.skeleton, e->state_current.tagindex - 1, &blendmatrix)) // i.e. no error
952 // concat the tag matrices onto the entity matrix
953 Matrix4x4_Concat(&tempmatrix, &t->render.matrix, &blendmatrix);
954 // use the constructed tag matrix
955 matrix = &tempmatrix;
959 else if (e->render.flags & RENDER_VIEWMODEL)
961 // view-relative entity (guns and such)
962 if (e->render.effects & EF_NOGUNBOB)
963 matrix = &r_refdef.view.matrix; // really attached to view
965 matrix = &viewmodelmatrix; // attached to gun bob matrix
969 // world-relative entity (the normal kind)
970 matrix = &identitymatrix;
974 // if it's the predicted player entity, update according to client movement
975 // but don't lerp if going through a teleporter as it causes a bad lerp
976 // also don't use the predicted location if fixangle was set on both of
977 // the most recent server messages, as that cause means you are spectating
978 // someone or watching a cutscene of some sort
979 if (cl_nolerp.integer || cls.timedemo)
981 if (e == cl.entities + cl.playerentity && cl.movement_predicted && (!cl.fixangle[1] || !cl.fixangle[0]))
983 VectorCopy(cl.movement_origin, origin);
984 VectorSet(angles, 0, cl.viewangles[1], 0);
986 else if (interpolate && e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1)
988 // interpolate the origin and angles
990 VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
992 // this fails at the singularity of euler angles
993 VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
994 if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
995 if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
996 if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
997 VectorMA(e->persistent.oldangles, lerp, delta, angles);
1000 vec3_t f0, u0, f1, u1;
1001 AngleVectors(e->persistent.oldangles, f0, NULL, u0);
1002 AngleVectors(e->persistent.newangles, f1, NULL, u1);
1003 VectorMAM(1-lerp, f0, lerp, f1, f0);
1004 VectorMAM(1-lerp, u0, lerp, u1, u0);
1005 AnglesFromVectors(angles, f0, u0, false);
1012 VectorCopy(e->persistent.neworigin, origin);
1013 VectorCopy(e->persistent.newangles, angles);
1016 // model setup and some modelflags
1017 frame = e->state_current.frame;
1018 e->render.model = CL_GetModelByIndex(e->state_current.modelindex);
1019 if (e->render.model)
1021 if (e->render.skinnum >= e->render.model->numskins)
1022 e->render.skinnum = 0;
1023 if (frame >= e->render.model->numframes)
1025 // models can set flags such as EF_ROCKET
1026 // this 0xFF800000 mask is EF_NOMODELFLAGS plus all the higher EF_ flags such as EF_ROCKET
1027 if (!(e->render.effects & 0xFF800000))
1028 e->render.effects |= e->render.model->effects;
1029 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
1030 if (e->render.model->type == mod_alias)
1031 angles[0] = -angles[0];
1032 if ((e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
1034 VectorScale(e->render.colormod, 2, e->render.colormod);
1035 VectorScale(e->render.glowmod, 2, e->render.glowmod);
1038 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
1039 else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
1040 angles[0] = -angles[0];
1041 // NOTE: this must be synced to SV_GetPitchSign!
1043 if ((e->render.effects & EF_ROTATE) && !(e->render.flags & RENDER_VIEWMODEL))
1045 angles[1] = ANGLEMOD(100*cl.time);
1046 if (cl_itembobheight.value)
1047 origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
1051 if (e->render.framegroupblend[0].frame == frame)
1053 // update frame lerp fraction
1054 e->render.framegroupblend[0].lerp = 1;
1055 e->render.framegroupblend[1].lerp = 0;
1056 if (e->render.framegroupblend[0].start > e->render.framegroupblend[1].start)
1058 // make sure frame lerp won't last longer than 100ms
1059 // (this mainly helps with models that use framegroups and
1060 // switch between them infrequently)
1061 float maxdelta = cl_lerpanim_maxdelta_server.value;
1063 if(e->render.model->animscenes)
1064 if(e->render.model->animscenes[e->render.framegroupblend[0].frame].framecount > 1 || e->render.model->animscenes[e->render.framegroupblend[1].frame].framecount > 1)
1065 maxdelta = cl_lerpanim_maxdelta_framegroups.value;
1066 maxdelta = max(maxdelta, cl.mtime[0] - cl.mtime[1]);
1067 e->render.framegroupblend[0].lerp = (cl.time - e->render.framegroupblend[0].start) / min(e->render.framegroupblend[0].start - e->render.framegroupblend[1].start, maxdelta);
1068 e->render.framegroupblend[0].lerp = bound(0, e->render.framegroupblend[0].lerp, 1);
1069 e->render.framegroupblend[1].lerp = 1 - e->render.framegroupblend[0].lerp;
1074 // begin a new frame lerp
1075 e->render.framegroupblend[1] = e->render.framegroupblend[0];
1076 e->render.framegroupblend[1].lerp = 1;
1077 e->render.framegroupblend[0].frame = frame;
1078 e->render.framegroupblend[0].start = cl.time;
1079 e->render.framegroupblend[0].lerp = 0;
1082 // set up the render matrix
1085 // attached entity, this requires a matrix multiply (concat)
1086 // FIXME: e->render.scale should go away
1087 Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1088 // concat the matrices to make the entity relative to its tag
1089 Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
1090 // get the origin from the new matrix
1091 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1095 // unattached entities are faster to process
1096 Matrix4x4_CreateFromQuakeEntity(&e->render.matrix, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1099 // tenebrae's sprites are all additive mode (weird)
1100 if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
1101 e->render.flags |= RENDER_ADDITIVE;
1102 // player model is only shown with chase_active on
1103 if (e->state_current.number == cl.viewentity)
1104 e->render.flags |= RENDER_EXTERIORMODEL;
1105 // either fullbright or lit
1106 if(!r_fullbright.integer)
1108 if (!(e->render.effects & EF_FULLBRIGHT))
1109 e->render.flags |= RENDER_LIGHT;
1110 else if(r_equalize_entities_fullbright.integer)
1111 e->render.flags |= RENDER_LIGHT | RENDER_EQUALIZE;
1113 // hide player shadow during intermission or nehahra movie
1114 if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST))
1115 && (e->render.alpha >= 1)
1116 && !(e->render.flags & RENDER_VIEWMODEL)
1117 && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
1118 e->render.flags |= RENDER_SHADOW;
1119 if (e->render.flags & RENDER_VIEWMODEL)
1120 e->render.flags |= RENDER_NOSELFSHADOW;
1121 if (e->render.effects & EF_NOSELFSHADOW)
1122 e->render.flags |= RENDER_NOSELFSHADOW;
1123 if (e->render.effects & EF_NODEPTHTEST)
1124 e->render.flags |= RENDER_NODEPTHTEST;
1125 if (e->render.effects & EF_ADDITIVE)
1126 e->render.flags |= RENDER_ADDITIVE;
1127 if (e->render.effects & EF_DOUBLESIDED)
1128 e->render.flags |= RENDER_DOUBLESIDED;
1130 // make the other useful stuff
1131 e->render.allowdecals = true;
1132 CL_UpdateRenderEntity(&e->render);
1135 // creates light and trails from an entity
1136 void CL_UpdateNetworkEntityTrail(entity_t *e)
1138 effectnameindex_t trailtype;
1141 // bmodels are treated specially since their origin is usually '0 0 0' and
1142 // their actual geometry is far from '0 0 0'
1143 if (e->render.model && e->render.model->soundfromcenter)
1146 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1147 Matrix4x4_Transform(&e->render.matrix, o, origin);
1150 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1152 // handle particle trails and such effects now that we know where this
1153 // entity is in the world...
1154 trailtype = EFFECT_NONE;
1155 // LordHavoc: if the entity has no effects, don't check each
1156 if (e->render.effects & (EF_BRIGHTFIELD | EF_FLAME | EF_STARDUST))
1158 if (e->render.effects & EF_BRIGHTFIELD)
1160 if (gamemode == GAME_NEXUIZ)
1161 trailtype = EFFECT_TR_NEXUIZPLASMA;
1163 CL_EntityParticles(e);
1165 if (e->render.effects & EF_FLAME)
1166 CL_ParticleTrail(EFFECT_EF_FLAME, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true);
1167 if (e->render.effects & EF_STARDUST)
1168 CL_ParticleTrail(EFFECT_EF_STARDUST, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true);
1170 if (e->render.internaleffects & (INTEF_FLAG1QW | INTEF_FLAG2QW))
1172 // these are only set on player entities
1173 CL_AddQWCTFFlagModel(e, (e->render.internaleffects & INTEF_FLAG2QW) != 0);
1175 // muzzleflash fades over time
1176 if (e->persistent.muzzleflash > 0)
1177 e->persistent.muzzleflash -= bound(0, cl.time - cl.oldtime, 0.1) * 20;
1178 // LordHavoc: if the entity has no effects, don't check each
1179 if (e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1181 if (e->render.effects & EF_GIB)
1182 trailtype = EFFECT_TR_BLOOD;
1183 else if (e->render.effects & EF_ZOMGIB)
1184 trailtype = EFFECT_TR_SLIGHTBLOOD;
1185 else if (e->render.effects & EF_TRACER)
1186 trailtype = EFFECT_TR_WIZSPIKE;
1187 else if (e->render.effects & EF_TRACER2)
1188 trailtype = EFFECT_TR_KNIGHTSPIKE;
1189 else if (e->render.effects & EF_ROCKET)
1190 trailtype = EFFECT_TR_ROCKET;
1191 else if (e->render.effects & EF_GRENADE)
1193 // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1194 trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1196 else if (e->render.effects & EF_TRACER3)
1197 trailtype = EFFECT_TR_VORESPIKE;
1200 if (e->render.flags & RENDER_GLOWTRAIL)
1201 trailtype = EFFECT_TR_GLOWTRAIL;
1202 // check if a trail is allowed (it is not after a teleport for example)
1203 if (trailtype && e->persistent.trail_allowed)
1207 VectorSubtract(e->state_current.origin, e->state_previous.origin, vel);
1208 len = e->state_current.time - e->state_previous.time;
1211 VectorScale(vel, len, vel);
1212 CL_ParticleTrail(trailtype, 1, e->persistent.trail_origin, origin, vel, vel, e, e->state_current.glowcolor, false, true);
1214 // now that the entity has survived one trail update it is allowed to
1215 // leave a real trail on later frames
1216 e->persistent.trail_allowed = true;
1217 VectorCopy(origin, e->persistent.trail_origin);
1223 CL_UpdateViewEntities
1226 void CL_UpdateViewEntities(void)
1229 // update any RENDER_VIEWMODEL entities to use the new view matrix
1230 for (i = 1;i < cl.num_entities;i++)
1232 if (cl.entities_active[i])
1234 entity_t *ent = cl.entities + i;
1235 if ((ent->render.flags & RENDER_VIEWMODEL) || ent->state_current.tagentity)
1236 CL_UpdateNetworkEntity(ent, 32, true);
1239 // and of course the engine viewmodel needs updating as well
1240 CL_UpdateNetworkEntity(&cl.viewent, 32, true);
1245 CL_UpdateNetworkCollisionEntities
1248 void CL_UpdateNetworkCollisionEntities(void)
1253 // start on the entity after the world
1254 cl.num_brushmodel_entities = 0;
1255 for (i = cl.maxclients + 1;i < cl.num_entities;i++)
1257 if (cl.entities_active[i])
1259 ent = cl.entities + i;
1260 if (ent->state_current.active && ent->render.model && ent->render.model->name[0] == '*' && ent->render.model->TraceBox)
1262 // do not interpolate the bmodels for this
1263 CL_UpdateNetworkEntity(ent, 32, false);
1264 cl.brushmodel_entities[cl.num_brushmodel_entities++] = i;
1270 extern void R_DecalSystem_Reset(decalsystem_t *decalsystem);
1274 CL_UpdateNetworkEntities
1277 void CL_UpdateNetworkEntities(void)
1282 // start on the entity after the world
1283 for (i = 1;i < cl.num_entities;i++)
1285 if (cl.entities_active[i])
1287 ent = cl.entities + i;
1288 if (ent->state_current.active)
1290 CL_UpdateNetworkEntity(ent, 32, true);
1291 // view models should never create light/trails
1292 if (!(ent->render.flags & RENDER_VIEWMODEL))
1293 CL_UpdateNetworkEntityTrail(ent);
1297 R_DecalSystem_Reset(&ent->render.decalsystem);
1298 cl.entities_active[i] = false;
1304 void CL_UpdateViewModel(void)
1308 ent->state_previous = ent->state_current;
1309 ent->state_current = defaultstate;
1310 ent->state_current.time = cl.time;
1311 ent->state_current.number = (unsigned short)-1;
1312 ent->state_current.active = true;
1313 ent->state_current.modelindex = cl.stats[STAT_WEAPON];
1314 ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
1315 ent->state_current.flags = RENDER_VIEWMODEL;
1316 if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
1317 ent->state_current.modelindex = 0;
1318 else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
1320 if (gamemode == GAME_TRANSFUSION)
1321 ent->state_current.alpha = 128;
1323 ent->state_current.modelindex = 0;
1325 ent->state_current.alpha = cl.entities[cl.viewentity].state_current.alpha;
1326 ent->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB));
1328 // reset animation interpolation on weaponmodel if model changed
1329 if (ent->state_previous.modelindex != ent->state_current.modelindex)
1331 ent->render.framegroupblend[0].frame = ent->render.framegroupblend[1].frame = ent->state_current.frame;
1332 ent->render.framegroupblend[0].start = ent->render.framegroupblend[1].start = cl.time;
1333 ent->render.framegroupblend[0].lerp = 1;ent->render.framegroupblend[1].lerp = 0;
1335 CL_UpdateNetworkEntity(ent, 32, true);
1338 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
1339 void CL_LinkNetworkEntity(entity_t *e)
1341 effectnameindex_t trailtype;
1346 // skip inactive entities and world
1347 if (!e->state_current.active || e == cl.entities)
1349 if (e->state_current.tagentity)
1351 // if the tag entity is currently impossible, skip it
1352 if (e->state_current.tagentity >= cl.num_entities)
1354 // if the tag entity is inactive, skip it
1355 if (!cl.entities[e->state_current.tagentity].state_current.active)
1359 // create entity dlights associated with this entity
1360 if (e->render.model && e->render.model->soundfromcenter)
1362 // bmodels are treated specially since their origin is usually '0 0 0'
1364 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1365 Matrix4x4_Transform(&e->render.matrix, o, origin);
1368 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1369 trailtype = EFFECT_NONE;
1374 // LordHavoc: if the entity has no effects, don't check each
1375 if (e->render.effects & (EF_BRIGHTFIELD | EF_DIMLIGHT | EF_BRIGHTLIGHT | EF_RED | EF_BLUE | EF_FLAME | EF_STARDUST))
1377 if (e->render.effects & EF_BRIGHTFIELD)
1379 if (gamemode == GAME_NEXUIZ)
1380 trailtype = EFFECT_TR_NEXUIZPLASMA;
1382 if (e->render.effects & EF_DIMLIGHT)
1384 dlightradius = max(dlightradius, 200);
1385 dlightcolor[0] += 1.50f;
1386 dlightcolor[1] += 1.50f;
1387 dlightcolor[2] += 1.50f;
1389 if (e->render.effects & EF_BRIGHTLIGHT)
1391 dlightradius = max(dlightradius, 400);
1392 dlightcolor[0] += 3.00f;
1393 dlightcolor[1] += 3.00f;
1394 dlightcolor[2] += 3.00f;
1396 // LordHavoc: more effects
1397 if (e->render.effects & EF_RED) // red
1399 dlightradius = max(dlightradius, 200);
1400 dlightcolor[0] += 1.50f;
1401 dlightcolor[1] += 0.15f;
1402 dlightcolor[2] += 0.15f;
1404 if (e->render.effects & EF_BLUE) // blue
1406 dlightradius = max(dlightradius, 200);
1407 dlightcolor[0] += 0.15f;
1408 dlightcolor[1] += 0.15f;
1409 dlightcolor[2] += 1.50f;
1411 if (e->render.effects & EF_FLAME)
1412 CL_ParticleTrail(EFFECT_EF_FLAME, 0, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false);
1413 if (e->render.effects & EF_STARDUST)
1414 CL_ParticleTrail(EFFECT_EF_STARDUST, 0, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false);
1416 // muzzleflash fades over time, and is offset a bit
1417 if (e->persistent.muzzleflash > 0 && r_refdef.scene.numlights < MAX_DLIGHTS)
1422 matrix4x4_t tempmatrix;
1423 Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
1424 trace = CL_TraceLine(origin, v2, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, true, false, NULL, false);
1425 Matrix4x4_Normalize(&tempmatrix, &e->render.matrix);
1426 Matrix4x4_SetOrigin(&tempmatrix, trace.endpos[0], trace.endpos[1], trace.endpos[2]);
1427 Matrix4x4_Scale(&tempmatrix, 150, 1);
1428 VectorSet(color, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f);
1429 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);
1430 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1432 // LordHavoc: if the model has no flags, don't check each
1433 if (e->render.model && e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1435 if (e->render.effects & EF_GIB)
1436 trailtype = EFFECT_TR_BLOOD;
1437 else if (e->render.effects & EF_ZOMGIB)
1438 trailtype = EFFECT_TR_SLIGHTBLOOD;
1439 else if (e->render.effects & EF_TRACER)
1440 trailtype = EFFECT_TR_WIZSPIKE;
1441 else if (e->render.effects & EF_TRACER2)
1442 trailtype = EFFECT_TR_KNIGHTSPIKE;
1443 else if (e->render.effects & EF_ROCKET)
1444 trailtype = EFFECT_TR_ROCKET;
1445 else if (e->render.effects & EF_GRENADE)
1447 // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1448 trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1450 else if (e->render.effects & EF_TRACER3)
1451 trailtype = EFFECT_TR_VORESPIKE;
1453 // LordHavoc: customizable glow
1454 if (e->state_current.glowsize)
1456 // * 4 for the expansion from 0-255 to 0-1023 range,
1457 // / 255 to scale down byte colors
1458 dlightradius = max(dlightradius, e->state_current.glowsize * 4);
1459 VectorMA(dlightcolor, (1.0f / 255.0f), palette_rgb[e->state_current.glowcolor], dlightcolor);
1462 if ((e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) && r_refdef.scene.numlights < MAX_DLIGHTS)
1464 matrix4x4_t dlightmatrix;
1466 VectorScale(e->state_current.light, (1.0f / 256.0f), light);
1467 light[3] = e->state_current.light[3];
1468 if (light[0] == 0 && light[1] == 0 && light[2] == 0)
1469 VectorSet(light, 1, 1, 1);
1472 // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
1473 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1474 Matrix4x4_Scale(&dlightmatrix, light[3], 1);
1475 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);
1476 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1478 // make the glow dlight
1479 else if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL) && r_refdef.scene.numlights < MAX_DLIGHTS)
1481 matrix4x4_t dlightmatrix;
1482 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1483 // hack to make glowing player light shine on their gun
1484 //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
1485 // Matrix4x4_AdjustOrigin(&dlightmatrix, 0, 0, 30);
1486 Matrix4x4_Scale(&dlightmatrix, dlightradius, 1);
1487 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);
1488 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1491 if (e->render.flags & RENDER_GLOWTRAIL)
1492 trailtype = EFFECT_TR_GLOWTRAIL;
1494 CL_ParticleTrail(trailtype, 0, origin, origin, vec3_origin, vec3_origin, NULL, e->state_current.glowcolor, true, false);
1496 // don't show viewmodels in certain situations
1497 if (e->render.flags & RENDER_VIEWMODEL)
1498 if (!r_drawviewmodel.integer || chase_active.integer || r_refdef.envmap)
1500 // don't show entities with no modelindex (note: this still shows
1501 // entities which have a modelindex that resolved to a NULL model)
1502 if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.scene.numentities < r_refdef.scene.maxentities)
1503 r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
1504 //if (cl.viewentity && e->state_current.number == cl.viewentity)
1505 // Matrix4x4_Print(&e->render.matrix);
1508 void CL_RelinkWorld(void)
1510 entity_t *ent = &cl.entities[0];
1511 // FIXME: this should be done at load
1512 ent->render.matrix = identitymatrix;
1513 ent->render.flags = RENDER_SHADOW;
1514 if (!r_fullbright.integer)
1515 ent->render.flags |= RENDER_LIGHT;
1516 VectorSet(ent->render.colormod, 1, 1, 1);
1517 VectorSet(ent->render.glowmod, 1, 1, 1);
1518 ent->render.allowdecals = true;
1519 CL_UpdateRenderEntity(&ent->render);
1520 r_refdef.scene.worldentity = &ent->render;
1521 r_refdef.scene.worldmodel = cl.worldmodel;
1524 static void CL_RelinkStaticEntities(void)
1528 for (i = 0, e = cl.static_entities;i < cl.num_static_entities && r_refdef.scene.numentities < r_refdef.scene.maxentities;i++, e++)
1530 e->render.flags = 0;
1531 // if the model was not loaded when the static entity was created we
1532 // need to re-fetch the model pointer
1533 e->render.model = CL_GetModelByIndex(e->state_baseline.modelindex);
1534 // either fullbright or lit
1535 if(!r_fullbright.integer)
1537 if (!(e->render.effects & EF_FULLBRIGHT))
1538 e->render.flags |= RENDER_LIGHT;
1539 else if(r_equalize_entities_fullbright.integer)
1540 e->render.flags |= RENDER_LIGHT | RENDER_EQUALIZE;
1542 // hide player shadow during intermission or nehahra movie
1543 if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST)) && (e->render.alpha >= 1))
1544 e->render.flags |= RENDER_SHADOW;
1545 VectorSet(e->render.colormod, 1, 1, 1);
1546 VectorSet(e->render.glowmod, 1, 1, 1);
1547 VM_FrameBlendFromFrameGroupBlend(e->render.frameblend, e->render.framegroupblend, e->render.model);
1548 e->render.allowdecals = true;
1549 CL_UpdateRenderEntity(&e->render);
1550 r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
1559 static void CL_RelinkNetworkEntities(void)
1564 // start on the entity after the world
1565 for (i = 1;i < cl.num_entities;i++)
1567 if (cl.entities_active[i])
1569 ent = cl.entities + i;
1570 if (ent->state_current.active)
1571 CL_LinkNetworkEntity(ent);
1573 cl.entities_active[i] = false;
1578 static void CL_RelinkEffects(void)
1582 entity_render_t *entrender;
1585 for (i = 0, e = cl.effects;i < cl.num_effects;i++, e++)
1589 frame = (cl.time - e->starttime) * e->framerate + e->startframe;
1590 intframe = (int)frame;
1591 if (intframe < 0 || intframe >= e->endframe)
1593 memset(e, 0, sizeof(*e));
1594 while (cl.num_effects > 0 && !cl.effects[cl.num_effects - 1].active)
1599 if (intframe != e->frame)
1601 e->frame = intframe;
1602 e->frame1time = e->frame2time;
1603 e->frame2time = cl.time;
1606 // if we're drawing effects, get a new temp entity
1607 // (NewTempEntity adds it to the render entities list for us)
1608 if (r_draweffects.integer && (entrender = CL_NewTempEntity(e->starttime)))
1610 // interpolation stuff
1611 entrender->framegroupblend[0].frame = intframe;
1612 entrender->framegroupblend[0].lerp = 1 - frame - intframe;
1613 entrender->framegroupblend[0].start = e->frame1time;
1614 if (intframe + 1 >= e->endframe)
1616 entrender->framegroupblend[1].frame = 0; // disappear
1617 entrender->framegroupblend[1].lerp = 0;
1618 entrender->framegroupblend[1].start = 0;
1622 entrender->framegroupblend[1].frame = intframe + 1;
1623 entrender->framegroupblend[1].lerp = frame - intframe;
1624 entrender->framegroupblend[1].start = e->frame2time;
1628 entrender->model = CL_GetModelByIndex(e->modelindex);
1629 entrender->alpha = 1;
1630 VectorSet(entrender->colormod, 1, 1, 1);
1631 VectorSet(entrender->glowmod, 1, 1, 1);
1633 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
1634 CL_UpdateRenderEntity(entrender);
1640 void CL_Beam_CalculatePositions(const beam_t *b, vec3_t start, vec3_t end)
1642 VectorCopy(b->start, start);
1643 VectorCopy(b->end, end);
1645 // if coming from the player, update the start position
1646 if (b->entity == cl.viewentity)
1648 if (cl_beams_quakepositionhack.integer && !chase_active.integer)
1650 // LordHavoc: this is a stupid hack from Quake that makes your
1651 // lightning appear to come from your waist and cover less of your
1653 // in Quake this hack was applied to all players (causing the
1654 // infamous crotch-lightning), but in darkplaces and QuakeWorld it
1655 // only applies to your own lightning, and only in first person
1656 Matrix4x4_OriginFromMatrix(&cl.entities[cl.viewentity].render.matrix, start);
1658 if (cl_beams_instantaimhack.integer)
1660 vec3_t dir, localend;
1662 // LordHavoc: this updates the beam direction to match your
1664 VectorSubtract(end, start, dir);
1665 len = VectorLength(dir);
1666 VectorNormalize(dir);
1667 VectorSet(localend, len, 0, 0);
1668 Matrix4x4_Transform(&r_refdef.view.matrix, localend, end);
1673 void CL_RelinkBeams(void)
1677 vec3_t dist, org, start, end;
1679 entity_render_t *entrender;
1682 matrix4x4_t tempmatrix;
1684 for (i = 0, b = cl.beams;i < cl.num_beams;i++, b++)
1688 if (b->endtime < cl.time)
1694 CL_Beam_CalculatePositions(b, start, end);
1698 if (cl_beams_lightatend.integer && r_refdef.scene.numlights < MAX_DLIGHTS)
1700 // FIXME: create a matrix from the beam start/end orientation
1702 VectorSet(dlightcolor, 0.3, 0.7, 1);
1703 Matrix4x4_CreateFromQuakeEntity(&tempmatrix, end[0], end[1], end[2], 0, 0, 0, 200);
1704 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);
1705 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1707 if (cl_beams_polygons.integer)
1711 // calculate pitch and yaw
1712 // (this is similar to the QuakeC builtin function vectoangles)
1713 VectorSubtract(end, start, dist);
1714 if (dist[1] == 0 && dist[0] == 0)
1724 yaw = atan2(dist[1], dist[0]) * 180 / M_PI;
1728 forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1729 pitch = atan2(dist[2], forward) * 180 / M_PI;
1734 // add new entities for the lightning
1735 VectorCopy (start, org);
1736 d = VectorNormalizeLength(dist);
1739 entrender = CL_NewTempEntity (0);
1742 //VectorCopy (org, ent->render.origin);
1743 entrender->model = b->model;
1744 //ent->render.effects = EF_FULLBRIGHT;
1745 //ent->render.angles[0] = pitch;
1746 //ent->render.angles[1] = yaw;
1747 //ent->render.angles[2] = rand()%360;
1748 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1749 CL_UpdateRenderEntity(entrender);
1750 VectorMA(org, 30, dist, org);
1755 while (cl.num_beams > 0 && !cl.beams[cl.num_beams - 1].model)
1759 static void CL_RelinkQWNails(void)
1763 entity_render_t *entrender;
1765 for (i = 0;i < cl.qw_num_nails;i++)
1769 // if we're drawing effects, get a new temp entity
1770 // (NewTempEntity adds it to the render entities list for us)
1771 if (!(entrender = CL_NewTempEntity(0)))
1775 entrender->model = CL_GetModelByIndex(cl.qw_modelindex_spike);
1776 entrender->alpha = 1;
1777 VectorSet(entrender->colormod, 1, 1, 1);
1778 VectorSet(entrender->glowmod, 1, 1, 1);
1780 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1);
1781 CL_UpdateRenderEntity(entrender);
1785 void CL_LerpPlayer(float frac)
1789 cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
1790 for (i = 0;i < 3;i++)
1792 cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
1793 cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
1794 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
1797 // interpolate the angles if playing a demo or spectating someone
1798 if (cls.demoplayback || cl.fixangle[0])
1800 for (i = 0;i < 3;i++)
1802 float d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
1807 cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
1812 void CSQC_RelinkAllEntities (int drawmask)
1816 CL_RelinkStaticEntities();
1821 if (drawmask & ENTMASK_ENGINE)
1823 CL_RelinkNetworkEntities();
1824 if (drawmask & ENTMASK_ENGINEVIEWMODELS)
1825 CL_LinkNetworkEntity(&cl.viewent); // link gun model
1829 // update view blend
1837 Update client game world for a new frame
1840 void CL_UpdateWorld(void)
1842 r_refdef.scene.extraupdate = !r_speeds.integer;
1843 r_refdef.scene.numentities = 0;
1844 r_refdef.scene.numlights = 0;
1845 r_refdef.view.matrix = identitymatrix;
1846 r_refdef.view.quality = 1;
1848 cl.num_brushmodel_entities = 0;
1850 if (cls.state == ca_connected && cls.signon == SIGNONS)
1852 // prepare for a new frame
1853 CL_LerpPlayer(CL_LerpPoint());
1854 CL_DecayLightFlashes();
1855 CL_ClearTempEntities();
1859 // if prediction is enabled we have to update all the collidable
1860 // network entities before the prediction code can be run
1861 CL_UpdateNetworkCollisionEntities();
1863 // now update the player prediction
1864 CL_ClientMovement_Replay();
1866 // update the player entity (which may be predicted)
1867 CL_UpdateNetworkEntity(cl.entities + cl.viewentity, 32, true);
1869 // now update the view (which depends on that player entity)
1872 // now update all the network entities and create particle trails
1873 // (some entities may depend on the view)
1874 CL_UpdateNetworkEntities();
1876 // update the engine-based viewmodel
1877 CL_UpdateViewModel();
1879 CL_RelinkLightFlashes();
1880 CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS);
1882 // decals, particles, and explosions will be updated during rneder
1885 r_refdef.scene.time = cl.time;
1888 // LordHavoc: pausedemo command
1889 static void CL_PauseDemo_f (void)
1891 cls.demopaused = !cls.demopaused;
1893 Con_Print("Demo paused\n");
1895 Con_Print("Demo unpaused\n");
1899 ======================
1901 ======================
1903 static void CL_Fog_f (void)
1905 if (Cmd_Argc () == 1)
1907 Con_Printf("\"fog\" is \"%f %f %f %f %f %f %f %f %f\"\n", r_refdef.fog_density, r_refdef.fog_red, r_refdef.fog_green, r_refdef.fog_blue, r_refdef.fog_alpha, r_refdef.fog_start, r_refdef.fog_end, r_refdef.fog_height, r_refdef.fog_fadedepth);
1910 FOG_clear(); // so missing values get good defaults
1912 r_refdef.fog_density = atof(Cmd_Argv(1));
1914 r_refdef.fog_red = atof(Cmd_Argv(2));
1916 r_refdef.fog_green = atof(Cmd_Argv(3));
1918 r_refdef.fog_blue = atof(Cmd_Argv(4));
1920 r_refdef.fog_alpha = atof(Cmd_Argv(5));
1922 r_refdef.fog_start = atof(Cmd_Argv(6));
1924 r_refdef.fog_end = atof(Cmd_Argv(7));
1926 r_refdef.fog_height = atof(Cmd_Argv(8));
1928 r_refdef.fog_fadedepth = atof(Cmd_Argv(9));
1932 ====================
1935 For program optimization
1936 ====================
1938 static void CL_TimeRefresh_f (void)
1941 float timestart, timedelta;
1943 r_refdef.scene.extraupdate = false;
1945 timestart = Sys_DoubleTime();
1946 for (i = 0;i < 128;i++)
1948 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);
1949 r_refdef.view.quality = 1;
1952 timedelta = Sys_DoubleTime() - timestart;
1954 Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
1957 void CL_AreaStats_f(void)
1959 World_PrintAreaStats(&cl.world, "client");
1962 cl_locnode_t *CL_Locs_FindNearest(const vec3_t point)
1967 vec3_t nearestpoint;
1968 vec_t dist, bestdist;
1971 for (loc = cl.locnodes;loc;loc = loc->next)
1973 for (i = 0;i < 3;i++)
1974 nearestpoint[i] = bound(loc->mins[i], point[i], loc->maxs[i]);
1975 dist = VectorDistance2(nearestpoint, point);
1976 if (bestdist > dist || !best)
1987 void CL_Locs_FindLocationName(char *buffer, size_t buffersize, vec3_t point)
1990 loc = CL_Locs_FindNearest(point);
1992 strlcpy(buffer, loc->name, buffersize);
1994 dpsnprintf(buffer, buffersize, "LOC=%.0f:%.0f:%.0f", point[0], point[1], point[2]);
1997 void CL_Locs_FreeNode(cl_locnode_t *node)
1999 cl_locnode_t **pointer, **next;
2000 for (pointer = &cl.locnodes;*pointer;pointer = next)
2002 next = &(*pointer)->next;
2003 if (*pointer == node)
2005 *pointer = node->next;
2010 Con_Printf("CL_Locs_FreeNode: no such node! (%p)\n", (void *)node);
2013 void CL_Locs_AddNode(vec3_t mins, vec3_t maxs, const char *name)
2015 cl_locnode_t *node, **pointer;
2019 namelen = strlen(name);
2020 node = (cl_locnode_t *) Mem_Alloc(cls.levelmempool, sizeof(cl_locnode_t) + namelen + 1);
2021 VectorSet(node->mins, min(mins[0], maxs[0]), min(mins[1], maxs[1]), min(mins[2], maxs[2]));
2022 VectorSet(node->maxs, max(mins[0], maxs[0]), max(mins[1], maxs[1]), max(mins[2], maxs[2]));
2023 node->name = (char *)(node + 1);
2024 memcpy(node->name, name, namelen);
2025 node->name[namelen] = 0;
2026 // link it into the tail of the list to preserve the order
2027 for (pointer = &cl.locnodes;*pointer;pointer = &(*pointer)->next)
2032 void CL_Locs_Add_f(void)
2035 if (Cmd_Argc() != 5 && Cmd_Argc() != 8)
2037 Con_Printf("usage: %s x y z[ x y z] name\n", Cmd_Argv(0));
2040 mins[0] = atof(Cmd_Argv(1));
2041 mins[1] = atof(Cmd_Argv(2));
2042 mins[2] = atof(Cmd_Argv(3));
2043 if (Cmd_Argc() == 8)
2045 maxs[0] = atof(Cmd_Argv(4));
2046 maxs[1] = atof(Cmd_Argv(5));
2047 maxs[2] = atof(Cmd_Argv(6));
2048 CL_Locs_AddNode(mins, maxs, Cmd_Argv(7));
2051 CL_Locs_AddNode(mins, mins, Cmd_Argv(4));
2054 void CL_Locs_RemoveNearest_f(void)
2057 loc = CL_Locs_FindNearest(r_refdef.view.origin);
2059 CL_Locs_FreeNode(loc);
2061 Con_Printf("no loc point or box found for your location\n");
2064 void CL_Locs_Clear_f(void)
2067 CL_Locs_FreeNode(cl.locnodes);
2070 void CL_Locs_Save_f(void)
2074 char locfilename[MAX_QPATH];
2077 Con_Printf("No loc points/boxes exist!\n");
2080 if (cls.state != ca_connected || !cl.worldmodel)
2082 Con_Printf("No level loaded!\n");
2085 FS_StripExtension(cl.worldmodel->name, locfilename, sizeof(locfilename));
2086 strlcat(locfilename, ".loc", sizeof(locfilename));
2088 outfile = FS_OpenRealFile(locfilename, "w", false);
2091 // if any boxes are used then this is a proquake-format loc file, which
2092 // allows comments, so add some relevant information at the start
2093 for (loc = cl.locnodes;loc;loc = loc->next)
2094 if (!VectorCompare(loc->mins, loc->maxs))
2098 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);
2099 for (loc = cl.locnodes;loc;loc = loc->next)
2100 if (VectorCompare(loc->mins, loc->maxs))
2103 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");
2105 for (loc = cl.locnodes;loc;loc = loc->next)
2107 if (VectorCompare(loc->mins, loc->maxs))
2111 const char *in = loc->name;
2112 char name[MAX_INPUTLINE];
2113 for (len = 0;len < (int)sizeof(name) - 1 && *in;)
2115 if (*in == ' ') {s = "$loc_name_separator";in++;}
2116 else if (!strncmp(in, "SSG", 3)) {s = "$loc_name_ssg";in += 3;}
2117 else if (!strncmp(in, "NG", 2)) {s = "$loc_name_ng";in += 2;}
2118 else if (!strncmp(in, "SNG", 3)) {s = "$loc_name_sng";in += 3;}
2119 else if (!strncmp(in, "GL", 2)) {s = "$loc_name_gl";in += 2;}
2120 else if (!strncmp(in, "RL", 2)) {s = "$loc_name_rl";in += 2;}
2121 else if (!strncmp(in, "LG", 2)) {s = "$loc_name_lg";in += 2;}
2122 else if (!strncmp(in, "GA", 2)) {s = "$loc_name_ga";in += 2;}
2123 else if (!strncmp(in, "YA", 2)) {s = "$loc_name_ya";in += 2;}
2124 else if (!strncmp(in, "RA", 2)) {s = "$loc_name_ra";in += 2;}
2125 else if (!strncmp(in, "MEGA", 4)) {s = "$loc_name_mh";in += 4;}
2129 while (len < (int)sizeof(name) - 1 && *s)
2133 name[len++] = *in++;
2136 FS_Printf(outfile, "%.0f %.0f %.0f %s\n", loc->mins[0]*8, loc->mins[1]*8, loc->mins[2]*8, name);
2139 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);
2144 void CL_Locs_Reload_f(void)
2146 int i, linenumber, limit, len;
2148 char *filedata, *text, *textend, *linestart, *linetext, *lineend;
2149 fs_offset_t filesize;
2151 char locfilename[MAX_QPATH];
2152 char name[MAX_INPUTLINE];
2154 if (cls.state != ca_connected || !cl.worldmodel)
2156 Con_Printf("No level loaded!\n");
2162 // try maps/something.loc first (LordHavoc: where I think they should be)
2163 FS_StripExtension(cl.worldmodel->name, locfilename, sizeof(locfilename));
2164 strlcat(locfilename, ".loc", sizeof(locfilename));
2165 filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2168 // try proquake name as well (LordHavoc: I hate path mangling)
2169 FS_StripExtension(va("locs/%s", FS_FileWithoutPath(cl.worldmodel->name)), locfilename, sizeof(locfilename));
2170 strlcat(locfilename, ".loc", sizeof(locfilename));
2171 filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2176 textend = filedata + filesize;
2177 for (linenumber = 1;text < textend;linenumber++)
2180 for (;text < textend && *text != '\r' && *text != '\n';text++)
2183 if (text + 1 < textend && *text == '\r' && text[1] == '\n')
2187 // trim trailing whitespace
2188 while (lineend > linestart && ISWHITESPACE(lineend[-1]))
2190 // trim leading whitespace
2191 while (linestart < lineend && ISWHITESPACE(*linestart))
2193 // check if this is a comment
2194 if (linestart + 2 <= lineend && !strncmp(linestart, "//", 2))
2196 linetext = linestart;
2198 for (i = 0;i < limit;i++)
2200 if (linetext >= lineend)
2202 // note: a missing number is interpreted as 0
2204 mins[i] = atof(linetext);
2206 maxs[i - 3] = atof(linetext);
2207 // now advance past the number
2208 while (linetext < lineend && !ISWHITESPACE(*linetext) && *linetext != ',')
2210 // advance through whitespace
2211 if (linetext < lineend)
2213 if (*linetext == ',')
2217 // note: comma can be followed by whitespace
2219 if (ISWHITESPACE(*linetext))
2222 while (linetext < lineend && ISWHITESPACE(*linetext))
2227 // if this is a quoted name, remove the quotes
2230 if (linetext >= lineend || *linetext != '"')
2231 continue; // proquake location names are always quoted
2234 len = min(lineend - linetext, (int)sizeof(name) - 1);
2235 memcpy(name, linetext, len);
2237 // add the box to the list
2238 CL_Locs_AddNode(mins, maxs, name);
2240 // if a point was parsed, it needs to be scaled down by 8 (since
2241 // point-based loc files were invented by a proxy which dealt
2242 // directly with quake protocol coordinates, which are *8), turn
2246 // interpret silly fuhquake macros
2247 for (len = 0;len < (int)sizeof(name) - 1 && linetext < lineend;)
2249 if (*linetext == '$')
2251 if (linetext + 18 <= lineend && !strncmp(linetext, "$loc_name_separator", 19)) {s = " ";linetext += 19;}
2252 else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_ssg", 13)) {s = "SSG";linetext += 13;}
2253 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ng", 12)) {s = "NG";linetext += 12;}
2254 else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_sng", 13)) {s = "SNG";linetext += 13;}
2255 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_gl", 12)) {s = "GL";linetext += 12;}
2256 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_rl", 12)) {s = "RL";linetext += 12;}
2257 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_lg", 12)) {s = "LG";linetext += 12;}
2258 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ga", 12)) {s = "GA";linetext += 12;}
2259 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ya", 12)) {s = "YA";linetext += 12;}
2260 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ra", 12)) {s = "RA";linetext += 12;}
2261 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_mh", 12)) {s = "MEGA";linetext += 12;}
2265 while (len < (int)sizeof(name) - 1 && *s)
2270 name[len++] = *linetext++;
2273 // add the point to the list
2274 VectorScale(mins, (1.0 / 8.0), mins);
2275 CL_Locs_AddNode(mins, mins, name);
2287 void CL_Shutdown (void)
2289 CL_Screen_Shutdown();
2290 CL_Particles_Shutdown();
2291 CL_Parse_Shutdown();
2293 Mem_FreePool (&cls.permanentmempool);
2294 Mem_FreePool (&cls.levelmempool);
2304 cls.levelmempool = Mem_AllocPool("client (per-level memory)", 0, NULL);
2305 cls.permanentmempool = Mem_AllocPool("client (long term memory)", 0, NULL);
2307 memset(&r_refdef, 0, sizeof(r_refdef));
2308 // max entities sent to renderer per frame
2309 r_refdef.scene.maxentities = MAX_EDICTS + 256 + 512;
2310 r_refdef.scene.entities = (entity_render_t **)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t *) * r_refdef.scene.maxentities);
2312 r_refdef.scene.maxtempentities = 4096; // FIXME: make this grow
2313 r_refdef.scene.tempentities = (entity_render_t *)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t) * r_refdef.scene.maxtempentities);
2318 // register our commands
2320 Cvar_RegisterVariable (&cl_upspeed);
2321 Cvar_RegisterVariable (&cl_forwardspeed);
2322 Cvar_RegisterVariable (&cl_backspeed);
2323 Cvar_RegisterVariable (&cl_sidespeed);
2324 Cvar_RegisterVariable (&cl_movespeedkey);
2325 Cvar_RegisterVariable (&cl_yawspeed);
2326 Cvar_RegisterVariable (&cl_pitchspeed);
2327 Cvar_RegisterVariable (&cl_anglespeedkey);
2328 Cvar_RegisterVariable (&cl_shownet);
2329 Cvar_RegisterVariable (&cl_nolerp);
2330 Cvar_RegisterVariable (&cl_lerpanim_maxdelta_server);
2331 Cvar_RegisterVariable (&cl_lerpanim_maxdelta_framegroups);
2332 Cvar_RegisterVariable (&cl_deathfade);
2333 Cvar_RegisterVariable (&lookspring);
2334 Cvar_RegisterVariable (&lookstrafe);
2335 Cvar_RegisterVariable (&sensitivity);
2336 Cvar_RegisterVariable (&freelook);
2338 Cvar_RegisterVariable (&m_pitch);
2339 Cvar_RegisterVariable (&m_yaw);
2340 Cvar_RegisterVariable (&m_forward);
2341 Cvar_RegisterVariable (&m_side);
2343 Cvar_RegisterVariable (&cl_itembobspeed);
2344 Cvar_RegisterVariable (&cl_itembobheight);
2346 Cmd_AddCommand ("entities", CL_PrintEntities_f, "print information on network entities known to client");
2347 Cmd_AddCommand ("disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
2348 Cmd_AddCommand ("record", CL_Record_f, "record a demo");
2349 Cmd_AddCommand ("stop", CL_Stop_f, "stop recording or playing a demo");
2350 Cmd_AddCommand ("playdemo", CL_PlayDemo_f, "watch a demo file");
2351 Cmd_AddCommand ("timedemo", CL_TimeDemo_f, "play back a demo as fast as possible and save statistics to benchmark.log");
2353 // Support Client-side Model Index List
2354 Cmd_AddCommand ("cl_modelindexlist", CL_ModelIndexList_f, "list information on all models in the client modelindex");
2355 // Support Client-side Sound Index List
2356 Cmd_AddCommand ("cl_soundindexlist", CL_SoundIndexList_f, "list all sounds in the client soundindex");
2358 Cvar_RegisterVariable (&cl_autodemo);
2359 Cvar_RegisterVariable (&cl_autodemo_nameformat);
2361 Cmd_AddCommand ("fog", CL_Fog_f, "set global fog parameters (density red green blue [alpha [mindist maxdist]])");
2363 // LordHavoc: added pausedemo
2364 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)");
2366 Cmd_AddCommand ("cl_areastats", CL_AreaStats_f, "prints statistics on entity culling during collision traces");
2368 Cvar_RegisterVariable(&r_draweffects);
2369 Cvar_RegisterVariable(&cl_explosions_alpha_start);
2370 Cvar_RegisterVariable(&cl_explosions_alpha_end);
2371 Cvar_RegisterVariable(&cl_explosions_size_start);
2372 Cvar_RegisterVariable(&cl_explosions_size_end);
2373 Cvar_RegisterVariable(&cl_explosions_lifetime);
2374 Cvar_RegisterVariable(&cl_stainmaps);
2375 Cvar_RegisterVariable(&cl_stainmaps_clearonload);
2376 Cvar_RegisterVariable(&cl_beams_polygons);
2377 Cvar_RegisterVariable(&cl_beams_quakepositionhack);
2378 Cvar_RegisterVariable(&cl_beams_instantaimhack);
2379 Cvar_RegisterVariable(&cl_beams_lightatend);
2380 Cvar_RegisterVariable(&cl_noplayershadow);
2381 Cvar_RegisterVariable(&cl_dlights_decayradius);
2382 Cvar_RegisterVariable(&cl_dlights_decaybrightness);
2384 Cvar_RegisterVariable(&cl_prydoncursor);
2386 Cvar_RegisterVariable(&cl_deathnoviewmodel);
2388 // for QW connections
2389 Cvar_RegisterVariable(&qport);
2390 Cvar_SetValueQuick(&qport, (rand() * RAND_MAX + rand()) & 0xffff);
2392 Cmd_AddCommand("timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs");
2394 Cvar_RegisterVariable(&cl_locs_enable);
2395 Cvar_RegisterVariable(&cl_locs_show);
2396 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)");
2397 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)");
2398 Cmd_AddCommand("locs_clear", CL_Locs_Clear_f, "remove all loc points/boxes");
2399 Cmd_AddCommand("locs_reload", CL_Locs_Reload_f, "reload .loc file for this map");
2400 Cmd_AddCommand("locs_save", CL_Locs_Save_f, "save .loc file for this map containing currently defined points and boxes");
2403 CL_Particles_Init();