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_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0","hide player shadow"};
77 cvar_t cl_dlights_decayradius = {CVAR_SAVE, "cl_dlights_decayradius", "1", "reduces size of light flashes over time"};
78 cvar_t cl_dlights_decaybrightness = {CVAR_SAVE, "cl_dlights_decaybrightness", "1", "reduces brightness of light flashes over time"};
80 cvar_t qport = {0, "qport", "0", "identification key for playing on qw servers (allows you to maintain a connection to a quakeworld server even if your port changes)"};
82 cvar_t cl_prydoncursor = {0, "cl_prydoncursor", "0", "enables a mouse pointer which is able to click on entities in the world, useful for point and click mods, see PRYDON_CLIENTCURSOR extension in dpextensions.qc"};
84 cvar_t cl_deathnoviewmodel = {0, "cl_deathnoviewmodel", "1", "hides gun model when dead"};
86 cvar_t cl_locs_enable = {CVAR_SAVE, "locs_enable", "1", "enables replacement of certain % codes in chat messages: %l (location), %d (last death location), %h (health), %a (armor), %x (rockets), %c (cells), %r (rocket launcher status), %p (powerup status), %w (weapon status), %t (current time in level)"};
87 cvar_t cl_locs_show = {0, "locs_show", "0", "shows defined locations for editing purposes"};
98 void CL_VM_ShutDown (void);
99 void CL_ClearState(void)
106 // wipe the entire cl structure
107 Mem_EmptyPool(cls.levelmempool);
108 memset (&cl, 0, sizeof(cl));
112 // reset the view zoom interpolation
113 cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
114 cl.sensitivityscale = 1.0f;
116 // enable rendering of the world and such
117 cl.csqc_vidvars.drawworld = true;
118 cl.csqc_vidvars.drawenginesbar = true;
119 cl.csqc_vidvars.drawcrosshair = true;
121 // set up the float version of the stats array for easier access to float stats
122 cl.statsf = (float *)cl.stats;
125 cl.num_static_entities = 0;
126 cl.num_brushmodel_entities = 0;
128 // tweak these if the game runs out
129 cl.max_entities = 256;
130 cl.max_static_entities = 256;
131 cl.max_effects = 256;
133 cl.max_dlights = MAX_DLIGHTS;
134 cl.max_lightstyle = MAX_LIGHTSTYLES;
135 cl.max_brushmodel_entities = MAX_EDICTS;
136 cl.max_particles = 8192; // grows dynamically
137 cl.max_decals = 2048; // grows dynamically
144 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
145 cl.entities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char));
146 cl.static_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_static_entities * sizeof(entity_t));
147 cl.effects = (cl_effect_t *)Mem_Alloc(cls.levelmempool, cl.max_effects * sizeof(cl_effect_t));
148 cl.beams = (beam_t *)Mem_Alloc(cls.levelmempool, cl.max_beams * sizeof(beam_t));
149 cl.dlights = (dlight_t *)Mem_Alloc(cls.levelmempool, cl.max_dlights * sizeof(dlight_t));
150 cl.lightstyle = (lightstyle_t *)Mem_Alloc(cls.levelmempool, cl.max_lightstyle * sizeof(lightstyle_t));
151 cl.brushmodel_entities = (int *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(int));
152 cl.particles = (particle_t *) Mem_Alloc(cls.levelmempool, cl.max_particles * sizeof(particle_t));
153 cl.decals = (decal_t *) Mem_Alloc(cls.levelmempool, cl.max_decals * sizeof(decal_t));
156 // LordHavoc: have to set up the baseline info for alpha and other stuff
157 for (i = 0;i < cl.max_entities;i++)
159 cl.entities[i].state_baseline = defaultstate;
160 cl.entities[i].state_previous = defaultstate;
161 cl.entities[i].state_current = defaultstate;
164 if (gamemode == GAME_NEXUIZ)
166 VectorSet(cl.playerstandmins, -16, -16, -24);
167 VectorSet(cl.playerstandmaxs, 16, 16, 45);
168 VectorSet(cl.playercrouchmins, -16, -16, -24);
169 VectorSet(cl.playercrouchmaxs, 16, 16, 25);
173 VectorSet(cl.playerstandmins, -16, -16, -24);
174 VectorSet(cl.playerstandmaxs, 16, 16, 24);
175 VectorSet(cl.playercrouchmins, -16, -16, -24);
176 VectorSet(cl.playercrouchmaxs, 16, 16, 24);
179 // disable until we get textures for it
182 ent = &cl.entities[0];
183 // entire entity array was cleared, so just fill in a few fields
184 ent->state_current.active = true;
185 ent->render.model = cl.worldmodel = NULL; // no world model yet
186 ent->render.alpha = 1;
187 ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
188 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, 0, 0, 0, 0, 0, 0, 1);
189 CL_UpdateRenderEntity(&ent->render);
191 // noclip is turned off at start
192 noclip_anglehack = false;
194 // mark all frames invalid for delta
195 memset(cl.qw_deltasequence, -1, sizeof(cl.qw_deltasequence));
197 // set bestweapon data back to Quake data
198 IN_BestWeapon_ResetData();
203 void CL_SetInfo(const char *key, const char *value, qboolean send, qboolean allowstarkey, qboolean allowmodel, qboolean quiet)
206 qboolean fail = false;
207 if (!allowstarkey && key[0] == '*')
209 if (!allowmodel && (!strcasecmp(key, "pmodel") || !strcasecmp(key, "emodel")))
211 for (i = 0;key[i];i++)
212 if (ISWHITESPACE(key[i]) || key[i] == '\"')
214 for (i = 0;value[i];i++)
215 if (value[i] == '\r' || value[i] == '\n' || value[i] == '\"')
220 Con_Printf("Can't setinfo \"%s\" \"%s\"\n", key, value);
223 InfoString_SetValue(cls.userinfo, sizeof(cls.userinfo), key, value);
224 if (cls.state == ca_connected && cls.netcon)
226 if (cls.protocol == PROTOCOL_QUAKEWORLD)
228 MSG_WriteByte(&cls.netcon->message, qw_clc_stringcmd);
229 MSG_WriteString(&cls.netcon->message, va("setinfo \"%s\" \"%s\"", key, value));
231 else if (!strcasecmp(key, "name"))
233 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
234 MSG_WriteString(&cls.netcon->message, va("name \"%s\"", value));
236 else if (!strcasecmp(key, "playermodel"))
238 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
239 MSG_WriteString(&cls.netcon->message, va("playermodel \"%s\"", value));
241 else if (!strcasecmp(key, "playerskin"))
243 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
244 MSG_WriteString(&cls.netcon->message, va("playerskin \"%s\"", value));
246 else if (!strcasecmp(key, "topcolor"))
248 // don't send anything, the combined color code will be updated manually
250 else if (!strcasecmp(key, "bottomcolor"))
252 // don't send anything, the combined color code will be updated manually
254 else if (!strcasecmp(key, "rate"))
256 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
257 MSG_WriteString(&cls.netcon->message, va("rate \"%s\"", value));
262 void CL_ExpandEntities(int num)
264 int i, oldmaxentities;
265 entity_t *oldentities;
266 if (num >= cl.max_entities)
269 Sys_Error("CL_ExpandEntities: cl.entities not initialized");
270 if (num >= MAX_EDICTS)
271 Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
272 oldmaxentities = cl.max_entities;
273 oldentities = cl.entities;
274 cl.max_entities = (num & ~255) + 256;
275 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
276 memcpy(cl.entities, oldentities, oldmaxentities * sizeof(entity_t));
277 Mem_Free(oldentities);
278 for (i = oldmaxentities;i < cl.max_entities;i++)
280 cl.entities[i].state_baseline = defaultstate;
281 cl.entities[i].state_previous = defaultstate;
282 cl.entities[i].state_current = defaultstate;
288 =====================
291 Sends a disconnect message to the server
292 This is also called on Host_Error, so it shouldn't cause any errors
293 =====================
295 void CL_Disconnect(void)
297 if (cls.state == ca_dedicated)
300 if (COM_CheckParm("-profilegameonly"))
301 Sys_AllowProfiling(false);
303 Curl_Clear_forthismap();
305 Con_DPrintf("CL_Disconnect\n");
307 Cvar_SetValueQuick(&csqc_progcrc, -1);
308 Cvar_SetValueQuick(&csqc_progsize, -1);
310 // stop sounds (especially looping!)
313 cl.parsingtextexpectingpingforscores = 0; // just in case no reply has come yet
315 // clear contents blends
316 cl.cshifts[0].percent = 0;
317 cl.cshifts[1].percent = 0;
318 cl.cshifts[2].percent = 0;
319 cl.cshifts[3].percent = 0;
321 cl.worldmodel = NULL;
323 CL_Parse_ErrorCleanUp();
325 if (cls.demoplayback)
330 unsigned char bufdata[8];
331 if (cls.demorecording)
334 // send disconnect message 3 times to improve chances of server
335 // receiving it (but it still fails sometimes)
336 memset(&buf, 0, sizeof(buf));
338 buf.maxsize = sizeof(bufdata);
339 if (cls.protocol == PROTOCOL_QUAKEWORLD)
341 Con_DPrint("Sending drop command\n");
342 MSG_WriteByte(&buf, qw_clc_stringcmd);
343 MSG_WriteString(&buf, "drop");
347 Con_DPrint("Sending clc_disconnect\n");
348 MSG_WriteByte(&buf, clc_disconnect);
350 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
351 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
352 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
353 NetConn_Close(cls.netcon);
356 cls.state = ca_disconnected;
358 cls.demoplayback = cls.timedemo = false;
362 void CL_Disconnect_f(void)
366 Host_ShutdownServer ();
373 =====================
374 CL_EstablishConnection
376 Host should be either "local" or a net address
377 =====================
379 void CL_EstablishConnection(const char *host)
381 if (cls.state == ca_dedicated)
384 // clear menu's connect error message
385 M_Update_Return_Reason("");
388 // stop demo loop in case this fails
389 if (cls.demoplayback)
392 // if downloads are running, cancel their finishing action
393 Curl_Clear_forthismap();
395 // make sure the client ports are open before attempting to connect
396 NetConn_UpdateSockets();
398 // run a network frame
399 //NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
401 if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
403 cls.connect_trying = true;
404 cls.connect_remainingtries = 3;
405 cls.connect_nextsendtime = 0;
406 M_Update_Return_Reason("Trying to connect...");
407 // run several network frames to jump into the game quickly
410 // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
411 // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
412 // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
413 // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
418 Con_Print("Unable to find a suitable network socket to connect to server.\n");
419 M_Update_Return_Reason("No network");
428 static void CL_PrintEntities_f(void)
433 for (i = 0, ent = cl.entities;i < cl.num_entities;i++, ent++)
435 const char* modelname;
437 if (!ent->state_current.active)
440 if (ent->render.model)
441 modelname = ent->render.model->name;
443 modelname = "--no model--";
444 Con_Printf("%3i: %-25s:%4i (%5i %5i %5i) [%3i %3i %3i] %4.2f %5.3f\n", i, modelname, ent->render.frame2, (int) ent->state_current.origin[0], (int) ent->state_current.origin[1], (int) ent->state_current.origin[2], (int) ent->state_current.angles[0] % 360, (int) ent->state_current.angles[1] % 360, (int) ent->state_current.angles[2] % 360, ent->render.scale, ent->render.alpha);
452 List information on all models in the client modelindex
455 static void CL_ModelIndexList_f(void)
460 Con_Printf("%3s: %-30s %-8s %-8s\n", "ID", "Name", "Type", "Triangles");
462 while(cl.model_precache[i] && i != MAX_MODELS)
464 if(cl.model_precache[i]->loaded || cl.model_precache[i]->isworldmodel)
465 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);
467 Con_Printf("%3i: %-30s %-30s\n", i, cl.model_precache[i]->name, "--no local model found--");
476 List all sounds in the client soundindex
479 static void CL_SoundIndexList_f(void)
483 while(cl.sound_precache[i] && i != MAX_SOUNDS)
485 Con_Printf("%i : %s\n", i, cl.sound_precache[i]->name);
492 CL_UpdateRenderEntity
494 Updates inversematrix, animation interpolation factors, scale, and mins/maxs
497 void CL_UpdateRenderEntity(entity_render_t *ent)
501 dp_model_t *model = ent->model;
502 // update the inverse matrix for the renderer
503 Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
504 // update the animation blend state
505 R_LerpAnimation(ent);
506 // we need the matrix origin to center the box
507 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
508 // update entity->render.scale because the renderer needs it
509 ent->scale = scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
512 // NOTE: this directly extracts vector components from the matrix, which relies on the matrix orientation!
513 #ifdef MATRIX4x4_OPENGLORIENTATION
514 if (ent->matrix.m[0][2] != 0 || ent->matrix.m[1][2] != 0)
516 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
520 VectorMA(org, scale, model->rotatedmins, ent->mins);
521 VectorMA(org, scale, model->rotatedmaxs, ent->maxs);
523 #ifdef MATRIX4x4_OPENGLORIENTATION
524 else if (ent->matrix.m[1][0] != 0 || ent->matrix.m[0][1] != 0)
526 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
530 VectorMA(org, scale, model->yawmins, ent->mins);
531 VectorMA(org, scale, model->yawmaxs, ent->maxs);
535 VectorMA(org, scale, model->normalmins, ent->mins);
536 VectorMA(org, scale, model->normalmaxs, ent->maxs);
541 ent->mins[0] = org[0] - 16;
542 ent->mins[1] = org[1] - 16;
543 ent->mins[2] = org[2] - 16;
544 ent->maxs[0] = org[0] + 16;
545 ent->maxs[1] = org[1] + 16;
546 ent->maxs[2] = org[2] + 16;
554 Determines the fraction between the last two messages that the objects
558 static float CL_LerpPoint(void)
562 if (cl_nettimesyncboundmode.integer == 1)
563 cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
565 // LordHavoc: lerp in listen games as the server is being capped below the client (usually)
566 if (cl.mtime[0] <= cl.mtime[1])
568 cl.time = cl.mtime[0];
572 f = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]);
573 return bound(0, f, 1);
576 void CL_ClearTempEntities (void)
578 r_refdef.scene.numtempentities = 0;
581 entity_render_t *CL_NewTempEntity(double shadertime)
583 entity_render_t *render;
585 if (r_refdef.scene.numentities >= r_refdef.scene.maxentities)
587 if (r_refdef.scene.numtempentities >= r_refdef.scene.maxtempentities)
589 render = &r_refdef.scene.tempentities[r_refdef.scene.numtempentities++];
590 memset (render, 0, sizeof(*render));
591 r_refdef.scene.entities[r_refdef.scene.numentities++] = render;
593 render->shadertime = shadertime;
595 VectorSet(render->colormod, 1, 1, 1);
599 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
603 if (!modelindex) // sanity check
607 Con_Printf("CL_Effect: framerate %f is < 1\n", framerate);
612 Con_Printf("CL_Effect: framecount %i is < 1\n", framecount);
615 for (i = 0, e = cl.effects;i < cl.max_effects;i++, e++)
620 VectorCopy(org, e->origin);
621 e->modelindex = modelindex;
622 e->starttime = cl.time;
623 e->startframe = startframe;
624 e->endframe = startframe + framecount;
625 e->framerate = framerate;
628 e->frame1time = cl.time;
629 e->frame2time = cl.time;
630 cl.num_effects = max(cl.num_effects, i + 1);
635 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)
640 // then look for anything else
642 for (i = 0;i < cl.max_dlights;i++, dl++)
646 // unable to find one
647 if (i == cl.max_dlights)
650 //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
651 memset (dl, 0, sizeof(*dl));
652 cl.num_dlights = max(cl.num_dlights, i + 1);
653 Matrix4x4_Normalize(&dl->matrix, matrix);
655 Matrix4x4_OriginFromMatrix(&dl->matrix, dl->origin);
656 CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
657 Matrix4x4_SetOrigin(&dl->matrix, dl->origin[0], dl->origin[1], dl->origin[2]);
660 dl->color[1] = green;
662 dl->initialradius = radius;
663 dl->initialcolor[0] = red;
664 dl->initialcolor[1] = green;
665 dl->initialcolor[2] = blue;
666 dl->decay = decay / radius; // changed decay to be a percentage decrease
667 dl->intensity = 1; // this is what gets decayed
669 dl->die = cl.time + lifetime;
673 dpsnprintf(dl->cubemapname, sizeof(dl->cubemapname), "cubemaps/%i", cubemapnum);
675 dl->cubemapname[0] = 0;
677 dl->shadow = shadowenable;
680 dl->coronasizescale = coronasizescale;
681 dl->ambientscale = ambientscale;
682 dl->diffusescale = diffusescale;
683 dl->specularscale = specularscale;
686 void CL_DecayLightFlashes(void)
692 time = bound(0, cl.time - cl.oldtime, 0.1);
693 oldmax = cl.num_dlights;
695 for (i = 0, dl = cl.dlights;i < oldmax;i++, dl++)
699 dl->intensity -= time * dl->decay;
700 if (cl.time < dl->die && dl->intensity > 0)
702 if (cl_dlights_decayradius.integer)
703 dl->radius = dl->initialradius * dl->intensity;
705 dl->radius = dl->initialradius;
706 if (cl_dlights_decaybrightness.integer)
707 VectorScale(dl->initialcolor, dl->intensity, dl->color);
709 VectorCopy(dl->initialcolor, dl->color);
710 cl.num_dlights = i + 1;
718 // called before entity relinking
719 void CL_RelinkLightFlashes(void)
724 matrix4x4_t tempmatrix;
726 if (r_dynamic.integer)
728 for (i = 0, dl = cl.dlights;i < cl.num_dlights && r_refdef.scene.numlights < MAX_DLIGHTS;i++, dl++)
732 tempmatrix = dl->matrix;
733 Matrix4x4_Scale(&tempmatrix, dl->radius, 1);
734 // we need the corona fading to be persistent
735 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);
736 r_refdef.scene.lights[r_refdef.scene.numlights++] = &dl->rtlight;
742 // 'm' is normal light, 'a' is no light, 'z' is double bright
746 for (j = 0;j < cl.max_lightstyle;j++)
748 if (!cl.lightstyle || !cl.lightstyle[j].length)
750 r_refdef.scene.rtlightstylevalue[j] = 1;
751 r_refdef.scene.lightstylevalue[j] = 256;
754 k = i % cl.lightstyle[j].length;
755 l = (i-1) % cl.lightstyle[j].length;
756 k = cl.lightstyle[j].map[k] - 'a';
757 l = cl.lightstyle[j].map[l] - 'a';
758 // rtlightstylevalue is always interpolated because it has no bad
759 // consequences for performance
760 // lightstylevalue is subject to a cvar for performance reasons;
761 // skipping lightmap updates on most rendered frames substantially
762 // improves framerates (but makes light fades look bad)
763 r_refdef.scene.rtlightstylevalue[j] = ((k*frac)+(l*(1-frac)))*(22/256.0f);
764 r_refdef.scene.lightstylevalue[j] = r_lerplightstyles.integer ? (unsigned short)(((k*frac)+(l*(1-frac)))*22) : k*22;
768 void CL_AddQWCTFFlagModel(entity_t *player, int skin)
771 entity_render_t *flagrender;
772 matrix4x4_t flagmatrix;
774 // this code taken from QuakeWorld
776 if (player->render.frame2 >= 29 && player->render.frame2 <= 40)
778 if (player->render.frame2 >= 29 && player->render.frame2 <= 34)
780 if (player->render.frame2 == 29) f = f + 2;
781 else if (player->render.frame2 == 30) f = f + 8;
782 else if (player->render.frame2 == 31) f = f + 12;
783 else if (player->render.frame2 == 32) f = f + 11;
784 else if (player->render.frame2 == 33) f = f + 10;
785 else if (player->render.frame2 == 34) f = f + 4;
787 else if (player->render.frame2 >= 35 && player->render.frame2 <= 40)
789 if (player->render.frame2 == 35) f = f + 2;
790 else if (player->render.frame2 == 36) f = f + 10;
791 else if (player->render.frame2 == 37) f = f + 10;
792 else if (player->render.frame2 == 38) f = f + 8;
793 else if (player->render.frame2 == 39) f = f + 4;
794 else if (player->render.frame2 == 40) f = f + 2;
797 else if (player->render.frame2 >= 103 && player->render.frame2 <= 118)
799 if (player->render.frame2 >= 103 && player->render.frame2 <= 104) f = f + 6; //nailattack
800 else if (player->render.frame2 >= 105 && player->render.frame2 <= 106) f = f + 6; //light
801 else if (player->render.frame2 >= 107 && player->render.frame2 <= 112) f = f + 7; //rocketattack
802 else if (player->render.frame2 >= 112 && player->render.frame2 <= 118) f = f + 7; //shotattack
804 // end of code taken from QuakeWorld
806 flagrender = CL_NewTempEntity(player->render.shadertime);
810 flagrender->model = cl.model_precache[cl.qw_modelindex_flag];
811 flagrender->skinnum = skin;
812 flagrender->alpha = 1;
813 VectorSet(flagrender->colormod, 1, 1, 1);
814 // attach the flag to the player matrix
815 Matrix4x4_CreateFromQuakeEntity(&flagmatrix, -f, -22, 0, 0, 0, -45, 1);
816 Matrix4x4_Concat(&flagrender->matrix, &player->render.matrix, &flagmatrix);
817 CL_UpdateRenderEntity(flagrender);
820 matrix4x4_t viewmodelmatrix;
822 static const vec3_t muzzleflashorigin = {18, 0, 0};
824 extern void V_DriftPitch(void);
825 extern void V_FadeViewFlashs(void);
826 extern void V_CalcViewBlend(void);
827 extern void V_CalcRefdef(void);
829 void CL_SetEntityColormapColors(entity_render_t *ent, int colormap)
831 const unsigned char *cbcolor;
834 cbcolor = palette_rgb_pantscolormap[colormap & 0xF];
835 VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_pantscolor);
836 cbcolor = palette_rgb_shirtcolormap[(colormap & 0xF0) >> 4];
837 VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_shirtcolor);
841 VectorClear(ent->colormap_pantscolor);
842 VectorClear(ent->colormap_shirtcolor);
846 // note this is a recursive function, recursionlimit should be 32 or so on the initial call
847 void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolate)
849 const matrix4x4_t *matrix;
850 matrix4x4_t blendmatrix, tempmatrix, matrix2;
852 float origin[3], angles[3], delta[3], lerp, d;
855 //entity_persistent_t *p = &e->persistent;
856 //entity_render_t *r = &e->render;
857 // skip inactive entities and world
858 if (!e->state_current.active || e == cl.entities)
860 if (recursionlimit < 1)
862 e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
863 e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
864 e->render.flags = e->state_current.flags;
865 e->render.effects = e->state_current.effects;
866 VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
867 if(e >= cl.entities && e < cl.entities + cl.num_entities)
868 e->render.entitynumber = e - cl.entities;
870 e->render.entitynumber = 0;
871 if (e->state_current.flags & RENDER_COLORMAPPED)
872 CL_SetEntityColormapColors(&e->render, e->state_current.colormap);
873 else if (e->state_current.colormap > 0 && e->state_current.colormap <= cl.maxclients && cl.scores != NULL)
874 CL_SetEntityColormapColors(&e->render, cl.scores[e->state_current.colormap-1].colors);
876 CL_SetEntityColormapColors(&e->render, -1);
877 e->render.skinnum = e->state_current.skin;
878 if (e->state_current.tagentity)
880 // attached entity (gun held in player model's hand, etc)
881 // if the tag entity is currently impossible, skip it
882 if (e->state_current.tagentity >= cl.num_entities)
884 t = cl.entities + e->state_current.tagentity;
885 // if the tag entity is inactive, skip it
886 if (!t->state_current.active)
888 // update the parent first
889 CL_UpdateNetworkEntity(t, recursionlimit - 1, interpolate);
890 // make relative to the entity
891 matrix = &t->render.matrix;
892 // some properties of the tag entity carry over
893 e->render.flags |= t->render.flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
894 // if a valid tagindex is used, make it relative to that tag instead
895 // FIXME: use a model function to get tag info (need to handle skeletal)
896 if (e->state_current.tagentity && e->state_current.tagindex >= 1 && (model = t->render.model))
898 // blend the matrices
899 memset(&blendmatrix, 0, sizeof(blendmatrix));
900 for (j = 0;j < 4 && t->render.frameblend[j].lerp > 0;j++)
902 matrix4x4_t tagmatrix;
903 Mod_Alias_GetTagMatrix(model, t->render.frameblend[j].frame, e->state_current.tagindex - 1, &tagmatrix);
904 d = t->render.frameblend[j].lerp;
905 for (l = 0;l < 4;l++)
906 for (k = 0;k < 4;k++)
907 blendmatrix.m[l][k] += d * tagmatrix.m[l][k];
909 // concat the tag matrices onto the entity matrix
910 Matrix4x4_Concat(&tempmatrix, &t->render.matrix, &blendmatrix);
911 // use the constructed tag matrix
912 matrix = &tempmatrix;
915 else if (e->render.flags & RENDER_VIEWMODEL)
917 // view-relative entity (guns and such)
918 if (e->render.effects & EF_NOGUNBOB)
919 matrix = &r_refdef.view.matrix; // really attached to view
921 matrix = &viewmodelmatrix; // attached to gun bob matrix
925 // world-relative entity (the normal kind)
926 matrix = &identitymatrix;
930 // if it's the predicted player entity, update according to client movement
931 // but don't lerp if going through a teleporter as it causes a bad lerp
932 // also don't use the predicted location if fixangle was set on both of
933 // the most recent server messages, as that cause means you are spectating
934 // someone or watching a cutscene of some sort
935 if (cl_nolerp.integer || cls.timedemo)
937 if (e == cl.entities + cl.playerentity && cl.movement_predicted && (!cl.fixangle[1] || !cl.fixangle[0]))
939 VectorCopy(cl.movement_origin, origin);
940 VectorSet(angles, 0, cl.viewangles[1], 0);
942 else if (interpolate && e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1)
944 // interpolate the origin and angles
946 VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
947 VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
948 if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
949 if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
950 if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
951 VectorMA(e->persistent.oldangles, lerp, delta, angles);
956 VectorCopy(e->persistent.neworigin, origin);
957 VectorCopy(e->persistent.newangles, angles);
960 // model setup and some modelflags
961 frame = e->state_current.frame;
962 if (e->state_current.modelindex < MAX_MODELS)
963 e->render.model = cl.model_precache[e->state_current.modelindex];
965 e->render.model = NULL;
968 if (e->render.skinnum >= e->render.model->numskins)
969 e->render.skinnum = 0;
970 if (frame >= e->render.model->numframes)
972 // models can set flags such as EF_ROCKET
973 // this 0xFF800000 mask is EF_NOMODELFLAGS plus all the higher EF_ flags such as EF_ROCKET
974 if (!(e->render.effects & 0xFF800000))
975 e->render.effects |= e->render.model->effects;
976 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
977 if (e->render.model->type == mod_alias)
978 angles[0] = -angles[0];
979 if ((e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
980 VectorScale(e->render.colormod, 2, e->render.colormod);
982 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
983 else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
984 angles[0] = -angles[0];
986 if ((e->render.effects & EF_ROTATE) && !(e->render.flags & RENDER_VIEWMODEL))
988 angles[1] = ANGLEMOD(100*cl.time);
989 if (cl_itembobheight.value)
990 origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
994 if (e->render.frame2 == frame)
996 // update frame lerp fraction
997 e->render.framelerp = 1;
998 if (e->render.frame2time > e->render.frame1time)
1000 // make sure frame lerp won't last longer than 100ms
1001 // (this mainly helps with models that use framegroups and
1002 // switch between them infrequently)
1003 e->render.framelerp = (cl.time - e->render.frame2time) / min(e->render.frame2time - e->render.frame1time, 0.1);
1004 e->render.framelerp = bound(0, e->render.framelerp, 1);
1009 // begin a new frame lerp
1010 e->render.frame1 = e->render.frame2;
1011 e->render.frame1time = e->render.frame2time;
1012 e->render.frame2 = frame;
1013 e->render.frame2time = cl.time;
1014 e->render.framelerp = 0;
1017 // set up the render matrix
1020 // attached entity, this requires a matrix multiply (concat)
1021 // FIXME: e->render.scale should go away
1022 Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1023 // concat the matrices to make the entity relative to its tag
1024 Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
1025 // get the origin from the new matrix
1026 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1030 // unattached entities are faster to process
1031 Matrix4x4_CreateFromQuakeEntity(&e->render.matrix, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1034 // tenebrae's sprites are all additive mode (weird)
1035 if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
1036 e->render.effects |= EF_ADDITIVE;
1037 // player model is only shown with chase_active on
1038 if (e->state_current.number == cl.viewentity)
1039 e->render.flags |= RENDER_EXTERIORMODEL;
1040 // either fullbright or lit
1041 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1042 e->render.flags |= RENDER_LIGHT;
1043 // hide player shadow during intermission or nehahra movie
1044 if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST))
1045 && (e->render.alpha >= 1)
1046 && !(e->render.flags & RENDER_VIEWMODEL)
1047 && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
1048 e->render.flags |= RENDER_SHADOW;
1049 if (e->render.flags & RENDER_VIEWMODEL)
1050 e->render.flags |= RENDER_NOSELFSHADOW;
1051 if (e->render.effects & EF_NOSELFSHADOW)
1052 e->render.flags |= RENDER_NOSELFSHADOW;
1054 // make the other useful stuff
1055 CL_UpdateRenderEntity(&e->render);
1058 // creates light and trails from an entity
1059 void CL_UpdateNetworkEntityTrail(entity_t *e)
1061 effectnameindex_t trailtype;
1064 // bmodels are treated specially since their origin is usually '0 0 0' and
1065 // their actual geometry is far from '0 0 0'
1066 if (e->render.model && e->render.model->soundfromcenter)
1069 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1070 Matrix4x4_Transform(&e->render.matrix, o, origin);
1073 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1075 // handle particle trails and such effects now that we know where this
1076 // entity is in the world...
1077 trailtype = EFFECT_NONE;
1078 // LordHavoc: if the entity has no effects, don't check each
1079 if (e->render.effects & (EF_BRIGHTFIELD | EF_FLAME | EF_STARDUST))
1081 if (e->render.effects & EF_BRIGHTFIELD)
1083 if (gamemode == GAME_NEXUIZ)
1084 trailtype = EFFECT_TR_NEXUIZPLASMA;
1086 CL_EntityParticles(e);
1088 if (e->render.effects & EF_FLAME)
1089 CL_ParticleTrail(EFFECT_EF_FLAME, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true);
1090 if (e->render.effects & EF_STARDUST)
1091 CL_ParticleTrail(EFFECT_EF_STARDUST, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true);
1093 if (e->render.internaleffects & (INTEF_FLAG1QW | INTEF_FLAG2QW))
1095 // these are only set on player entities
1096 CL_AddQWCTFFlagModel(e, (e->render.internaleffects & INTEF_FLAG2QW) != 0);
1098 // muzzleflash fades over time
1099 if (e->persistent.muzzleflash > 0)
1100 e->persistent.muzzleflash -= bound(0, cl.time - cl.oldtime, 0.1) * 20;
1101 // LordHavoc: if the entity has no effects, don't check each
1102 if (e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1104 if (e->render.effects & EF_GIB)
1105 trailtype = EFFECT_TR_BLOOD;
1106 else if (e->render.effects & EF_ZOMGIB)
1107 trailtype = EFFECT_TR_SLIGHTBLOOD;
1108 else if (e->render.effects & EF_TRACER)
1109 trailtype = EFFECT_TR_WIZSPIKE;
1110 else if (e->render.effects & EF_TRACER2)
1111 trailtype = EFFECT_TR_KNIGHTSPIKE;
1112 else if (e->render.effects & EF_ROCKET)
1113 trailtype = EFFECT_TR_ROCKET;
1114 else if (e->render.effects & EF_GRENADE)
1116 // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1117 trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1119 else if (e->render.effects & EF_TRACER3)
1120 trailtype = EFFECT_TR_VORESPIKE;
1123 if (e->render.flags & RENDER_GLOWTRAIL)
1124 trailtype = EFFECT_TR_GLOWTRAIL;
1125 // check if a trail is allowed (it is not after a teleport for example)
1126 if (trailtype && e->persistent.trail_allowed)
1130 VectorSubtract(e->state_current.origin, e->state_previous.origin, vel);
1131 len = e->state_current.time - e->state_previous.time;
1134 VectorScale(vel, len, vel);
1135 CL_ParticleTrail(trailtype, 1, e->persistent.trail_origin, origin, vel, vel, e, e->state_current.glowcolor, false, true);
1137 // now that the entity has survived one trail update it is allowed to
1138 // leave a real trail on later frames
1139 e->persistent.trail_allowed = true;
1140 VectorCopy(origin, e->persistent.trail_origin);
1146 CL_UpdateViewEntities
1149 void CL_UpdateViewEntities(void)
1152 // update any RENDER_VIEWMODEL entities to use the new view matrix
1153 for (i = 1;i < cl.num_entities;i++)
1155 if (cl.entities_active[i])
1157 entity_t *ent = cl.entities + i;
1158 if ((ent->render.flags & RENDER_VIEWMODEL) || ent->state_current.tagentity)
1159 CL_UpdateNetworkEntity(ent, 32, true);
1162 // and of course the engine viewmodel needs updating as well
1163 CL_UpdateNetworkEntity(&cl.viewent, 32, true);
1168 CL_UpdateNetworkCollisionEntities
1171 void CL_UpdateNetworkCollisionEntities(void)
1176 // start on the entity after the world
1177 cl.num_brushmodel_entities = 0;
1178 for (i = cl.maxclients + 1;i < cl.num_entities;i++)
1180 if (cl.entities_active[i])
1182 ent = cl.entities + i;
1183 if (ent->state_current.active && ent->render.model && ent->render.model->name[0] == '*' && ent->render.model->TraceBox)
1185 // do not interpolate the bmodels for this
1186 CL_UpdateNetworkEntity(ent, 32, false);
1187 cl.brushmodel_entities[cl.num_brushmodel_entities++] = i;
1195 CL_UpdateNetworkEntities
1198 void CL_UpdateNetworkEntities(void)
1203 // start on the entity after the world
1204 for (i = 1;i < cl.num_entities;i++)
1206 if (cl.entities_active[i])
1208 ent = cl.entities + i;
1209 if (ent->state_current.active)
1211 CL_UpdateNetworkEntity(ent, 32, true);
1212 // view models should never create light/trails
1213 if (!(ent->render.flags & RENDER_VIEWMODEL))
1214 CL_UpdateNetworkEntityTrail(ent);
1217 cl.entities_active[i] = false;
1222 void CL_UpdateViewModel(void)
1226 ent->state_previous = ent->state_current;
1227 ent->state_current = defaultstate;
1228 ent->state_current.time = cl.time;
1229 ent->state_current.number = -1;
1230 ent->state_current.active = true;
1231 ent->state_current.modelindex = cl.stats[STAT_WEAPON];
1232 ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
1233 ent->state_current.flags = RENDER_VIEWMODEL;
1234 if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
1235 ent->state_current.modelindex = 0;
1236 else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
1238 if (gamemode == GAME_TRANSFUSION)
1239 ent->state_current.alpha = 128;
1241 ent->state_current.modelindex = 0;
1243 ent->state_current.alpha = cl.entities[cl.viewentity].state_current.alpha;
1244 ent->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB));
1246 // reset animation interpolation on weaponmodel if model changed
1247 if (ent->state_previous.modelindex != ent->state_current.modelindex)
1249 ent->render.frame1 = ent->render.frame2 = ent->state_current.frame;
1250 ent->render.frame1time = ent->render.frame2time = cl.time;
1251 ent->render.framelerp = 1;
1253 CL_UpdateNetworkEntity(ent, 32, true);
1256 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
1257 void CL_LinkNetworkEntity(entity_t *e)
1259 effectnameindex_t trailtype;
1264 // skip inactive entities and world
1265 if (!e->state_current.active || e == cl.entities)
1267 if (e->state_current.tagentity)
1269 // if the tag entity is currently impossible, skip it
1270 if (e->state_current.tagentity >= cl.num_entities)
1272 // if the tag entity is inactive, skip it
1273 if (!cl.entities[e->state_current.tagentity].state_current.active)
1277 // create entity dlights associated with this entity
1278 if (e->render.model && e->render.model->soundfromcenter)
1280 // bmodels are treated specially since their origin is usually '0 0 0'
1282 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1283 Matrix4x4_Transform(&e->render.matrix, o, origin);
1286 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1287 trailtype = EFFECT_NONE;
1292 // LordHavoc: if the entity has no effects, don't check each
1293 if (e->render.effects & (EF_BRIGHTFIELD | EF_DIMLIGHT | EF_BRIGHTLIGHT | EF_RED | EF_BLUE | EF_FLAME | EF_STARDUST))
1295 if (e->render.effects & EF_BRIGHTFIELD)
1297 if (gamemode == GAME_NEXUIZ)
1298 trailtype = EFFECT_TR_NEXUIZPLASMA;
1300 if (e->render.effects & EF_DIMLIGHT)
1302 dlightradius = max(dlightradius, 200);
1303 dlightcolor[0] += 1.50f;
1304 dlightcolor[1] += 1.50f;
1305 dlightcolor[2] += 1.50f;
1307 if (e->render.effects & EF_BRIGHTLIGHT)
1309 dlightradius = max(dlightradius, 400);
1310 dlightcolor[0] += 3.00f;
1311 dlightcolor[1] += 3.00f;
1312 dlightcolor[2] += 3.00f;
1314 // LordHavoc: more effects
1315 if (e->render.effects & EF_RED) // red
1317 dlightradius = max(dlightradius, 200);
1318 dlightcolor[0] += 1.50f;
1319 dlightcolor[1] += 0.15f;
1320 dlightcolor[2] += 0.15f;
1322 if (e->render.effects & EF_BLUE) // blue
1324 dlightradius = max(dlightradius, 200);
1325 dlightcolor[0] += 0.15f;
1326 dlightcolor[1] += 0.15f;
1327 dlightcolor[2] += 1.50f;
1329 if (e->render.effects & EF_FLAME)
1330 CL_ParticleTrail(EFFECT_EF_FLAME, 0, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false);
1331 if (e->render.effects & EF_STARDUST)
1332 CL_ParticleTrail(EFFECT_EF_STARDUST, 0, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false);
1334 // muzzleflash fades over time, and is offset a bit
1335 if (e->persistent.muzzleflash > 0 && r_refdef.scene.numlights < MAX_DLIGHTS)
1340 matrix4x4_t tempmatrix;
1341 Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
1342 trace = CL_Move(origin, vec3_origin, vec3_origin, v2, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, true, false, NULL, false);
1343 Matrix4x4_Normalize(&tempmatrix, &e->render.matrix);
1344 Matrix4x4_SetOrigin(&tempmatrix, trace.endpos[0], trace.endpos[1], trace.endpos[2]);
1345 Matrix4x4_Scale(&tempmatrix, 150, 1);
1346 VectorSet(color, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f);
1347 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);
1348 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights++];
1350 // LordHavoc: if the model has no flags, don't check each
1351 if (e->render.model && e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1353 if (e->render.effects & EF_GIB)
1354 trailtype = EFFECT_TR_BLOOD;
1355 else if (e->render.effects & EF_ZOMGIB)
1356 trailtype = EFFECT_TR_SLIGHTBLOOD;
1357 else if (e->render.effects & EF_TRACER)
1358 trailtype = EFFECT_TR_WIZSPIKE;
1359 else if (e->render.effects & EF_TRACER2)
1360 trailtype = EFFECT_TR_KNIGHTSPIKE;
1361 else if (e->render.effects & EF_ROCKET)
1362 trailtype = EFFECT_TR_ROCKET;
1363 else if (e->render.effects & EF_GRENADE)
1365 // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1366 trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1368 else if (e->render.effects & EF_TRACER3)
1369 trailtype = EFFECT_TR_VORESPIKE;
1371 // LordHavoc: customizable glow
1372 if (e->state_current.glowsize)
1374 // * 4 for the expansion from 0-255 to 0-1023 range,
1375 // / 255 to scale down byte colors
1376 dlightradius = max(dlightradius, e->state_current.glowsize * 4);
1377 VectorMA(dlightcolor, (1.0f / 255.0f), palette_rgb[e->state_current.glowcolor], dlightcolor);
1380 if ((e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) && r_refdef.scene.numlights < MAX_DLIGHTS)
1382 matrix4x4_t dlightmatrix;
1384 VectorScale(e->state_current.light, (1.0f / 256.0f), light);
1385 light[3] = e->state_current.light[3];
1386 if (light[0] == 0 && light[1] == 0 && light[2] == 0)
1387 VectorSet(light, 1, 1, 1);
1390 // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
1391 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1392 Matrix4x4_Scale(&dlightmatrix, light[3], 1);
1393 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);
1394 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights++];
1396 // make the glow dlight
1397 else if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL) && r_refdef.scene.numlights < MAX_DLIGHTS)
1399 matrix4x4_t dlightmatrix;
1400 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1401 // hack to make glowing player light shine on their gun
1402 //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
1403 // Matrix4x4_AdjustOrigin(&dlightmatrix, 0, 0, 30);
1404 Matrix4x4_Scale(&dlightmatrix, dlightradius, 1);
1405 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);
1406 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights++];
1409 if (e->render.flags & RENDER_GLOWTRAIL)
1410 trailtype = EFFECT_TR_GLOWTRAIL;
1412 CL_ParticleTrail(trailtype, 0, origin, origin, vec3_origin, vec3_origin, NULL, e->state_current.glowcolor, true, false);
1414 // don't show viewmodels in certain situations
1415 if (e->render.flags & RENDER_VIEWMODEL)
1416 if (!r_drawviewmodel.integer || chase_active.integer || r_refdef.envmap)
1418 // don't show entities with no modelindex (note: this still shows
1419 // entities which have a modelindex that resolved to a NULL model)
1420 if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.scene.numentities < r_refdef.scene.maxentities)
1421 r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
1422 //if (cl.viewentity && e->state_current.number == cl.viewentity)
1423 // Matrix4x4_Print(&e->render.matrix);
1426 void CL_RelinkWorld(void)
1428 entity_t *ent = &cl.entities[0];
1429 // FIXME: this should be done at load
1430 ent->render.matrix = identitymatrix;
1431 ent->render.flags = RENDER_SHADOW;
1432 if (!r_fullbright.integer)
1433 ent->render.flags |= RENDER_LIGHT;
1434 VectorSet(ent->render.colormod, 1, 1, 1);
1435 CL_UpdateRenderEntity(&ent->render);
1436 r_refdef.scene.worldentity = &ent->render;
1437 r_refdef.scene.worldmodel = cl.worldmodel;
1440 static void CL_RelinkStaticEntities(void)
1444 for (i = 0, e = cl.static_entities;i < cl.num_static_entities && r_refdef.scene.numentities < r_refdef.scene.maxentities;i++, e++)
1446 e->render.flags = 0;
1447 // if the model was not loaded when the static entity was created we
1448 // need to re-fetch the model pointer
1449 e->render.model = cl.model_precache[e->state_baseline.modelindex];
1450 // either fullbright or lit
1451 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1452 e->render.flags |= RENDER_LIGHT;
1453 // hide player shadow during intermission or nehahra movie
1454 if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST)) && (e->render.alpha >= 1))
1455 e->render.flags |= RENDER_SHADOW;
1456 VectorSet(e->render.colormod, 1, 1, 1);
1457 R_LerpAnimation(&e->render);
1458 CL_UpdateRenderEntity(&e->render);
1459 r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
1468 static void CL_RelinkNetworkEntities(void)
1473 // start on the entity after the world
1474 for (i = 1;i < cl.num_entities;i++)
1476 if (cl.entities_active[i])
1478 ent = cl.entities + i;
1479 if (ent->state_current.active)
1480 CL_LinkNetworkEntity(ent);
1482 cl.entities_active[i] = false;
1487 static void CL_RelinkEffects(void)
1491 entity_render_t *entrender;
1494 for (i = 0, e = cl.effects;i < cl.num_effects;i++, e++)
1498 frame = (cl.time - e->starttime) * e->framerate + e->startframe;
1499 intframe = (int)frame;
1500 if (intframe < 0 || intframe >= e->endframe)
1502 memset(e, 0, sizeof(*e));
1503 while (cl.num_effects > 0 && !cl.effects[cl.num_effects - 1].active)
1508 if (intframe != e->frame)
1510 e->frame = intframe;
1511 e->frame1time = e->frame2time;
1512 e->frame2time = cl.time;
1515 // if we're drawing effects, get a new temp entity
1516 // (NewTempEntity adds it to the render entities list for us)
1517 if (r_draweffects.integer && (entrender = CL_NewTempEntity(e->starttime)))
1519 // interpolation stuff
1520 entrender->frame1 = intframe;
1521 entrender->frame2 = intframe + 1;
1522 if (entrender->frame2 >= e->endframe)
1523 entrender->frame2 = -1; // disappear
1524 entrender->framelerp = frame - intframe;
1525 entrender->frame1time = e->frame1time;
1526 entrender->frame2time = e->frame2time;
1529 if(e->modelindex < MAX_MODELS)
1530 entrender->model = cl.model_precache[e->modelindex];
1532 entrender->model = cl.csqc_model_precache[-(e->modelindex+1)];
1533 entrender->alpha = 1;
1534 VectorSet(entrender->colormod, 1, 1, 1);
1536 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
1537 CL_UpdateRenderEntity(entrender);
1543 void CL_Beam_CalculatePositions(const beam_t *b, vec3_t start, vec3_t end)
1545 VectorCopy(b->start, start);
1546 VectorCopy(b->end, end);
1548 // if coming from the player, update the start position
1549 if (b->entity == cl.viewentity)
1551 if (cl_beams_quakepositionhack.integer && !chase_active.integer)
1553 // LordHavoc: this is a stupid hack from Quake that makes your
1554 // lightning appear to come from your waist and cover less of your
1556 // in Quake this hack was applied to all players (causing the
1557 // infamous crotch-lightning), but in darkplaces and QuakeWorld it
1558 // only applies to your own lightning, and only in first person
1559 Matrix4x4_OriginFromMatrix(&cl.entities[cl.viewentity].render.matrix, start);
1561 if (cl_beams_instantaimhack.integer)
1563 vec3_t dir, localend;
1565 // LordHavoc: this updates the beam direction to match your
1567 VectorSubtract(end, start, dir);
1568 len = VectorLength(dir);
1569 VectorNormalize(dir);
1570 VectorSet(localend, len, 0, 0);
1571 Matrix4x4_Transform(&r_refdef.view.matrix, localend, end);
1576 void CL_RelinkBeams(void)
1580 vec3_t dist, org, start, end;
1582 entity_render_t *entrender;
1585 matrix4x4_t tempmatrix;
1587 for (i = 0, b = cl.beams;i < cl.num_beams;i++, b++)
1591 if (b->endtime < cl.time)
1597 CL_Beam_CalculatePositions(b, start, end);
1601 if (cl_beams_lightatend.integer && r_refdef.scene.numlights < MAX_DLIGHTS)
1603 // FIXME: create a matrix from the beam start/end orientation
1605 VectorSet(dlightcolor, 0.3, 0.7, 1);
1606 Matrix4x4_CreateFromQuakeEntity(&tempmatrix, end[0], end[1], end[2], 0, 0, 0, 200);
1607 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);
1608 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights++];
1610 if (cl_beams_polygons.integer)
1614 // calculate pitch and yaw
1615 // (this is similar to the QuakeC builtin function vectoangles)
1616 VectorSubtract(end, start, dist);
1617 if (dist[1] == 0 && dist[0] == 0)
1627 yaw = atan2(dist[1], dist[0]) * 180 / M_PI;
1631 forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1632 pitch = atan2(dist[2], forward) * 180 / M_PI;
1637 // add new entities for the lightning
1638 VectorCopy (start, org);
1639 d = VectorNormalizeLength(dist);
1642 entrender = CL_NewTempEntity (0);
1645 //VectorCopy (org, ent->render.origin);
1646 entrender->model = b->model;
1647 //ent->render.effects = EF_FULLBRIGHT;
1648 //ent->render.angles[0] = pitch;
1649 //ent->render.angles[1] = yaw;
1650 //ent->render.angles[2] = rand()%360;
1651 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1652 CL_UpdateRenderEntity(entrender);
1653 VectorMA(org, 30, dist, org);
1658 while (cl.num_beams > 0 && !cl.beams[cl.num_beams - 1].model)
1662 static void CL_RelinkQWNails(void)
1666 entity_render_t *entrender;
1668 for (i = 0;i < cl.qw_num_nails;i++)
1672 // if we're drawing effects, get a new temp entity
1673 // (NewTempEntity adds it to the render entities list for us)
1674 if (!(entrender = CL_NewTempEntity(0)))
1678 entrender->model = cl.model_precache[cl.qw_modelindex_spike];
1679 entrender->alpha = 1;
1680 VectorSet(entrender->colormod, 1, 1, 1);
1682 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1);
1683 CL_UpdateRenderEntity(entrender);
1687 void CL_LerpPlayer(float frac)
1691 cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
1692 for (i = 0;i < 3;i++)
1694 cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
1695 cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
1696 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
1699 // interpolate the angles if playing a demo or spectating someone
1700 if (cls.demoplayback || cl.fixangle[0])
1702 for (i = 0;i < 3;i++)
1704 float d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
1709 cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
1714 void CSQC_RelinkAllEntities (int drawmask)
1718 CL_RelinkStaticEntities();
1723 if (drawmask & ENTMASK_ENGINE)
1725 CL_RelinkNetworkEntities();
1726 if (drawmask & ENTMASK_ENGINEVIEWMODELS)
1727 CL_LinkNetworkEntity(&cl.viewent); // link gun model
1731 // update view blend
1739 Update client game world for a new frame
1742 void CL_UpdateWorld(void)
1744 r_refdef.scene.extraupdate = !r_speeds.integer;
1745 r_refdef.scene.numentities = 0;
1746 r_refdef.scene.numlights = 0;
1747 r_refdef.view.matrix = identitymatrix;
1748 r_refdef.view.quality = 1;
1750 cl.num_brushmodel_entities = 0;
1752 if (cls.state == ca_connected && cls.signon == SIGNONS)
1754 // prepare for a new frame
1755 CL_LerpPlayer(CL_LerpPoint());
1756 CL_DecayLightFlashes();
1757 CL_ClearTempEntities();
1761 // if prediction is enabled we have to update all the collidable
1762 // network entities before the prediction code can be run
1763 CL_UpdateNetworkCollisionEntities();
1765 // now update the player prediction
1766 CL_ClientMovement_Replay();
1768 // update the player entity (which may be predicted)
1769 CL_UpdateNetworkEntity(cl.entities + cl.viewentity, 32, true);
1771 // now update the view (which depends on that player entity)
1774 // now update all the network entities and create particle trails
1775 // (some entities may depend on the view)
1776 CL_UpdateNetworkEntities();
1778 // update the engine-based viewmodel
1779 CL_UpdateViewModel();
1781 CL_RelinkLightFlashes();
1782 CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS);
1784 // decals, particles, and explosions will be updated during rneder
1787 r_refdef.scene.time = cl.time;
1790 // LordHavoc: pausedemo command
1791 static void CL_PauseDemo_f (void)
1793 cls.demopaused = !cls.demopaused;
1795 Con_Print("Demo paused\n");
1797 Con_Print("Demo unpaused\n");
1801 ======================
1803 ======================
1805 static void CL_Fog_f (void)
1807 if (Cmd_Argc () == 1)
1809 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);
1812 r_refdef.fog_start = 0;
1813 r_refdef.fog_end = 16384;
1814 r_refdef.fog_alpha = 1;
1816 r_refdef.fog_density = atof(Cmd_Argv(1));
1818 r_refdef.fog_red = atof(Cmd_Argv(2));
1820 r_refdef.fog_green = atof(Cmd_Argv(3));
1822 r_refdef.fog_blue = atof(Cmd_Argv(4));
1824 r_refdef.fog_alpha = atof(Cmd_Argv(5));
1826 r_refdef.fog_start = atof(Cmd_Argv(6));
1828 r_refdef.fog_end = atof(Cmd_Argv(7));
1832 ====================
1835 For program optimization
1836 ====================
1838 static void CL_TimeRefresh_f (void)
1841 float timestart, timedelta;
1843 r_refdef.scene.extraupdate = false;
1845 timestart = Sys_DoubleTime();
1846 for (i = 0;i < 128;i++)
1848 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);
1849 r_refdef.view.quality = 1;
1852 timedelta = Sys_DoubleTime() - timestart;
1854 Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
1857 void CL_AreaStats_f(void)
1859 World_PrintAreaStats(&cl.world, "client");
1862 cl_locnode_t *CL_Locs_FindNearest(const vec3_t point)
1867 vec3_t nearestpoint;
1868 vec_t dist, bestdist;
1871 for (loc = cl.locnodes;loc;loc = loc->next)
1873 for (i = 0;i < 3;i++)
1874 nearestpoint[i] = bound(loc->mins[i], point[i], loc->maxs[i]);
1875 dist = VectorDistance2(nearestpoint, point);
1876 if (bestdist > dist || !best)
1887 void CL_Locs_FindLocationName(char *buffer, size_t buffersize, vec3_t point)
1890 loc = CL_Locs_FindNearest(point);
1892 strlcpy(buffer, loc->name, buffersize);
1894 dpsnprintf(buffer, buffersize, "LOC=%.0f:%.0f:%.0f", point[0], point[1], point[2]);
1897 void CL_Locs_FreeNode(cl_locnode_t *node)
1899 cl_locnode_t **pointer, **next;
1900 for (pointer = &cl.locnodes;*pointer;pointer = next)
1902 next = &(*pointer)->next;
1903 if (*pointer == node)
1905 *pointer = node->next;
1909 Con_Printf("CL_Locs_FreeNode: no such node! (%p)\n", node);
1912 void CL_Locs_AddNode(vec3_t mins, vec3_t maxs, const char *name)
1914 cl_locnode_t *node, **pointer;
1918 namelen = strlen(name);
1919 node = (cl_locnode_t *) Mem_Alloc(cls.levelmempool, sizeof(cl_locnode_t) + namelen + 1);
1920 VectorSet(node->mins, min(mins[0], maxs[0]), min(mins[1], maxs[1]), min(mins[2], maxs[2]));
1921 VectorSet(node->maxs, max(mins[0], maxs[0]), max(mins[1], maxs[1]), max(mins[2], maxs[2]));
1922 node->name = (char *)(node + 1);
1923 memcpy(node->name, name, namelen);
1924 node->name[namelen] = 0;
1925 // link it into the tail of the list to preserve the order
1926 for (pointer = &cl.locnodes;*pointer;pointer = &(*pointer)->next)
1931 void CL_Locs_Add_f(void)
1934 if (Cmd_Argc() != 5 && Cmd_Argc() != 8)
1936 Con_Printf("usage: %s x y z[ x y z] name\n", Cmd_Argv(0));
1939 mins[0] = atof(Cmd_Argv(1));
1940 mins[1] = atof(Cmd_Argv(2));
1941 mins[2] = atof(Cmd_Argv(3));
1942 if (Cmd_Argc() == 8)
1944 maxs[0] = atof(Cmd_Argv(4));
1945 maxs[1] = atof(Cmd_Argv(5));
1946 maxs[2] = atof(Cmd_Argv(6));
1947 CL_Locs_AddNode(mins, maxs, Cmd_Argv(7));
1950 CL_Locs_AddNode(mins, mins, Cmd_Argv(4));
1953 void CL_Locs_RemoveNearest_f(void)
1956 loc = CL_Locs_FindNearest(r_refdef.view.origin);
1958 CL_Locs_FreeNode(loc);
1960 Con_Printf("no loc point or box found for your location\n");
1963 void CL_Locs_Clear_f(void)
1966 CL_Locs_FreeNode(cl.locnodes);
1969 void CL_Locs_Save_f(void)
1973 char locfilename[MAX_QPATH];
1976 Con_Printf("No loc points/boxes exist!\n");
1979 if (cls.state != ca_connected || !cl.worldmodel)
1981 Con_Printf("No level loaded!\n");
1984 FS_StripExtension(cl.worldmodel->name, locfilename, sizeof(locfilename));
1985 strlcat(locfilename, ".loc", sizeof(locfilename));
1987 outfile = FS_OpenRealFile(locfilename, "w", false);
1990 // if any boxes are used then this is a proquake-format loc file, which
1991 // allows comments, so add some relevant information at the start
1992 for (loc = cl.locnodes;loc;loc = loc->next)
1993 if (!VectorCompare(loc->mins, loc->maxs))
1997 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);
1998 for (loc = cl.locnodes;loc;loc = loc->next)
1999 if (VectorCompare(loc->mins, loc->maxs))
2002 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");
2004 for (loc = cl.locnodes;loc;loc = loc->next)
2006 if (VectorCompare(loc->mins, loc->maxs))
2010 const char *in = loc->name;
2011 char name[MAX_INPUTLINE];
2012 for (len = 0;len < (int)sizeof(name) - 1 && *in;)
2014 if (*in == ' ') {s = "$loc_name_separator";in++;}
2015 else if (!strncmp(in, "SSG", 3)) {s = "$loc_name_ssg";in += 3;}
2016 else if (!strncmp(in, "NG", 2)) {s = "$loc_name_ng";in += 2;}
2017 else if (!strncmp(in, "SNG", 3)) {s = "$loc_name_sng";in += 3;}
2018 else if (!strncmp(in, "GL", 2)) {s = "$loc_name_gl";in += 2;}
2019 else if (!strncmp(in, "RL", 2)) {s = "$loc_name_rl";in += 2;}
2020 else if (!strncmp(in, "LG", 2)) {s = "$loc_name_lg";in += 2;}
2021 else if (!strncmp(in, "GA", 2)) {s = "$loc_name_ga";in += 2;}
2022 else if (!strncmp(in, "YA", 2)) {s = "$loc_name_ya";in += 2;}
2023 else if (!strncmp(in, "RA", 2)) {s = "$loc_name_ra";in += 2;}
2024 else if (!strncmp(in, "MEGA", 4)) {s = "$loc_name_mh";in += 4;}
2028 while (len < (int)sizeof(name) - 1 && *s)
2032 name[len++] = *in++;
2035 FS_Printf(outfile, "%.0f %.0f %.0f %s\n", loc->mins[0]*8, loc->mins[1]*8, loc->mins[2]*8, name);
2038 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);
2043 void CL_Locs_Reload_f(void)
2045 int i, linenumber, limit, len;
2047 char *filedata, *text, *textend, *linestart, *linetext, *lineend;
2048 fs_offset_t filesize;
2050 char locfilename[MAX_QPATH];
2051 char name[MAX_INPUTLINE];
2053 if (cls.state != ca_connected || !cl.worldmodel)
2055 Con_Printf("No level loaded!\n");
2061 // try maps/something.loc first (LordHavoc: where I think they should be)
2062 FS_StripExtension(cl.worldmodel->name, locfilename, sizeof(locfilename));
2063 strlcat(locfilename, ".loc", sizeof(locfilename));
2064 filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2067 // try proquake name as well (LordHavoc: I hate path mangling)
2068 FS_StripExtension(va("locs/%s", FS_FileWithoutPath(cl.worldmodel->name)), locfilename, sizeof(locfilename));
2069 strlcat(locfilename, ".loc", sizeof(locfilename));
2070 filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2075 textend = filedata + filesize;
2076 for (linenumber = 1;text < textend;linenumber++)
2079 for (;text < textend && *text != '\r' && *text != '\n';text++)
2082 if (text + 1 < textend && *text == '\r' && text[1] == '\n')
2086 // trim trailing whitespace
2087 while (lineend > linestart && ISWHITESPACE(lineend[-1]))
2089 // trim leading whitespace
2090 while (linestart < lineend && ISWHITESPACE(*linestart))
2092 // check if this is a comment
2093 if (linestart + 2 <= lineend && !strncmp(linestart, "//", 2))
2095 linetext = linestart;
2097 for (i = 0;i < limit;i++)
2099 if (linetext >= lineend)
2101 // note: a missing number is interpreted as 0
2103 mins[i] = atof(linetext);
2105 maxs[i - 3] = atof(linetext);
2106 // now advance past the number
2107 while (linetext < lineend && !ISWHITESPACE(*linetext) && *linetext != ',')
2109 // advance through whitespace
2110 if (linetext < lineend)
2112 if (*linetext == ',')
2116 // note: comma can be followed by whitespace
2118 if (ISWHITESPACE(*linetext))
2121 while (linetext < lineend && ISWHITESPACE(*linetext))
2126 // if this is a quoted name, remove the quotes
2129 if (linetext >= lineend || *linetext != '"')
2130 continue; // proquake location names are always quoted
2133 len = min(lineend - linetext, (int)sizeof(name) - 1);
2134 memcpy(name, linetext, len);
2136 // add the box to the list
2137 CL_Locs_AddNode(mins, maxs, name);
2139 // if a point was parsed, it needs to be scaled down by 8 (since
2140 // point-based loc files were invented by a proxy which dealt
2141 // directly with quake protocol coordinates, which are *8), turn
2145 // interpret silly fuhquake macros
2146 for (len = 0;len < (int)sizeof(name) - 1 && linetext < lineend;)
2148 if (*linetext == '$')
2150 if (linetext + 18 <= lineend && !strncmp(linetext, "$loc_name_separator", 19)) {s = " ";linetext += 19;}
2151 else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_ssg", 13)) {s = "SSG";linetext += 13;}
2152 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ng", 12)) {s = "NG";linetext += 12;}
2153 else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_sng", 13)) {s = "SNG";linetext += 13;}
2154 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_gl", 12)) {s = "GL";linetext += 12;}
2155 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_rl", 12)) {s = "RL";linetext += 12;}
2156 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_lg", 12)) {s = "LG";linetext += 12;}
2157 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ga", 12)) {s = "GA";linetext += 12;}
2158 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ya", 12)) {s = "YA";linetext += 12;}
2159 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ra", 12)) {s = "RA";linetext += 12;}
2160 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_mh", 12)) {s = "MEGA";linetext += 12;}
2164 while (len < (int)sizeof(name) - 1 && *s)
2169 name[len++] = *linetext++;
2172 // add the point to the list
2173 VectorScale(mins, (1.0 / 8.0), mins);
2174 CL_Locs_AddNode(mins, mins, name);
2186 void CL_Shutdown (void)
2188 CL_Screen_Shutdown();
2189 CL_Particles_Shutdown();
2190 CL_Parse_Shutdown();
2192 Mem_FreePool (&cls.permanentmempool);
2193 Mem_FreePool (&cls.levelmempool);
2203 cls.levelmempool = Mem_AllocPool("client (per-level memory)", 0, NULL);
2204 cls.permanentmempool = Mem_AllocPool("client (long term memory)", 0, NULL);
2206 memset(&r_refdef, 0, sizeof(r_refdef));
2207 // max entities sent to renderer per frame
2208 r_refdef.scene.maxentities = MAX_EDICTS + 256 + 512;
2209 r_refdef.scene.entities = (entity_render_t **)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t *) * r_refdef.scene.maxentities);
2211 r_refdef.scene.maxtempentities = 4096; // FIXME: make this grow
2212 r_refdef.scene.tempentities = (entity_render_t *)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t) * r_refdef.scene.maxtempentities);
2217 // register our commands
2219 Cvar_RegisterVariable (&cl_upspeed);
2220 Cvar_RegisterVariable (&cl_forwardspeed);
2221 Cvar_RegisterVariable (&cl_backspeed);
2222 Cvar_RegisterVariable (&cl_sidespeed);
2223 Cvar_RegisterVariable (&cl_movespeedkey);
2224 Cvar_RegisterVariable (&cl_yawspeed);
2225 Cvar_RegisterVariable (&cl_pitchspeed);
2226 Cvar_RegisterVariable (&cl_anglespeedkey);
2227 Cvar_RegisterVariable (&cl_shownet);
2228 Cvar_RegisterVariable (&cl_nolerp);
2229 Cvar_RegisterVariable (&lookspring);
2230 Cvar_RegisterVariable (&lookstrafe);
2231 Cvar_RegisterVariable (&sensitivity);
2232 Cvar_RegisterVariable (&freelook);
2234 Cvar_RegisterVariable (&m_pitch);
2235 Cvar_RegisterVariable (&m_yaw);
2236 Cvar_RegisterVariable (&m_forward);
2237 Cvar_RegisterVariable (&m_side);
2239 Cvar_RegisterVariable (&cl_itembobspeed);
2240 Cvar_RegisterVariable (&cl_itembobheight);
2242 Cmd_AddCommand ("entities", CL_PrintEntities_f, "print information on network entities known to client");
2243 Cmd_AddCommand ("disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
2244 Cmd_AddCommand ("record", CL_Record_f, "record a demo");
2245 Cmd_AddCommand ("stop", CL_Stop_f, "stop recording or playing a demo");
2246 Cmd_AddCommand ("playdemo", CL_PlayDemo_f, "watch a demo file");
2247 Cmd_AddCommand ("timedemo", CL_TimeDemo_f, "play back a demo as fast as possible and save statistics to benchmark.log");
2249 // Support Client-side Model Index List
2250 Cmd_AddCommand ("cl_modelindexlist", CL_ModelIndexList_f, "list information on all models in the client modelindex");
2251 // Support Client-side Sound Index List
2252 Cmd_AddCommand ("cl_soundindexlist", CL_SoundIndexList_f, "list all sounds in the client soundindex");
2254 Cvar_RegisterVariable (&cl_autodemo);
2255 Cvar_RegisterVariable (&cl_autodemo_nameformat);
2257 Cmd_AddCommand ("fog", CL_Fog_f, "set global fog parameters (density red green blue [alpha [mindist maxdist]])");
2259 // LordHavoc: added pausedemo
2260 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)");
2262 Cmd_AddCommand ("cl_areastats", CL_AreaStats_f, "prints statistics on entity culling during collision traces");
2264 Cvar_RegisterVariable(&r_draweffects);
2265 Cvar_RegisterVariable(&cl_explosions_alpha_start);
2266 Cvar_RegisterVariable(&cl_explosions_alpha_end);
2267 Cvar_RegisterVariable(&cl_explosions_size_start);
2268 Cvar_RegisterVariable(&cl_explosions_size_end);
2269 Cvar_RegisterVariable(&cl_explosions_lifetime);
2270 Cvar_RegisterVariable(&cl_stainmaps);
2271 Cvar_RegisterVariable(&cl_stainmaps_clearonload);
2272 Cvar_RegisterVariable(&cl_beams_polygons);
2273 Cvar_RegisterVariable(&cl_beams_quakepositionhack);
2274 Cvar_RegisterVariable(&cl_beams_instantaimhack);
2275 Cvar_RegisterVariable(&cl_beams_lightatend);
2276 Cvar_RegisterVariable(&cl_noplayershadow);
2277 Cvar_RegisterVariable(&cl_dlights_decayradius);
2278 Cvar_RegisterVariable(&cl_dlights_decaybrightness);
2280 Cvar_RegisterVariable(&cl_prydoncursor);
2282 Cvar_RegisterVariable(&cl_deathnoviewmodel);
2284 // for QW connections
2285 Cvar_RegisterVariable(&qport);
2286 Cvar_SetValueQuick(&qport, (rand() * RAND_MAX + rand()) & 0xffff);
2288 Cmd_AddCommand("timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs");
2290 Cvar_RegisterVariable(&cl_locs_enable);
2291 Cvar_RegisterVariable(&cl_locs_show);
2292 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)");
2293 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)");
2294 Cmd_AddCommand("locs_clear", CL_Locs_Clear_f, "remove all loc points/boxes");
2295 Cmd_AddCommand("locs_reload", CL_Locs_Reload_f, "reload .loc file for this map");
2296 Cmd_AddCommand("locs_save", CL_Locs_Save_f, "save .loc file for this map containing currently defined points and boxes");
2299 CL_Particles_Init();