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"
30 // we need to declare some mouse variables here, because the menu system
31 // references them even when on a unix system.
33 cvar_t csqc_progname = {0, "csqc_progname","csprogs.dat","name of csprogs.dat file to load"}; //[515]: csqc crc check and right csprogs name according to progs.dat
34 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"};
35 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"};
37 cvar_t cl_shownet = {0, "cl_shownet","0","1 = print packet size, 2 = print packet message list"};
38 cvar_t cl_nolerp = {0, "cl_nolerp", "0","network update smoothing"};
40 cvar_t cl_itembobheight = {0, "cl_itembobheight", "0","how much items bob up and down (try 8)"};
41 cvar_t cl_itembobspeed = {0, "cl_itembobspeed", "0.5","how frequently items bob up and down"};
43 cvar_t lookspring = {CVAR_SAVE, "lookspring","0","returns pitch to level with the floor when no longer holding a pitch key"};
44 cvar_t lookstrafe = {CVAR_SAVE, "lookstrafe","0","move instead of turning"};
45 cvar_t sensitivity = {CVAR_SAVE, "sensitivity","3","mouse speed multiplier"};
47 cvar_t m_pitch = {CVAR_SAVE, "m_pitch","0.022","mouse pitch speed multiplier"};
48 cvar_t m_yaw = {CVAR_SAVE, "m_yaw","0.022","mouse yaw speed multiplier"};
49 cvar_t m_forward = {CVAR_SAVE, "m_forward","1","mouse forward speed multiplier"};
50 cvar_t m_side = {CVAR_SAVE, "m_side","0.8","mouse side speed multiplier"};
52 cvar_t freelook = {CVAR_SAVE, "freelook", "1","mouse controls pitch instead of forward/back"};
54 #ifdef AUTODEMO_BROKEN
55 cvar_t cl_autodemo = {0, "cl_autodemo", "0", "records every game played, using the date/time and map name to name the demo file" };
56 cvar_t cl_autodemo_nameformat = {0, "cl_autodemo_nameformat", "%Y-%m-%d_%H-%M", "The format of the cl_autodemo filename, followed by the map name" };
59 cvar_t r_draweffects = {0, "r_draweffects", "1","renders temporary sprite effects"};
61 cvar_t cl_explosions_alpha_start = {CVAR_SAVE, "cl_explosions_alpha_start", "1.5","starting alpha of an explosion shell"};
62 cvar_t cl_explosions_alpha_end = {CVAR_SAVE, "cl_explosions_alpha_end", "0","end alpha of an explosion shell (just before it disappears)"};
63 cvar_t cl_explosions_size_start = {CVAR_SAVE, "cl_explosions_size_start", "16","starting size of an explosion shell"};
64 cvar_t cl_explosions_size_end = {CVAR_SAVE, "cl_explosions_size_end", "128","ending alpha of an explosion shell (just before it disappears)"};
65 cvar_t cl_explosions_lifetime = {CVAR_SAVE, "cl_explosions_lifetime", "0.5","how long an explosion shell lasts"};
67 cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "1","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", "1", "makes your lightning gun aiming update instantly"};
73 cvar_t cl_beams_lightatend = {CVAR_SAVE, "cl_beams_lightatend", "0", "make a light at the end of the beam"};
75 cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0","hide player shadow"};
77 cvar_t cl_dlights_decayradius = {CVAR_SAVE, "cl_dlights_decayradius", "1", "reduces size of light flashes over time"};
78 cvar_t cl_dlights_decaybrightness = {CVAR_SAVE, "cl_dlights_decaybrightness", "1", "reduces brightness of light flashes over time"};
80 cvar_t qport = {0, "qport", "0", "identification key for playing on qw servers (allows you to maintain a connection to a quakeworld server even if your port changes)"};
82 cvar_t cl_prydoncursor = {0, "cl_prydoncursor", "0", "enables a mouse pointer which is able to click on entities in the world, useful for point and click mods, see PRYDON_CLIENTCURSOR extension in dpextensions.qc"};
84 cvar_t cl_deathnoviewmodel = {0, "cl_deathnoviewmodel", "1", "hides gun model when dead"};
86 cvar_t cl_locs_enable = {CVAR_SAVE, "locs_enable", "1", "enables replacement of certain % codes in chat messages: %l (location), %d (last death location), %h (health), %a (armor), %x (rockets), %c (cells), %r (rocket launcher status), %p (powerup status), %w (weapon status), %t (current time in level)"};
87 cvar_t cl_locs_show = {0, "locs_show", "0", "shows defined locations for editing purposes"};
92 #define MAX_PARTICLES 32768 // default max # of particles at one time
93 #define ABSOLUTE_MIN_PARTICLES 512 // no fewer than this no matter what's on the command line
101 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;
116 cl.num_static_entities = 0;
117 cl.num_temp_entities = 0;
118 cl.num_brushmodel_entities = 0;
120 // tweak these if the game runs out
121 cl.max_entities = 256;
122 cl.max_static_entities = 256;
123 cl.max_temp_entities = 512;
124 cl.max_effects = 256;
126 cl.max_dlights = MAX_DLIGHTS;
127 cl.max_lightstyle = MAX_LIGHTSTYLES;
128 cl.max_brushmodel_entities = MAX_EDICTS;
129 cl.max_particles = MAX_PARTICLES;
131 // COMMANDLINEOPTION: Client: -particles <number> changes maximum number of particles at once, default 32768
132 i = COM_CheckParm ("-particles");
133 if (i && i < com_argc - 1)
135 cl.max_particles = (int)(atoi(com_argv[i+1]));
136 if (cl.max_particles < ABSOLUTE_MIN_PARTICLES)
137 cl.max_particles = ABSOLUTE_MIN_PARTICLES;
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.temp_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_temp_entities * sizeof(entity_t));
148 cl.effects = (cl_effect_t *)Mem_Alloc(cls.levelmempool, cl.max_effects * sizeof(cl_effect_t));
149 cl.beams = (beam_t *)Mem_Alloc(cls.levelmempool, cl.max_beams * sizeof(beam_t));
150 cl.dlights = (dlight_t *)Mem_Alloc(cls.levelmempool, cl.max_dlights * sizeof(dlight_t));
151 cl.lightstyle = (lightstyle_t *)Mem_Alloc(cls.levelmempool, cl.max_lightstyle * sizeof(lightstyle_t));
152 cl.brushmodel_entities = (int *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(int));
153 cl.particles = (particle_t *) Mem_Alloc(cls.levelmempool, cl.max_particles * sizeof(particle_t));
155 // LordHavoc: have to set up the baseline info for alpha and other stuff
156 for (i = 0;i < cl.max_entities;i++)
158 cl.entities[i].state_baseline = defaultstate;
159 cl.entities[i].state_previous = defaultstate;
160 cl.entities[i].state_current = defaultstate;
163 if (gamemode == GAME_NEXUIZ)
165 VectorSet(cl.playerstandmins, -16, -16, -24);
166 VectorSet(cl.playerstandmaxs, 16, 16, 45);
167 VectorSet(cl.playercrouchmins, -16, -16, -24);
168 VectorSet(cl.playercrouchmaxs, 16, 16, 25);
172 VectorSet(cl.playerstandmins, -16, -16, -24);
173 VectorSet(cl.playerstandmaxs, 16, 16, 24);
174 VectorSet(cl.playercrouchmins, -16, -16, -24);
175 VectorSet(cl.playercrouchmaxs, 16, 16, 24);
178 // disable until we get textures for it
181 ent = &cl.entities[0];
182 // entire entity array was cleared, so just fill in a few fields
183 ent->state_current.active = true;
184 ent->render.model = cl.worldmodel = NULL; // no world model yet
185 ent->render.alpha = 1;
186 ent->render.colormap = -1; // no special coloring
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));
200 void CL_SetInfo(const char *key, const char *value, qboolean send, qboolean allowstarkey, qboolean allowmodel, qboolean quiet)
203 qboolean fail = false;
204 if (!allowstarkey && key[0] == '*')
206 if (!allowmodel && (!strcasecmp(key, "pmodel") || !strcasecmp(key, "emodel")))
208 for (i = 0;key[i];i++)
209 if (key[i] <= ' ' || key[i] == '\"')
211 for (i = 0;value[i];i++)
212 if (value[i] == '\r' || value[i] == '\n' || value[i] == '\"')
217 Con_Printf("Can't setinfo \"%s\" \"%s\"\n", key, value);
220 InfoString_SetValue(cls.userinfo, sizeof(cls.userinfo), key, value);
221 if (cls.state == ca_connected && cls.netcon)
223 if (cls.protocol == PROTOCOL_QUAKEWORLD)
225 MSG_WriteByte(&cls.netcon->message, qw_clc_stringcmd);
226 MSG_WriteString(&cls.netcon->message, va("setinfo \"%s\" \"%s\"", key, value));
228 else if (!strcasecmp(key, "name"))
230 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
231 MSG_WriteString(&cls.netcon->message, va("name \"%s\"", value));
233 else if (!strcasecmp(key, "playermodel"))
235 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
236 MSG_WriteString(&cls.netcon->message, va("playermodel \"%s\"", value));
238 else if (!strcasecmp(key, "playerskin"))
240 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
241 MSG_WriteString(&cls.netcon->message, va("playerskin \"%s\"", value));
243 else if (!strcasecmp(key, "topcolor"))
245 // don't send anything, the combined color code will be updated manually
247 else if (!strcasecmp(key, "bottomcolor"))
249 // don't send anything, the combined color code will be updated manually
251 else if (!strcasecmp(key, "rate"))
253 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
254 MSG_WriteString(&cls.netcon->message, va("rate \"%s\"", value));
259 void CL_ExpandEntities(int num)
261 int i, oldmaxentities;
262 entity_t *oldentities;
263 if (num >= cl.max_entities)
266 Sys_Error("CL_ExpandEntities: cl.entities not initialized");
267 if (num >= MAX_EDICTS)
268 Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
269 oldmaxentities = cl.max_entities;
270 oldentities = cl.entities;
271 cl.max_entities = (num & ~255) + 256;
272 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
273 memcpy(cl.entities, oldentities, oldmaxentities * sizeof(entity_t));
274 Mem_Free(oldentities);
275 for (i = oldmaxentities;i < cl.max_entities;i++)
277 cl.entities[i].state_baseline = defaultstate;
278 cl.entities[i].state_previous = defaultstate;
279 cl.entities[i].state_current = defaultstate;
284 void CL_VM_ShutDown (void);
286 =====================
289 Sends a disconnect message to the server
290 This is also called on Host_Error, so it shouldn't cause any errors
291 =====================
293 void CL_Disconnect(void)
295 if (cls.state == ca_dedicated)
298 Curl_Clear_forthismap();
300 Con_DPrintf("CL_Disconnect\n");
303 // stop sounds (especially looping!)
306 cl.parsingtextexpectingpingforscores = 0; // just in case no reply has come yet
308 // clear contents blends
309 cl.cshifts[0].percent = 0;
310 cl.cshifts[1].percent = 0;
311 cl.cshifts[2].percent = 0;
312 cl.cshifts[3].percent = 0;
314 cl.worldmodel = NULL;
316 CL_Parse_ErrorCleanUp();
318 if (cls.demoplayback)
323 unsigned char bufdata[8];
324 if (cls.demorecording)
327 // send disconnect message 3 times to improve chances of server
328 // receiving it (but it still fails sometimes)
329 memset(&buf, 0, sizeof(buf));
331 buf.maxsize = sizeof(bufdata);
332 if (cls.protocol == PROTOCOL_QUAKEWORLD)
334 Con_DPrint("Sending drop command\n");
335 MSG_WriteByte(&buf, qw_clc_stringcmd);
336 MSG_WriteString(&buf, "drop");
340 Con_DPrint("Sending clc_disconnect\n");
341 MSG_WriteByte(&buf, clc_disconnect);
343 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
344 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
345 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
346 NetConn_Close(cls.netcon);
349 cls.state = ca_disconnected;
351 cls.demoplayback = cls.timedemo = false;
355 void CL_Disconnect_f(void)
359 Host_ShutdownServer ();
366 =====================
367 CL_EstablishConnection
369 Host should be either "local" or a net address
370 =====================
372 void CL_EstablishConnection(const char *host)
374 if (cls.state == ca_dedicated)
377 // clear menu's connect error message
378 M_Update_Return_Reason("");
381 // stop demo loop in case this fails
384 // if downloads are running, cancel their finishing action
385 Curl_Clear_forthismap();
387 // make sure the client ports are open before attempting to connect
388 NetConn_UpdateSockets();
390 // run a network frame
391 //NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
393 if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
395 cls.connect_trying = true;
396 cls.connect_remainingtries = 3;
397 cls.connect_nextsendtime = 0;
398 M_Update_Return_Reason("Trying to connect...");
399 // run several network frames to jump into the game quickly
402 // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
403 // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
404 // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
405 // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
410 Con_Print("Unable to find a suitable network socket to connect to server.\n");
411 M_Update_Return_Reason("No network");
420 static void CL_PrintEntities_f(void)
425 for (i = 0, ent = cl.entities;i < cl.num_entities;i++, ent++)
427 const char* modelname;
429 if (!ent->state_current.active)
432 if (ent->render.model)
433 modelname = ent->render.model->name;
435 modelname = "--no model--";
436 Con_Printf("%3i: %-25s:%4i (%5i %5i %5i) [%3i %3i %3i] %4.2f %5.3f\n", i, modelname, ent->render.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);
440 //static const vec3_t nomodelmins = {-16, -16, -16};
441 //static const vec3_t nomodelmaxs = {16, 16, 16};
442 void CL_UpdateRenderEntity(entity_render_t *ent)
446 model_t *model = ent->model;
447 // update the inverse matrix for the renderer
448 Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
449 // update the animation blend state
450 R_LerpAnimation(ent);
451 // we need the matrix origin to center the box
452 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
453 // update entity->render.scale because the renderer needs it
454 ent->scale = scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
457 // NOTE: this directly extracts vector components from the matrix, which relies on the matrix orientation!
458 #ifdef MATRIX4x4_OPENGLORIENTATION
459 if (ent->matrix.m[0][2] != 0 || ent->matrix.m[1][2] != 0)
461 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
465 VectorMA(org, scale, model->rotatedmins, ent->mins);
466 VectorMA(org, scale, model->rotatedmaxs, ent->maxs);
468 #ifdef MATRIX4x4_OPENGLORIENTATION
469 else if (ent->matrix.m[1][0] != 0 || ent->matrix.m[0][1] != 0)
471 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
475 VectorMA(org, scale, model->yawmins, ent->mins);
476 VectorMA(org, scale, model->yawmaxs, ent->maxs);
480 VectorMA(org, scale, model->normalmins, ent->mins);
481 VectorMA(org, scale, model->normalmaxs, ent->maxs);
486 ent->mins[0] = org[0] - 16;
487 ent->mins[1] = org[1] - 16;
488 ent->mins[2] = org[2] - 16;
489 ent->maxs[0] = org[0] + 16;
490 ent->maxs[1] = org[1] + 16;
491 ent->maxs[2] = org[2] + 16;
499 Determines the fraction between the last two messages that the objects
503 static float CL_LerpPoint(void)
507 if (cl_nettimesyncmode.integer == 3)
508 cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
510 // LordHavoc: lerp in listen games as the server is being capped below the client (usually)
511 if (cl.mtime[0] <= cl.mtime[1])
513 cl.time = cl.mtime[0];
517 f = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]);
518 return bound(0, f, 1);
521 void CL_ClearTempEntities (void)
523 cl.num_temp_entities = 0;
526 entity_t *CL_NewTempEntity(void)
530 if (r_refdef.numentities >= r_refdef.maxentities)
532 if (cl.num_temp_entities >= cl.max_temp_entities)
534 ent = &cl.temp_entities[cl.num_temp_entities++];
535 memset (ent, 0, sizeof(*ent));
536 r_refdef.entities[r_refdef.numentities++] = &ent->render;
538 ent->render.colormap = -1; // no special coloring
539 ent->render.alpha = 1;
540 VectorSet(ent->render.colormod, 1, 1, 1);
544 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
548 if (!modelindex) // sanity check
552 Con_Printf("CL_Effect: framerate %f is < 1\n", framerate);
557 Con_Printf("CL_Effect: framecount %i is < 1\n", framecount);
560 for (i = 0, e = cl.effects;i < cl.max_effects;i++, e++)
565 VectorCopy(org, e->origin);
566 e->modelindex = modelindex;
567 e->starttime = cl.time;
568 e->startframe = startframe;
569 e->endframe = startframe + framecount;
570 e->framerate = framerate;
573 e->frame1time = cl.time;
574 e->frame2time = cl.time;
575 cl.num_effects = max(cl.num_effects, i + 1);
580 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)
586 // first look for an exact key match
590 for (i = 0;i < cl.num_dlights;i++, dl++)
596 // then look for anything else
598 for (i = 0;i < cl.num_dlights;i++, dl++)
601 // if we hit the end of the active dlights and found no gaps, add a new one
604 cl.num_dlights = i + 1;
608 // unable to find one
612 //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
613 memset (dl, 0, sizeof(*dl));
614 Matrix4x4_Normalize(&dl->matrix, matrix);
616 Matrix4x4_OriginFromMatrix(&dl->matrix, dl->origin);
617 CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
618 Matrix4x4_SetOrigin(&dl->matrix, dl->origin[0], dl->origin[1], dl->origin[2]);
621 dl->color[1] = green;
623 dl->initialradius = radius;
624 dl->initialcolor[0] = red;
625 dl->initialcolor[1] = green;
626 dl->initialcolor[2] = blue;
627 dl->decay = decay / radius; // changed decay to be a percentage decrease
628 dl->intensity = 1; // this is what gets decayed
630 dl->die = cl.time + lifetime;
634 dpsnprintf(dl->cubemapname, sizeof(dl->cubemapname), "cubemaps/%i", cubemapnum);
636 dl->cubemapname[0] = 0;
638 dl->shadow = shadowenable;
641 dl->coronasizescale = coronasizescale;
642 dl->ambientscale = ambientscale;
643 dl->diffusescale = diffusescale;
644 dl->specularscale = specularscale;
647 void CL_DecayLightFlashes(void)
653 time = bound(0, cl.time - cl.oldtime, 0.1);
654 oldmax = cl.num_dlights;
656 for (i = 0, dl = cl.dlights;i < oldmax;i++, dl++)
660 dl->intensity -= time * dl->decay;
661 if (cl.time < dl->die && dl->intensity > 0)
663 if (cl_dlights_decayradius.integer)
664 dl->radius = dl->initialradius * dl->intensity;
666 dl->radius = dl->initialradius;
667 if (cl_dlights_decaybrightness.integer)
668 VectorScale(dl->initialcolor, dl->intensity, dl->color);
670 VectorCopy(dl->initialcolor, dl->color);
671 cl.num_dlights = i + 1;
679 // called before entity relinking
680 void CL_RelinkLightFlashes(void)
685 matrix4x4_t tempmatrix;
687 if (r_dynamic.integer)
689 for (i = 0, dl = cl.dlights;i < cl.num_dlights && r_refdef.numlights < MAX_DLIGHTS;i++, dl++)
693 tempmatrix = dl->matrix;
694 Matrix4x4_Scale(&tempmatrix, dl->radius, 1);
695 R_RTLight_Update(&r_refdef.lights[r_refdef.numlights++], false, &tempmatrix, dl->color, dl->style, dl->cubemapname, dl->shadow, dl->corona, dl->coronasizescale, dl->ambientscale, dl->diffusescale, dl->specularscale, dl->flags);
701 // 'm' is normal light, 'a' is no light, 'z' is double bright
705 for (j = 0;j < cl.max_lightstyle;j++)
707 if (!cl.lightstyle || !cl.lightstyle[j].length)
709 r_refdef.lightstylevalue[j] = 256;
712 k = i % cl.lightstyle[j].length;
713 l = (i-1) % cl.lightstyle[j].length;
714 k = cl.lightstyle[j].map[k] - 'a';
715 l = cl.lightstyle[j].map[l] - 'a';
716 r_refdef.lightstylevalue[j] = (unsigned short)(((k*frac)+(l*(1-frac)))*22);
720 void CL_AddQWCTFFlagModel(entity_t *player, int skin)
724 matrix4x4_t flagmatrix;
726 // this code taken from QuakeWorld
728 if (player->render.frame2 >= 29 && player->render.frame2 <= 40)
730 if (player->render.frame2 >= 29 && player->render.frame2 <= 34)
732 if (player->render.frame2 == 29) f = f + 2;
733 else if (player->render.frame2 == 30) f = f + 8;
734 else if (player->render.frame2 == 31) f = f + 12;
735 else if (player->render.frame2 == 32) f = f + 11;
736 else if (player->render.frame2 == 33) f = f + 10;
737 else if (player->render.frame2 == 34) f = f + 4;
739 else if (player->render.frame2 >= 35 && player->render.frame2 <= 40)
741 if (player->render.frame2 == 35) f = f + 2;
742 else if (player->render.frame2 == 36) f = f + 10;
743 else if (player->render.frame2 == 37) f = f + 10;
744 else if (player->render.frame2 == 38) f = f + 8;
745 else if (player->render.frame2 == 39) f = f + 4;
746 else if (player->render.frame2 == 40) f = f + 2;
749 else if (player->render.frame2 >= 103 && player->render.frame2 <= 118)
751 if (player->render.frame2 >= 103 && player->render.frame2 <= 104) f = f + 6; //nailattack
752 else if (player->render.frame2 >= 105 && player->render.frame2 <= 106) f = f + 6; //light
753 else if (player->render.frame2 >= 107 && player->render.frame2 <= 112) f = f + 7; //rocketattack
754 else if (player->render.frame2 >= 112 && player->render.frame2 <= 118) f = f + 7; //shotattack
756 // end of code taken from QuakeWorld
758 flag = CL_NewTempEntity();
762 flag->render.model = cl.model_precache[cl.qw_modelindex_flag];
763 flag->render.skinnum = skin;
764 flag->render.colormap = -1; // no special coloring
765 flag->render.alpha = 1;
766 VectorSet(flag->render.colormod, 1, 1, 1);
767 // attach the flag to the player matrix
768 Matrix4x4_CreateFromQuakeEntity(&flagmatrix, -f, -22, 0, 0, 0, -45, 1);
769 Matrix4x4_Concat(&flag->render.matrix, &player->render.matrix, &flagmatrix);
770 CL_UpdateRenderEntity(&flag->render);
773 matrix4x4_t viewmodelmatrix;
775 static const vec3_t muzzleflashorigin = {18, 0, 0};
777 extern void V_DriftPitch(void);
778 extern void V_FadeViewFlashs(void);
779 extern void V_CalcViewBlend(void);
780 extern void V_CalcRefdef(void);
782 // note this is a recursive function, recursionlimit should be 32 or so on the initial call
783 void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolate)
785 const matrix4x4_t *matrix;
786 matrix4x4_t blendmatrix, tempmatrix, matrix2;
788 float origin[3], angles[3], delta[3], lerp, d;
791 //entity_persistent_t *p = &e->persistent;
792 //entity_render_t *r = &e->render;
793 // skip inactive entities and world
794 if (!e->state_current.active || e == cl.entities)
796 if (recursionlimit < 1)
798 e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
799 e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
800 e->render.flags = e->state_current.flags;
801 e->render.effects = e->state_current.effects;
802 VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
803 if (e->state_current.flags & RENDER_COLORMAPPED)
806 unsigned char *cbcolor;
807 e->render.colormap = e->state_current.colormap;
808 cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12;
809 cbcolor = (unsigned char *) (&palette_complete[cb]);
810 e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f);
811 e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f);
812 e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f);
813 cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
814 cbcolor = (unsigned char *) (&palette_complete[cb]);
815 e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f);
816 e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f);
817 e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f);
819 else if (e->state_current.colormap && cl.scores != NULL)
822 unsigned char *cbcolor;
823 e->render.colormap = cl.scores[e->state_current.colormap - 1].colors; // color it
824 cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12;
825 cbcolor = (unsigned char *) (&palette_complete[cb]);
826 e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f);
827 e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f);
828 e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f);
829 cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
830 cbcolor = (unsigned char *) (&palette_complete[cb]);
831 e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f);
832 e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f);
833 e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f);
837 e->render.colormap = -1; // no special coloring
838 VectorClear(e->render.colormap_pantscolor);
839 VectorClear(e->render.colormap_shirtcolor);
841 e->render.skinnum = e->state_current.skin;
842 if (e->state_current.tagentity)
844 // attached entity (gun held in player model's hand, etc)
845 // if the tag entity is currently impossible, skip it
846 if (e->state_current.tagentity >= cl.num_entities)
848 t = cl.entities + e->state_current.tagentity;
849 // if the tag entity is inactive, skip it
850 if (!t->state_current.active)
852 // update the parent first
853 CL_UpdateNetworkEntity(t, recursionlimit - 1, interpolate);
854 // make relative to the entity
855 matrix = &t->render.matrix;
856 // some properties of the tag entity carry over
857 e->render.flags |= t->render.flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
858 // if a valid tagindex is used, make it relative to that tag instead
859 // FIXME: use a model function to get tag info (need to handle skeletal)
860 if (e->state_current.tagentity && e->state_current.tagindex >= 1 && (model = t->render.model))
862 // blend the matrices
863 memset(&blendmatrix, 0, sizeof(blendmatrix));
864 for (j = 0;j < 4 && t->render.frameblend[j].lerp > 0;j++)
866 matrix4x4_t tagmatrix;
867 Mod_Alias_GetTagMatrix(model, t->render.frameblend[j].frame, e->state_current.tagindex - 1, &tagmatrix);
868 d = t->render.frameblend[j].lerp;
869 for (l = 0;l < 4;l++)
870 for (k = 0;k < 4;k++)
871 blendmatrix.m[l][k] += d * tagmatrix.m[l][k];
873 // concat the tag matrices onto the entity matrix
874 Matrix4x4_Concat(&tempmatrix, &t->render.matrix, &blendmatrix);
875 // use the constructed tag matrix
876 matrix = &tempmatrix;
879 else if (e->render.flags & RENDER_VIEWMODEL)
881 // view-relative entity (guns and such)
882 matrix = &viewmodelmatrix;
886 // world-relative entity (the normal kind)
887 matrix = &identitymatrix;
891 // if it's the predicted player entity, update according to client movement
892 // but don't lerp if going through a teleporter as it causes a bad lerp
893 // also don't use the predicted location if fixangle was set on both of
894 // the most recent server messages, as that cause means you are spectating
895 // someone or watching a cutscene of some sort
896 if (e == cl.entities + cl.playerentity && cl.movement_predicted && (!cl.fixangle[1] || !cl.fixangle[0]))
898 lerp = (cl.time - cl.movement_time[2]) / (cl.movement_time[0] - cl.movement_time[1]);
899 lerp = bound(0, lerp, 1);
900 if (!interpolate || cl_nolerp.integer || cl.fixangle[0])
902 VectorLerp(cl.movement_oldorigin, lerp, cl.movement_origin, origin);
903 VectorSet(angles, 0, cl.viewangles[1], 0);
905 else if (interpolate && e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1)
907 // interpolate the origin and angles
909 VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
910 VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
911 if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
912 if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
913 if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
914 VectorMA(e->persistent.oldangles, lerp, delta, angles);
919 VectorCopy(e->persistent.neworigin, origin);
920 VectorCopy(e->persistent.newangles, angles);
923 // model setup and some modelflags
924 if(e->state_current.modelindex < MAX_MODELS)
925 e->render.model = cl.model_precache[e->state_current.modelindex];
928 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
929 if (e->render.model->type == mod_alias)
930 angles[0] = -angles[0];
931 if ((e->render.model->flags & EF_ROTATE) && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
933 angles[1] = ANGLEMOD(100*cl.time);
934 if (cl_itembobheight.value)
935 origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
937 // transfer certain model flags to effects
938 e->render.effects |= e->render.model->flags2 & (EF_FULLBRIGHT | EF_ADDITIVE);
939 if ((e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
940 VectorScale(e->render.colormod, 2, e->render.colormod);
942 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
943 else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
944 angles[0] = -angles[0];
947 if (e->render.frame2 == e->state_current.frame)
949 // update frame lerp fraction
950 e->render.framelerp = 1;
951 if (e->render.frame2time > e->render.frame1time)
953 // make sure frame lerp won't last longer than 100ms
954 // (this mainly helps with models that use framegroups and
955 // switch between them infrequently)
956 e->render.framelerp = (cl.time - e->render.frame2time) / min(e->render.frame2time - e->render.frame1time, 0.1);
957 e->render.framelerp = bound(0, e->render.framelerp, 1);
962 // begin a new frame lerp
963 e->render.frame1 = e->render.frame2;
964 e->render.frame1time = e->render.frame2time;
965 e->render.frame = e->render.frame2 = e->state_current.frame;
966 e->render.frame2time = cl.time;
967 e->render.framelerp = 0;
970 // set up the render matrix
973 // attached entity, this requires a matrix multiply (concat)
974 // FIXME: e->render.scale should go away
975 Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
976 // concat the matrices to make the entity relative to its tag
977 Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
978 // get the origin from the new matrix
979 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
983 // unattached entities are faster to process
984 Matrix4x4_CreateFromQuakeEntity(&e->render.matrix, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
987 // make the other useful stuff
988 CL_UpdateRenderEntity(&e->render);
990 // tenebrae's sprites are all additive mode (weird)
991 if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
992 e->render.effects |= EF_ADDITIVE;
993 // player model is only shown with chase_active on
994 if (e->state_current.number == cl.viewentity)
995 e->render.flags |= RENDER_EXTERIORMODEL;
996 // either fullbright or lit
997 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
998 e->render.flags |= RENDER_LIGHT;
999 // hide player shadow during intermission or nehahra movie
1000 if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST))
1001 && (e->render.alpha >= 1)
1002 && !(e->render.flags & RENDER_VIEWMODEL)
1003 && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
1004 e->render.flags |= RENDER_SHADOW;
1007 // creates light and trails from an entity
1008 void CL_UpdateNetworkEntityTrail(entity_t *e)
1010 effectnameindex_t trailtype;
1013 // bmodels are treated specially since their origin is usually '0 0 0' and
1014 // their actual geometry is far from '0 0 0'
1015 if (e->render.model && e->render.model->soundfromcenter)
1018 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1019 Matrix4x4_Transform(&e->render.matrix, o, origin);
1022 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1024 // handle particle trails and such effects now that we know where this
1025 // entity is in the world...
1026 trailtype = EFFECT_NONE;
1027 // LordHavoc: if the entity has no effects, don't check each
1028 if (e->render.effects & (EF_BRIGHTFIELD | EF_FLAME | EF_STARDUST | EF_FLAG1QW | EF_FLAG2QW))
1030 if (e->render.effects & EF_BRIGHTFIELD)
1032 if (gamemode == GAME_NEXUIZ)
1033 trailtype = EFFECT_TR_NEXUIZPLASMA;
1035 CL_EntityParticles(e);
1037 if (e->render.effects & EF_FLAME)
1038 CL_ParticleTrail(EFFECT_EF_FLAME, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true);
1039 if (e->render.effects & EF_STARDUST)
1040 CL_ParticleTrail(EFFECT_EF_STARDUST, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true);
1041 if (e->render.effects & (EF_FLAG1QW | EF_FLAG2QW))
1043 // these are only set on player entities
1044 CL_AddQWCTFFlagModel(e, (e->render.effects & EF_FLAG2QW) != 0);
1047 // muzzleflash fades over time
1048 if (e->persistent.muzzleflash > 0)
1049 e->persistent.muzzleflash -= bound(0, cl.time - cl.oldtime, 0.1) * 20;
1050 // LordHavoc: if the model has no flags, don't check each
1051 if (e->render.model && e->render.model->flags && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
1053 if (e->render.model->flags & EF_GIB)
1054 trailtype = EFFECT_TR_BLOOD;
1055 else if (e->render.model->flags & EF_ZOMGIB)
1056 trailtype = EFFECT_TR_SLIGHTBLOOD;
1057 else if (e->render.model->flags & EF_TRACER)
1058 trailtype = EFFECT_TR_WIZSPIKE;
1059 else if (e->render.model->flags & EF_TRACER2)
1060 trailtype = EFFECT_TR_KNIGHTSPIKE;
1061 else if (e->render.model->flags & EF_ROCKET)
1062 trailtype = EFFECT_TR_ROCKET;
1063 else if (e->render.model->flags & EF_GRENADE)
1065 // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1066 trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1068 else if (e->render.model->flags & EF_TRACER3)
1069 trailtype = EFFECT_TR_VORESPIKE;
1072 if (e->render.flags & RENDER_GLOWTRAIL)
1073 trailtype = EFFECT_TR_GLOWTRAIL;
1078 VectorSubtract(e->state_current.origin, e->state_previous.origin, vel);
1079 len = e->state_current.time - e->state_previous.time;
1082 VectorScale(vel, len, vel);
1083 CL_ParticleTrail(trailtype, 1, e->persistent.trail_origin, origin, vel, vel, e, e->state_current.glowcolor, false, true);
1085 VectorCopy(origin, e->persistent.trail_origin);
1091 CL_UpdateViewEntities
1094 void CL_UpdateViewEntities(void)
1097 // update any RENDER_VIEWMODEL entities to use the new view matrix
1098 for (i = 1;i < cl.num_entities;i++)
1100 if (cl.entities_active[i])
1102 entity_t *ent = cl.entities + i;
1103 if ((ent->render.flags & RENDER_VIEWMODEL) || ent->state_current.tagentity)
1104 CL_UpdateNetworkEntity(ent, 32, true);
1107 // and of course the engine viewmodel needs updating as well
1108 CL_UpdateNetworkEntity(&cl.viewent, 32, true);
1113 CL_UpdateNetworkCollisionEntities
1116 void CL_UpdateNetworkCollisionEntities(void)
1121 // start on the entity after the world
1122 cl.num_brushmodel_entities = 0;
1123 for (i = 1;i < cl.num_entities;i++)
1125 if (cl.entities_active[i])
1127 ent = cl.entities + i;
1128 if (ent->state_current.active && ent->render.model && ent->render.model->name[0] == '*' && ent->render.model->TraceBox)
1130 // do not interpolate the bmodels for this
1131 CL_UpdateNetworkEntity(ent, 32, false);
1132 cl.brushmodel_entities[cl.num_brushmodel_entities++] = ent->state_current.number;
1140 CL_UpdateNetworkEntities
1143 void CL_UpdateNetworkEntities(void)
1148 // start on the entity after the world
1149 for (i = 1;i < cl.num_entities;i++)
1151 if (cl.entities_active[i])
1153 ent = cl.entities + i;
1154 if (ent->state_current.active)
1156 CL_UpdateNetworkEntity(ent, 32, true);
1157 // view models should never create light/trails
1158 if (!(ent->render.flags & RENDER_VIEWMODEL))
1159 CL_UpdateNetworkEntityTrail(ent);
1162 cl.entities_active[i] = false;
1167 void CL_UpdateViewModel(void)
1171 ent->state_previous = ent->state_current;
1172 ent->state_current = defaultstate;
1173 ent->state_current.time = cl.time;
1174 ent->state_current.number = -1;
1175 ent->state_current.active = true;
1176 ent->state_current.modelindex = cl.stats[STAT_WEAPON];
1177 ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
1178 ent->state_current.flags = RENDER_VIEWMODEL;
1179 if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
1180 ent->state_current.modelindex = 0;
1181 else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
1183 if (gamemode == GAME_TRANSFUSION)
1184 ent->state_current.alpha = 128;
1186 ent->state_current.modelindex = 0;
1188 ent->state_current.alpha = cl.entities[cl.viewentity].state_current.alpha;
1189 ent->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_REFLECTIVE | EF_FULLBRIGHT | EF_NODEPTHTEST));
1191 // reset animation interpolation on weaponmodel if model changed
1192 if (ent->state_previous.modelindex != ent->state_current.modelindex)
1194 ent->render.frame = ent->render.frame1 = ent->render.frame2 = ent->state_current.frame;
1195 ent->render.frame1time = ent->render.frame2time = cl.time;
1196 ent->render.framelerp = 1;
1198 CL_UpdateNetworkEntity(ent, 32, true);
1201 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
1202 void CL_LinkNetworkEntity(entity_t *e)
1204 effectnameindex_t trailtype;
1209 // skip inactive entities and world
1210 if (!e->state_current.active || e == cl.entities)
1212 if (e->render.flags & RENDER_VIEWMODEL && !e->state_current.tagentity)
1214 if (!r_drawviewmodel.integer || chase_active.integer || r_refdef.envmap)
1219 // if the tag entity is currently impossible, skip it
1220 if (e->state_current.tagentity >= cl.num_entities)
1222 // if the tag entity is inactive, skip it
1223 if (!cl.entities[e->state_current.tagentity].state_current.active)
1227 // create entity dlights associated with this entity
1228 if (e->render.model && e->render.model->soundfromcenter)
1230 // bmodels are treated specially since their origin is usually '0 0 0'
1232 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1233 Matrix4x4_Transform(&e->render.matrix, o, origin);
1236 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1237 trailtype = EFFECT_NONE;
1242 // LordHavoc: if the entity has no effects, don't check each
1243 if (e->render.effects & (EF_BRIGHTFIELD | EF_DIMLIGHT | EF_BRIGHTLIGHT | EF_RED | EF_BLUE | EF_FLAME | EF_STARDUST))
1245 if (e->render.effects & EF_BRIGHTFIELD)
1247 if (gamemode == GAME_NEXUIZ)
1248 trailtype = EFFECT_TR_NEXUIZPLASMA;
1250 if (e->render.effects & EF_DIMLIGHT)
1252 dlightradius = max(dlightradius, 200);
1253 dlightcolor[0] += 1.50f;
1254 dlightcolor[1] += 1.50f;
1255 dlightcolor[2] += 1.50f;
1257 if (e->render.effects & EF_BRIGHTLIGHT)
1259 dlightradius = max(dlightradius, 400);
1260 dlightcolor[0] += 3.00f;
1261 dlightcolor[1] += 3.00f;
1262 dlightcolor[2] += 3.00f;
1264 // LordHavoc: more effects
1265 if (e->render.effects & EF_RED) // red
1267 dlightradius = max(dlightradius, 200);
1268 dlightcolor[0] += 1.50f;
1269 dlightcolor[1] += 0.15f;
1270 dlightcolor[2] += 0.15f;
1272 if (e->render.effects & EF_BLUE) // blue
1274 dlightradius = max(dlightradius, 200);
1275 dlightcolor[0] += 0.15f;
1276 dlightcolor[1] += 0.15f;
1277 dlightcolor[2] += 1.50f;
1279 if (e->render.effects & EF_FLAME)
1280 CL_ParticleTrail(EFFECT_EF_FLAME, 0, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false);
1281 if (e->render.effects & EF_STARDUST)
1282 CL_ParticleTrail(EFFECT_EF_STARDUST, 0, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false);
1284 // muzzleflash fades over time, and is offset a bit
1285 if (e->persistent.muzzleflash > 0 && r_refdef.numlights < MAX_DLIGHTS)
1290 matrix4x4_t tempmatrix;
1291 Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
1292 trace = CL_Move(origin, vec3_origin, vec3_origin, v2, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, true, false, NULL, false);
1293 Matrix4x4_Normalize(&tempmatrix, &e->render.matrix);
1294 Matrix4x4_SetOrigin(&tempmatrix, trace.endpos[0], trace.endpos[1], trace.endpos[2]);
1295 Matrix4x4_Scale(&tempmatrix, 150, 1);
1296 VectorSet(color, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f);
1297 R_RTLight_Update(&r_refdef.lights[r_refdef.numlights++], false, &tempmatrix, color, -1, NULL, true, 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1299 // LordHavoc: if the model has no flags, don't check each
1300 if (e->render.model && e->render.model->flags && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
1302 if (e->render.model->flags & EF_GIB)
1303 trailtype = EFFECT_TR_BLOOD;
1304 else if (e->render.model->flags & EF_ZOMGIB)
1305 trailtype = EFFECT_TR_SLIGHTBLOOD;
1306 else if (e->render.model->flags & EF_TRACER)
1307 trailtype = EFFECT_TR_WIZSPIKE;
1308 else if (e->render.model->flags & EF_TRACER2)
1309 trailtype = EFFECT_TR_KNIGHTSPIKE;
1310 else if (e->render.model->flags & EF_ROCKET)
1311 trailtype = EFFECT_TR_ROCKET;
1312 else if (e->render.model->flags & EF_GRENADE)
1314 // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1315 trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1317 else if (e->render.model->flags & EF_TRACER3)
1318 trailtype = EFFECT_TR_VORESPIKE;
1320 // LordHavoc: customizable glow
1321 if (e->state_current.glowsize)
1323 // * 4 for the expansion from 0-255 to 0-1023 range,
1324 // / 255 to scale down byte colors
1325 dlightradius = max(dlightradius, e->state_current.glowsize * 4);
1326 VectorMA(dlightcolor, (1.0f / 255.0f), (unsigned char *)&palette_complete[e->state_current.glowcolor], dlightcolor);
1328 // make the glow dlight
1329 if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL) && r_refdef.numlights < MAX_DLIGHTS)
1331 matrix4x4_t dlightmatrix;
1332 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1333 // hack to make glowing player light shine on their gun
1334 //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
1335 // Matrix4x4_AdjustOrigin(&dlightmatrix, 0, 0, 30);
1336 Matrix4x4_Scale(&dlightmatrix, dlightradius, 1);
1337 R_RTLight_Update(&r_refdef.lights[r_refdef.numlights++], false, &dlightmatrix, dlightcolor, -1, NULL, true, 1, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1340 if ((e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) && r_refdef.numlights < MAX_DLIGHTS)
1342 matrix4x4_t dlightmatrix;
1344 VectorScale(e->state_current.light, (1.0f / 256.0f), light);
1345 light[3] = e->state_current.light[3];
1346 if (light[0] == 0 && light[1] == 0 && light[2] == 0)
1347 VectorSet(light, 1, 1, 1);
1350 // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
1351 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1352 Matrix4x4_Scale(&dlightmatrix, light[3], 1);
1353 R_RTLight_Update(&r_refdef.lights[r_refdef.numlights++], false, &dlightmatrix, light, e->state_current.lightstyle, e->state_current.skin > 0 ? va("cubemaps/%i", e->state_current.skin) : NULL, !(e->state_current.lightpflags & PFLAGS_NOSHADOW), (e->state_current.lightpflags & PFLAGS_CORONA) != 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1356 if (e->render.flags & RENDER_GLOWTRAIL)
1357 trailtype = EFFECT_TR_GLOWTRAIL;
1359 CL_ParticleTrail(trailtype, 0, origin, origin, vec3_origin, vec3_origin, NULL, e->state_current.glowcolor, true, false);
1361 // don't show entities with no modelindex (note: this still shows
1362 // entities which have a modelindex that resolved to a NULL model)
1363 if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.numentities < r_refdef.maxentities)
1364 r_refdef.entities[r_refdef.numentities++] = &e->render;
1365 //if (cl.viewentity && e->state_current.number == cl.viewentity)
1366 // Matrix4x4_Print(&e->render.matrix);
1369 void CL_RelinkWorld(void)
1371 entity_t *ent = &cl.entities[0];
1372 cl.brushmodel_entities[cl.num_brushmodel_entities++] = 0;
1373 // FIXME: this should be done at load
1374 ent->render.matrix = identitymatrix;
1375 CL_UpdateRenderEntity(&ent->render);
1376 ent->render.flags = RENDER_SHADOW;
1377 if (!r_fullbright.integer)
1378 ent->render.flags |= RENDER_LIGHT;
1379 VectorSet(ent->render.colormod, 1, 1, 1);
1380 r_refdef.worldentity = &ent->render;
1381 r_refdef.worldmodel = cl.worldmodel;
1384 static void CL_RelinkStaticEntities(void)
1388 for (i = 0, e = cl.static_entities;i < cl.num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++, e++)
1390 e->render.flags = 0;
1391 // if the model was not loaded when the static entity was created we
1392 // need to re-fetch the model pointer
1393 e->render.model = cl.model_precache[e->state_baseline.modelindex];
1394 CL_UpdateRenderEntity(&e->render);
1395 // either fullbright or lit
1396 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1397 e->render.flags |= RENDER_LIGHT;
1398 // hide player shadow during intermission or nehahra movie
1399 if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST)) && (e->render.alpha >= 1))
1400 e->render.flags |= RENDER_SHADOW;
1401 VectorSet(e->render.colormod, 1, 1, 1);
1402 R_LerpAnimation(&e->render);
1403 r_refdef.entities[r_refdef.numentities++] = &e->render;
1412 static void CL_RelinkNetworkEntities(void)
1417 // start on the entity after the world
1418 for (i = 1;i < cl.num_entities;i++)
1420 if (cl.entities_active[i])
1422 ent = cl.entities + i;
1423 if (ent->state_current.active)
1424 CL_LinkNetworkEntity(ent);
1426 cl.entities_active[i] = false;
1431 static void CL_RelinkEffects(void)
1438 for (i = 0, e = cl.effects;i < cl.num_effects;i++, e++)
1442 frame = (cl.time - e->starttime) * e->framerate + e->startframe;
1443 intframe = (int)frame;
1444 if (intframe < 0 || intframe >= e->endframe)
1446 memset(e, 0, sizeof(*e));
1447 while (cl.num_effects > 0 && !cl.effects[cl.num_effects - 1].active)
1452 if (intframe != e->frame)
1454 e->frame = intframe;
1455 e->frame1time = e->frame2time;
1456 e->frame2time = cl.time;
1459 // if we're drawing effects, get a new temp entity
1460 // (NewTempEntity adds it to the render entities list for us)
1461 if (r_draweffects.integer && (ent = CL_NewTempEntity()))
1463 // interpolation stuff
1464 ent->render.frame1 = intframe;
1465 ent->render.frame2 = intframe + 1;
1466 if (ent->render.frame2 >= e->endframe)
1467 ent->render.frame2 = -1; // disappear
1468 ent->render.framelerp = frame - intframe;
1469 ent->render.frame1time = e->frame1time;
1470 ent->render.frame2time = e->frame2time;
1473 if(e->modelindex < MAX_MODELS)
1474 ent->render.model = cl.model_precache[e->modelindex];
1476 ent->render.model = cl.csqc_model_precache[-(e->modelindex+1)];
1477 ent->render.frame = ent->render.frame2;
1478 ent->render.colormap = -1; // no special coloring
1479 ent->render.alpha = 1;
1480 VectorSet(ent->render.colormod, 1, 1, 1);
1482 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
1483 CL_UpdateRenderEntity(&ent->render);
1489 void CL_Beam_CalculatePositions(const beam_t *b, vec3_t start, vec3_t end)
1491 VectorCopy(b->start, start);
1492 VectorCopy(b->end, end);
1494 // if coming from the player, update the start position
1495 if (b->entity == cl.viewentity)
1497 if (cl_beams_quakepositionhack.integer && !chase_active.integer)
1499 // LordHavoc: this is a stupid hack from Quake that makes your
1500 // lightning appear to come from your waist and cover less of your
1502 // in Quake this hack was applied to all players (causing the
1503 // infamous crotch-lightning), but in darkplaces and QuakeWorld it
1504 // only applies to your own lightning, and only in first person
1505 Matrix4x4_OriginFromMatrix(&cl.entities[cl.viewentity].render.matrix, start);
1507 if (cl_beams_instantaimhack.integer)
1509 vec3_t dir, localend;
1511 // LordHavoc: this updates the beam direction to match your
1513 VectorSubtract(end, start, dir);
1514 len = VectorLength(dir);
1515 VectorNormalize(dir);
1516 VectorSet(localend, len, 0, 0);
1517 Matrix4x4_Transform(&r_view.matrix, localend, end);
1522 void CL_RelinkBeams(void)
1526 vec3_t dist, org, start, end;
1531 matrix4x4_t tempmatrix;
1533 for (i = 0, b = cl.beams;i < cl.num_beams;i++, b++)
1537 if (b->endtime < cl.time)
1543 CL_Beam_CalculatePositions(b, start, end);
1547 if (cl_beams_lightatend.integer && r_refdef.numlights < MAX_DLIGHTS)
1549 // FIXME: create a matrix from the beam start/end orientation
1551 VectorSet(dlightcolor, 0.3, 0.7, 1);
1552 Matrix4x4_CreateFromQuakeEntity(&tempmatrix, end[0], end[1], end[2], 0, 0, 0, 200);
1553 R_RTLight_Update(&r_refdef.lights[r_refdef.numlights++], false, &tempmatrix, dlightcolor, -1, NULL, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1555 if (cl_beams_polygons.integer)
1559 // calculate pitch and yaw
1560 // (this is similar to the QuakeC builtin function vectoangles)
1561 VectorSubtract(end, start, dist);
1562 if (dist[1] == 0 && dist[0] == 0)
1572 yaw = (int) (atan2(dist[1], dist[0]) * 180 / M_PI);
1576 forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1577 pitch = (int) (atan2(dist[2], forward) * 180 / M_PI);
1582 // add new entities for the lightning
1583 VectorCopy (start, org);
1584 d = VectorNormalizeLength(dist);
1587 ent = CL_NewTempEntity ();
1590 //VectorCopy (org, ent->render.origin);
1591 ent->render.model = b->model;
1592 //ent->render.effects = EF_FULLBRIGHT;
1593 //ent->render.angles[0] = pitch;
1594 //ent->render.angles[1] = yaw;
1595 //ent->render.angles[2] = rand()%360;
1596 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1597 CL_UpdateRenderEntity(&ent->render);
1598 VectorMA(org, 30, dist, org);
1603 while (cl.num_beams > 0 && !cl.beams[cl.num_beams - 1].model)
1607 static void CL_RelinkQWNails(void)
1613 for (i = 0;i < cl.qw_num_nails;i++)
1617 // if we're drawing effects, get a new temp entity
1618 // (NewTempEntity adds it to the render entities list for us)
1619 if (!(ent = CL_NewTempEntity()))
1623 ent->render.model = cl.model_precache[cl.qw_modelindex_spike];
1624 ent->render.colormap = -1; // no special coloring
1625 ent->render.alpha = 1;
1626 VectorSet(ent->render.colormod, 1, 1, 1);
1628 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1);
1629 CL_UpdateRenderEntity(&ent->render);
1633 void CL_LerpPlayer(float frac)
1637 cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
1638 for (i = 0;i < 3;i++)
1640 cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
1641 cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
1642 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
1645 // interpolate the angles if playing a demo or spectating someone
1646 if (cls.demoplayback || cl.fixangle[0])
1648 for (i = 0;i < 3;i++)
1650 float d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
1655 cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
1660 void CSQC_RelinkAllEntities (int drawmask)
1664 CL_RelinkStaticEntities();
1669 if (drawmask & ENTMASK_ENGINE)
1671 CL_RelinkNetworkEntities();
1672 if (drawmask & ENTMASK_ENGINEVIEWMODELS)
1673 CL_LinkNetworkEntity(&cl.viewent); // link gun model
1677 // update view blend
1685 Read all incoming data from the server
1688 int CL_ReadFromServer(void)
1690 CL_ReadDemoMessage();
1693 r_refdef.time = cl.time;
1694 r_refdef.extraupdate = !r_speeds.integer;
1695 r_refdef.numentities = 0;
1696 r_refdef.numlights = 0;
1697 r_view.matrix = identitymatrix;
1699 cl.num_brushmodel_entities = 0;
1701 if (cls.state == ca_connected && cls.signon == SIGNONS)
1703 // prepare for a new frame
1704 CL_LerpPlayer(CL_LerpPoint());
1705 CL_DecayLightFlashes();
1706 CL_ClearTempEntities();
1710 if (cl.movement_predicted)
1712 // if prediction is enabled we have to update all the collidable
1713 // network entities before the prediction code can be run
1714 CL_UpdateNetworkCollisionEntities();
1717 // now update the player prediction
1718 CL_ClientMovement_Replay();
1720 // update the player entity (which may be predicted)
1721 CL_UpdateNetworkEntity(cl.entities + cl.viewentity, 32, true);
1723 // now update the view (which depends on that player entity)
1726 // now update all the network entities and create particle trails
1727 // (some entities may depend on the view)
1728 CL_UpdateNetworkEntities();
1730 // update the engine-based viewmodel
1731 CL_UpdateViewModel();
1733 CL_RelinkLightFlashes();
1734 CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS);
1740 // update the r_refdef time again because cl.time may have changed in
1742 r_refdef.time = cl.time;
1748 // LordHavoc: pausedemo command
1749 static void CL_PauseDemo_f (void)
1751 cls.demopaused = !cls.demopaused;
1753 Con_Print("Demo paused\n");
1755 Con_Print("Demo unpaused\n");
1759 ======================
1761 ======================
1763 static void CL_Fog_f (void)
1765 if (Cmd_Argc () == 1)
1767 Con_Printf("\"fog\" is \"%f %f %f %f\"\n", r_refdef.fog_density, r_refdef.fog_red, r_refdef.fog_green, r_refdef.fog_blue);
1770 r_refdef.fog_density = atof(Cmd_Argv(1));
1771 r_refdef.fog_red = atof(Cmd_Argv(2));
1772 r_refdef.fog_green = atof(Cmd_Argv(3));
1773 r_refdef.fog_blue = atof(Cmd_Argv(4));
1777 ====================
1780 For program optimization
1781 ====================
1783 static void CL_TimeRefresh_f (void)
1786 float timestart, timedelta, oldangles[3];
1788 r_refdef.extraupdate = false;
1789 VectorCopy(cl.viewangles, oldangles);
1790 VectorClear(cl.viewangles);
1792 timestart = Sys_DoubleTime();
1793 for (i = 0;i < 128;i++)
1795 Matrix4x4_CreateFromQuakeEntity(&r_view.matrix, r_view.origin[0], r_view.origin[1], r_view.origin[2], 0, i / 128.0 * 360.0, 0, 1);
1798 timedelta = Sys_DoubleTime() - timestart;
1800 VectorCopy(oldangles, cl.viewangles);
1801 Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
1804 void CL_AreaStats_f(void)
1806 World_PrintAreaStats(&cl.world, "client");
1809 cl_locnode_t *CL_Locs_FindNearest(const vec3_t point)
1814 vec3_t nearestpoint;
1815 vec_t dist, bestdist;
1818 for (loc = cl.locnodes;loc;loc = loc->next)
1820 for (i = 0;i < 3;i++)
1821 nearestpoint[i] = bound(loc->mins[i], point[i], loc->maxs[i]);
1822 dist = VectorDistance2(nearestpoint, point);
1823 if (bestdist > dist || !best)
1834 void CL_Locs_FindLocationName(char *buffer, size_t buffersize, vec3_t point)
1837 loc = CL_Locs_FindNearest(point);
1839 strlcpy(buffer, loc->name, buffersize);
1841 dpsnprintf(buffer, buffersize, "LOC=%.0f:%.0f:%.0f", point[0], point[1], point[2]);
1844 void CL_Locs_FreeNode(cl_locnode_t *node)
1846 cl_locnode_t **pointer, **next;
1847 for (pointer = &cl.locnodes;*pointer;pointer = next)
1849 next = &(*pointer)->next;
1850 if (*pointer == node)
1852 *pointer = node->next;
1856 Con_Printf("CL_Locs_FreeNode: no such node! (%p)\n", node);
1859 void CL_Locs_AddNode(vec3_t mins, vec3_t maxs, const char *namestart, const char *nameend)
1861 cl_locnode_t *node, **pointer;
1862 int namelen = (int)(nameend - namestart);
1863 node = Mem_Alloc(cls.levelmempool, sizeof(cl_locnode_t) + namelen + 1);
1864 VectorSet(node->mins, min(mins[0], maxs[0]), min(mins[1], maxs[1]), min(mins[2], maxs[2]));
1865 VectorSet(node->maxs, max(mins[0], maxs[0]), max(mins[1], maxs[1]), max(mins[2], maxs[2]));
1866 node->name = (char *)(node + 1);
1867 memcpy(node->name, namestart, namelen);
1868 node->name[namelen] = 0;
1869 // link it into the tail of the list to preserve the order
1870 for (pointer = &cl.locnodes;*pointer;pointer = &(*pointer)->next)
1875 void CL_Locs_Add_f(void)
1878 if (Cmd_Argc() != 5 && Cmd_Argc() != 8)
1880 Con_Printf("usage: %s x y z[ x y z] name\n", Cmd_Argv(0));
1883 mins[0] = atof(Cmd_Argv(1));
1884 mins[1] = atof(Cmd_Argv(2));
1885 mins[2] = atof(Cmd_Argv(3));
1886 if (Cmd_Argc() == 8)
1888 maxs[0] = atof(Cmd_Argv(4));
1889 maxs[1] = atof(Cmd_Argv(5));
1890 maxs[2] = atof(Cmd_Argv(6));
1891 CL_Locs_AddNode(mins, maxs, Cmd_Argv(7), Cmd_Argv(7) + strlen(Cmd_Argv(7)));
1894 CL_Locs_AddNode(mins, mins, Cmd_Argv(4), Cmd_Argv(4) + strlen(Cmd_Argv(4)));
1897 void CL_Locs_RemoveNearest_f(void)
1900 loc = CL_Locs_FindNearest(r_view.origin);
1902 CL_Locs_FreeNode(loc);
1904 Con_Printf("no loc point or box found for your location\n");
1907 void CL_Locs_Clear_f(void)
1910 CL_Locs_FreeNode(cl.locnodes);
1913 void CL_Locs_Save_f(void)
1917 char locfilename[MAX_QPATH];
1920 Con_Printf("No loc points/boxes exist!\n");
1923 if (cls.state != ca_connected || !cl.worldmodel)
1925 Con_Printf("No level loaded!\n");
1928 FS_StripExtension(cl.worldmodel->name, locfilename, sizeof(locfilename));
1929 strlcat(locfilename, ".loc", sizeof(locfilename));
1931 outfile = FS_Open(locfilename, "w", false, false);
1934 // if any boxes are used then this is a proquake-format loc file, which
1935 // allows comments, so add some relevant information at the start
1936 for (loc = cl.locnodes;loc;loc = loc->next)
1937 if (!VectorCompare(loc->mins, loc->maxs))
1941 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);
1942 for (loc = cl.locnodes;loc;loc = loc->next)
1943 if (VectorCompare(loc->mins, loc->maxs))
1946 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");
1948 for (loc = cl.locnodes;loc;loc = loc->next)
1950 if (VectorCompare(loc->mins, loc->maxs))
1951 FS_Printf(outfile, "%.0f %.0f %.0f %s\n", loc->mins[0]*8, loc->mins[1]*8, loc->mins[2]*8, loc->name);
1953 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);
1958 void CL_Locs_Reload_f(void)
1960 int i, linenumber, limit;
1961 char *filedata, *text, *textend, *linestart, *linetext, *lineend;
1962 fs_offset_t filesize;
1964 char locfilename[MAX_QPATH];
1966 if (cls.state != ca_connected || !cl.worldmodel)
1968 Con_Printf("No level loaded!\n");
1971 FS_StripExtension(cl.worldmodel->name, locfilename, sizeof(locfilename));
1972 strlcat(locfilename, ".loc", sizeof(locfilename));
1976 filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
1980 textend = filedata + filesize;
1981 for (linenumber = 1;text < textend;linenumber++)
1984 for (;text < textend && *text != '\r' && *text != '\n';text++)
1987 if (text + 1 < textend && *text == '\r' && text[1] == '\n')
1991 // trim trailing whitespace
1992 while (lineend > linestart && lineend[-1] <= ' ')
1994 // trim leading whitespace
1995 while (linestart < lineend && *linestart <= ' ')
1997 // check if this is a comment
1998 if (linestart + 2 <= lineend && !strncmp(linestart, "//", 2))
2000 linetext = linestart;
2002 for (i = 0;i < limit;i++)
2004 if (linetext >= lineend)
2006 // note: a missing number is interpreted as 0
2008 mins[i] = atof(linetext);
2010 maxs[i - 3] = atof(linetext);
2011 // now advance past the number
2012 while (linetext < lineend && *linetext > ' ' && *linetext != ',')
2014 // advance through whitespace
2015 if (linetext < lineend)
2017 if (*linetext <= ' ')
2019 else if (*linetext == ',')
2026 // if this is a quoted name, remove the quotes
2027 if (linetext < lineend && *linetext == '"')
2032 // valid line parsed
2033 if (i == 3 || i == 6)
2035 // if a point was parsed, it needs to be scaled down by 8 (since
2036 // point-based loc files were invented by a proxy which dealt
2037 // directly with quake protocol coordinates, which are *8), turn
2041 VectorScale(mins, (1.0 / 8.0), mins);
2042 VectorCopy(mins, maxs);
2044 // add the point or box to the list
2045 CL_Locs_AddNode(mins, maxs, linetext, lineend);
2055 void CL_Shutdown (void)
2057 CL_Particles_Shutdown();
2058 CL_Parse_Shutdown();
2060 Mem_FreePool (&cls.permanentmempool);
2061 Mem_FreePool (&cls.levelmempool);
2071 cls.levelmempool = Mem_AllocPool("client (per-level memory)", 0, NULL);
2072 cls.permanentmempool = Mem_AllocPool("client (long term memory)", 0, NULL);
2074 memset(&r_refdef, 0, sizeof(r_refdef));
2075 // max entities sent to renderer per frame
2076 r_refdef.maxentities = MAX_EDICTS + 256 + 512;
2077 r_refdef.entities = (entity_render_t **)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t *) * r_refdef.maxentities);
2082 // register our commands
2084 Cvar_RegisterVariable (&cl_upspeed);
2085 Cvar_RegisterVariable (&cl_forwardspeed);
2086 Cvar_RegisterVariable (&cl_backspeed);
2087 Cvar_RegisterVariable (&cl_sidespeed);
2088 Cvar_RegisterVariable (&cl_movespeedkey);
2089 Cvar_RegisterVariable (&cl_yawspeed);
2090 Cvar_RegisterVariable (&cl_pitchspeed);
2091 Cvar_RegisterVariable (&cl_anglespeedkey);
2092 Cvar_RegisterVariable (&cl_shownet);
2093 Cvar_RegisterVariable (&cl_nolerp);
2094 Cvar_RegisterVariable (&lookspring);
2095 Cvar_RegisterVariable (&lookstrafe);
2096 Cvar_RegisterVariable (&sensitivity);
2097 Cvar_RegisterVariable (&freelook);
2099 Cvar_RegisterVariable (&m_pitch);
2100 Cvar_RegisterVariable (&m_yaw);
2101 Cvar_RegisterVariable (&m_forward);
2102 Cvar_RegisterVariable (&m_side);
2104 Cvar_RegisterVariable (&cl_itembobspeed);
2105 Cvar_RegisterVariable (&cl_itembobheight);
2107 Cmd_AddCommand ("entities", CL_PrintEntities_f, "print information on network entities known to client");
2108 Cmd_AddCommand ("disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
2109 Cmd_AddCommand ("record", CL_Record_f, "record a demo");
2110 Cmd_AddCommand ("stop", CL_Stop_f, "stop recording or playing a demo");
2111 Cmd_AddCommand ("playdemo", CL_PlayDemo_f, "watch a demo file");
2112 Cmd_AddCommand ("timedemo", CL_TimeDemo_f, "play back a demo as fast as possible and save statistics to benchmark.log");
2114 #ifdef AUTODEMO_BROKEN
2115 Cvar_RegisterVariable (&cl_autodemo);
2116 Cvar_RegisterVariable (&cl_autodemo_nameformat);
2119 Cmd_AddCommand ("fog", CL_Fog_f, "set global fog parameters (density red green blue)");
2121 // LordHavoc: added pausedemo
2122 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)");
2124 Cmd_AddCommand ("cl_areastats", CL_AreaStats_f, "prints statistics on entity culling during collision traces");
2126 Cvar_RegisterVariable(&r_draweffects);
2127 Cvar_RegisterVariable(&cl_explosions_alpha_start);
2128 Cvar_RegisterVariable(&cl_explosions_alpha_end);
2129 Cvar_RegisterVariable(&cl_explosions_size_start);
2130 Cvar_RegisterVariable(&cl_explosions_size_end);
2131 Cvar_RegisterVariable(&cl_explosions_lifetime);
2132 Cvar_RegisterVariable(&cl_stainmaps);
2133 Cvar_RegisterVariable(&cl_stainmaps_clearonload);
2134 Cvar_RegisterVariable(&cl_beams_polygons);
2135 Cvar_RegisterVariable(&cl_beams_quakepositionhack);
2136 Cvar_RegisterVariable(&cl_beams_instantaimhack);
2137 Cvar_RegisterVariable(&cl_beams_lightatend);
2138 Cvar_RegisterVariable(&cl_noplayershadow);
2139 Cvar_RegisterVariable(&cl_dlights_decayradius);
2140 Cvar_RegisterVariable(&cl_dlights_decaybrightness);
2142 Cvar_RegisterVariable(&cl_prydoncursor);
2144 Cvar_RegisterVariable(&cl_deathnoviewmodel);
2146 // for QW connections
2147 Cvar_RegisterVariable(&qport);
2148 Cvar_SetValueQuick(&qport, (rand() * RAND_MAX + rand()) & 0xffff);
2150 Cmd_AddCommand("timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs");
2152 Cvar_RegisterVariable(&cl_locs_enable);
2153 Cvar_RegisterVariable(&cl_locs_show);
2154 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)");
2155 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)");
2156 Cmd_AddCommand("locs_clear", CL_Locs_Clear_f, "remove all loc points/boxes");
2157 Cmd_AddCommand("locs_reload", CL_Locs_Reload_f, "reload .loc file for this map");
2158 Cmd_AddCommand("locs_save", CL_Locs_Save_f, "save .loc file for this map containing currently defined points and boxes");
2161 CL_Particles_Init();