2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
20 // cl_main.c -- client main loop
23 #include "cl_collision.h"
32 // we need to declare some mouse variables here, because the menu system
33 // references them even when on a unix system.
35 cvar_t csqc_progname = {0, "csqc_progname","csprogs.dat","name of csprogs.dat file to load"};
36 cvar_t csqc_progcrc = {CVAR_READONLY, "csqc_progcrc","-1","CRC of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1"};
37 cvar_t csqc_progsize = {CVAR_READONLY, "csqc_progsize","-1","file size of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1"};
39 cvar_t cl_shownet = {0, "cl_shownet","0","1 = print packet size, 2 = print packet message list"};
40 cvar_t cl_nolerp = {0, "cl_nolerp", "0","network update smoothing"};
42 cvar_t cl_itembobheight = {0, "cl_itembobheight", "0","how much items bob up and down (try 8)"};
43 cvar_t cl_itembobspeed = {0, "cl_itembobspeed", "0.5","how frequently items bob up and down"};
45 cvar_t lookspring = {CVAR_SAVE, "lookspring","0","returns pitch to level with the floor when no longer holding a pitch key"};
46 cvar_t lookstrafe = {CVAR_SAVE, "lookstrafe","0","move instead of turning"};
47 cvar_t sensitivity = {CVAR_SAVE, "sensitivity","3","mouse speed multiplier"};
49 cvar_t m_pitch = {CVAR_SAVE, "m_pitch","0.022","mouse pitch speed multiplier"};
50 cvar_t m_yaw = {CVAR_SAVE, "m_yaw","0.022","mouse yaw speed multiplier"};
51 cvar_t m_forward = {CVAR_SAVE, "m_forward","1","mouse forward speed multiplier"};
52 cvar_t m_side = {CVAR_SAVE, "m_side","0.8","mouse side speed multiplier"};
54 cvar_t freelook = {CVAR_SAVE, "freelook", "1","mouse controls pitch instead of forward/back"};
56 cvar_t cl_autodemo = {CVAR_SAVE, "cl_autodemo", "0", "records every game played, using the date/time and map name to name the demo file" };
57 cvar_t cl_autodemo_nameformat = {CVAR_SAVE, "cl_autodemo_nameformat", "autodemos/%Y-%m-%d_%H-%M", "The format of the cl_autodemo filename, followed by the map name" };
59 cvar_t r_draweffects = {0, "r_draweffects", "1","renders temporary sprite effects"};
61 cvar_t cl_explosions_alpha_start = {CVAR_SAVE, "cl_explosions_alpha_start", "1.5","starting alpha of an explosion shell"};
62 cvar_t cl_explosions_alpha_end = {CVAR_SAVE, "cl_explosions_alpha_end", "0","end alpha of an explosion shell (just before it disappears)"};
63 cvar_t cl_explosions_size_start = {CVAR_SAVE, "cl_explosions_size_start", "16","starting size of an explosion shell"};
64 cvar_t cl_explosions_size_end = {CVAR_SAVE, "cl_explosions_size_end", "128","ending alpha of an explosion shell (just before it disappears)"};
65 cvar_t cl_explosions_lifetime = {CVAR_SAVE, "cl_explosions_lifetime", "0.5","how long an explosion shell lasts"};
67 cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "0","stains lightmaps, much faster than decals but blurred"};
68 cvar_t cl_stainmaps_clearonload = {CVAR_SAVE, "cl_stainmaps_clearonload", "1","clear stainmaps on map restart"};
70 cvar_t cl_beams_polygons = {CVAR_SAVE, "cl_beams_polygons", "1","use beam polygons instead of models"};
71 cvar_t cl_beams_quakepositionhack = {CVAR_SAVE, "cl_beams_quakepositionhack", "1", "makes your lightning gun appear to fire from your waist (as in Quake and QuakeWorld)"};
72 cvar_t cl_beams_instantaimhack = {CVAR_SAVE, "cl_beams_instantaimhack", "0", "makes your lightning gun aiming update instantly"};
73 cvar_t cl_beams_lightatend = {CVAR_SAVE, "cl_beams_lightatend", "0", "make a light at the end of the beam"};
75 cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0","hide player shadow"};
77 cvar_t cl_dlights_decayradius = {CVAR_SAVE, "cl_dlights_decayradius", "1", "reduces size of light flashes over time"};
78 cvar_t cl_dlights_decaybrightness = {CVAR_SAVE, "cl_dlights_decaybrightness", "1", "reduces brightness of light flashes over time"};
80 cvar_t qport = {0, "qport", "0", "identification key for playing on qw servers (allows you to maintain a connection to a quakeworld server even if your port changes)"};
82 cvar_t cl_prydoncursor = {0, "cl_prydoncursor", "0", "enables a mouse pointer which is able to click on entities in the world, useful for point and click mods, see PRYDON_CLIENTCURSOR extension in dpextensions.qc"};
84 cvar_t cl_deathnoviewmodel = {0, "cl_deathnoviewmodel", "1", "hides gun model when dead"};
86 cvar_t cl_locs_enable = {CVAR_SAVE, "locs_enable", "1", "enables replacement of certain % codes in chat messages: %l (location), %d (last death location), %h (health), %a (armor), %x (rockets), %c (cells), %r (rocket launcher status), %p (powerup status), %w (weapon status), %t (current time in level)"};
87 cvar_t cl_locs_show = {0, "locs_show", "0", "shows defined locations for editing purposes"};
92 #define MAX_PARTICLES 32768 // default max # of particles at one time
93 #define MAX_DECALS 32768 // default max # of decals at one time
94 #define ABSOLUTE_MIN_PARTICLES 512 // no fewer than this no matter what's on the command line
100 =====================
102 void CL_ClearState(void)
107 // wipe the entire cl structure
108 Mem_EmptyPool(cls.levelmempool);
109 memset (&cl, 0, sizeof(cl));
113 // reset the view zoom interpolation
114 cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
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_temp_entities = 0;
127 cl.num_brushmodel_entities = 0;
129 // tweak these if the game runs out
130 cl.max_entities = 256;
131 cl.max_static_entities = 256;
132 cl.max_temp_entities = 512;
133 cl.max_effects = 256;
135 cl.max_dlights = MAX_DLIGHTS;
136 cl.max_lightstyle = MAX_LIGHTSTYLES;
137 cl.max_brushmodel_entities = MAX_EDICTS;
138 cl.max_particles = MAX_PARTICLES;
139 cl.max_decals = MAX_DECALS;
142 // COMMANDLINEOPTION: Client: -particles <number> changes maximum number of particles at once, default 32768
143 i = COM_CheckParm ("-particles");
144 if (i && i < com_argc - 1)
146 cl.max_particles = (int)(atoi(com_argv[i+1]));
147 if (cl.max_particles < ABSOLUTE_MIN_PARTICLES)
148 cl.max_particles = ABSOLUTE_MIN_PARTICLES;
155 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
156 cl.entities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char));
157 cl.static_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_static_entities * sizeof(entity_t));
158 cl.temp_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_temp_entities * sizeof(entity_t));
159 cl.effects = (cl_effect_t *)Mem_Alloc(cls.levelmempool, cl.max_effects * sizeof(cl_effect_t));
160 cl.beams = (beam_t *)Mem_Alloc(cls.levelmempool, cl.max_beams * sizeof(beam_t));
161 cl.dlights = (dlight_t *)Mem_Alloc(cls.levelmempool, cl.max_dlights * sizeof(dlight_t));
162 cl.lightstyle = (lightstyle_t *)Mem_Alloc(cls.levelmempool, cl.max_lightstyle * sizeof(lightstyle_t));
163 cl.brushmodel_entities = (int *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(int));
164 cl.particles = (particle_t *) Mem_Alloc(cls.levelmempool, cl.max_particles * sizeof(particle_t));
165 cl.decals = (decal_t *) Mem_Alloc(cls.levelmempool, cl.max_decals * sizeof(decal_t));
168 // LordHavoc: have to set up the baseline info for alpha and other stuff
169 for (i = 0;i < cl.max_entities;i++)
171 cl.entities[i].state_baseline = defaultstate;
172 cl.entities[i].state_previous = defaultstate;
173 cl.entities[i].state_current = defaultstate;
176 if (gamemode == GAME_NEXUIZ)
178 VectorSet(cl.playerstandmins, -16, -16, -24);
179 VectorSet(cl.playerstandmaxs, 16, 16, 45);
180 VectorSet(cl.playercrouchmins, -16, -16, -24);
181 VectorSet(cl.playercrouchmaxs, 16, 16, 25);
185 VectorSet(cl.playerstandmins, -16, -16, -24);
186 VectorSet(cl.playerstandmaxs, 16, 16, 24);
187 VectorSet(cl.playercrouchmins, -16, -16, -24);
188 VectorSet(cl.playercrouchmaxs, 16, 16, 24);
191 // disable until we get textures for it
194 ent = &cl.entities[0];
195 // entire entity array was cleared, so just fill in a few fields
196 ent->state_current.active = true;
197 ent->render.model = cl.worldmodel = NULL; // no world model yet
198 ent->render.alpha = 1;
199 ent->render.colormap = -1; // no special coloring
200 ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
201 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, 0, 0, 0, 0, 0, 0, 1);
202 CL_UpdateRenderEntity(&ent->render);
204 // noclip is turned off at start
205 noclip_anglehack = false;
207 // mark all frames invalid for delta
208 memset(cl.qw_deltasequence, -1, sizeof(cl.qw_deltasequence));
210 // set bestweapon data back to Quake data
211 IN_BestWeapon_ResetData();
216 void CL_SetInfo(const char *key, const char *value, qboolean send, qboolean allowstarkey, qboolean allowmodel, qboolean quiet)
219 qboolean fail = false;
220 if (!allowstarkey && key[0] == '*')
222 if (!allowmodel && (!strcasecmp(key, "pmodel") || !strcasecmp(key, "emodel")))
224 for (i = 0;key[i];i++)
225 if (key[i] <= ' ' || key[i] == '\"')
227 for (i = 0;value[i];i++)
228 if (value[i] == '\r' || value[i] == '\n' || value[i] == '\"')
233 Con_Printf("Can't setinfo \"%s\" \"%s\"\n", key, value);
236 InfoString_SetValue(cls.userinfo, sizeof(cls.userinfo), key, value);
237 if (cls.state == ca_connected && cls.netcon)
239 if (cls.protocol == PROTOCOL_QUAKEWORLD)
241 MSG_WriteByte(&cls.netcon->message, qw_clc_stringcmd);
242 MSG_WriteString(&cls.netcon->message, va("setinfo \"%s\" \"%s\"", key, value));
244 else if (!strcasecmp(key, "name"))
246 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
247 MSG_WriteString(&cls.netcon->message, va("name \"%s\"", value));
249 else if (!strcasecmp(key, "playermodel"))
251 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
252 MSG_WriteString(&cls.netcon->message, va("playermodel \"%s\"", value));
254 else if (!strcasecmp(key, "playerskin"))
256 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
257 MSG_WriteString(&cls.netcon->message, va("playerskin \"%s\"", value));
259 else if (!strcasecmp(key, "topcolor"))
261 // don't send anything, the combined color code will be updated manually
263 else if (!strcasecmp(key, "bottomcolor"))
265 // don't send anything, the combined color code will be updated manually
267 else if (!strcasecmp(key, "rate"))
269 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
270 MSG_WriteString(&cls.netcon->message, va("rate \"%s\"", value));
275 void CL_ExpandEntities(int num)
277 int i, oldmaxentities;
278 entity_t *oldentities;
279 if (num >= cl.max_entities)
282 Sys_Error("CL_ExpandEntities: cl.entities not initialized");
283 if (num >= MAX_EDICTS)
284 Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
285 oldmaxentities = cl.max_entities;
286 oldentities = cl.entities;
287 cl.max_entities = (num & ~255) + 256;
288 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
289 memcpy(cl.entities, oldentities, oldmaxentities * sizeof(entity_t));
290 Mem_Free(oldentities);
291 for (i = oldmaxentities;i < cl.max_entities;i++)
293 cl.entities[i].state_baseline = defaultstate;
294 cl.entities[i].state_previous = defaultstate;
295 cl.entities[i].state_current = defaultstate;
300 void CL_VM_ShutDown (void);
302 =====================
305 Sends a disconnect message to the server
306 This is also called on Host_Error, so it shouldn't cause any errors
307 =====================
309 void CL_Disconnect(void)
311 if (cls.state == ca_dedicated)
314 Curl_Clear_forthismap();
316 Con_DPrintf("CL_Disconnect\n");
319 // stop sounds (especially looping!)
322 cl.parsingtextexpectingpingforscores = 0; // just in case no reply has come yet
324 // clear contents blends
325 cl.cshifts[0].percent = 0;
326 cl.cshifts[1].percent = 0;
327 cl.cshifts[2].percent = 0;
328 cl.cshifts[3].percent = 0;
330 cl.worldmodel = NULL;
332 CL_Parse_ErrorCleanUp();
334 if (cls.demoplayback)
339 unsigned char bufdata[8];
340 if (cls.demorecording)
343 // send disconnect message 3 times to improve chances of server
344 // receiving it (but it still fails sometimes)
345 memset(&buf, 0, sizeof(buf));
347 buf.maxsize = sizeof(bufdata);
348 if (cls.protocol == PROTOCOL_QUAKEWORLD)
350 Con_DPrint("Sending drop command\n");
351 MSG_WriteByte(&buf, qw_clc_stringcmd);
352 MSG_WriteString(&buf, "drop");
356 Con_DPrint("Sending clc_disconnect\n");
357 MSG_WriteByte(&buf, clc_disconnect);
359 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
360 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
361 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
362 NetConn_Close(cls.netcon);
365 cls.state = ca_disconnected;
367 cls.demoplayback = cls.timedemo = false;
371 void CL_Disconnect_f(void)
375 Host_ShutdownServer ();
382 =====================
383 CL_EstablishConnection
385 Host should be either "local" or a net address
386 =====================
388 void CL_EstablishConnection(const char *host)
390 if (cls.state == ca_dedicated)
393 // clear menu's connect error message
394 M_Update_Return_Reason("");
397 // stop demo loop in case this fails
398 if (cls.demoplayback)
401 // if downloads are running, cancel their finishing action
402 Curl_Clear_forthismap();
404 // make sure the client ports are open before attempting to connect
405 NetConn_UpdateSockets();
407 // run a network frame
408 //NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
410 if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
412 cls.connect_trying = true;
413 cls.connect_remainingtries = 3;
414 cls.connect_nextsendtime = 0;
415 M_Update_Return_Reason("Trying to connect...");
416 // run several network frames to jump into the game quickly
419 // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
420 // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
421 // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
422 // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
427 Con_Print("Unable to find a suitable network socket to connect to server.\n");
428 M_Update_Return_Reason("No network");
437 static void CL_PrintEntities_f(void)
442 for (i = 0, ent = cl.entities;i < cl.num_entities;i++, ent++)
444 const char* modelname;
446 if (!ent->state_current.active)
449 if (ent->render.model)
450 modelname = ent->render.model->name;
452 modelname = "--no model--";
453 Con_Printf("%3i: %-25s:%4i (%5i %5i %5i) [%3i %3i %3i] %4.2f %5.3f\n", i, modelname, ent->render.frame2, (int) ent->state_current.origin[0], (int) ent->state_current.origin[1], (int) ent->state_current.origin[2], (int) ent->state_current.angles[0] % 360, (int) ent->state_current.angles[1] % 360, (int) ent->state_current.angles[2] % 360, ent->render.scale, ent->render.alpha);
461 List information on all models in the client modelindex
464 static void CL_ModelIndexList_f(void)
469 Con_Printf("%3s: %-30s %-8s %-8s\n", "ID", "Name", "Type", "Triangles");
471 while(cl.model_precache[i] && i != MAX_MODELS)
473 if(cl.model_precache[i]->loaded || cl.model_precache[i]->isworldmodel)
474 Con_Printf("%3i: %-30s %-8s %-10i\n", i, cl.model_precache[i]->name, cl.model_precache[i]->modeldatatypestring, cl.model_precache[i]->surfmesh.num_triangles);
476 Con_Printf("%3i: %-30s %-30s\n", i, cl.model_precache[i]->name, "--no local model found--");
485 List all sounds in the client soundindex
488 static void CL_SoundIndexList_f(void)
492 while(cl.sound_precache[i] && i != MAX_SOUNDS)
494 Con_Printf("%i : %s\n", i, cl.sound_precache[i]->name);
499 //static const vec3_t nomodelmins = {-16, -16, -16};
500 //static const vec3_t nomodelmaxs = {16, 16, 16};
501 void CL_UpdateRenderEntity(entity_render_t *ent)
505 model_t *model = ent->model;
506 // update the inverse matrix for the renderer
507 Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
508 // update the animation blend state
509 R_LerpAnimation(ent);
510 // we need the matrix origin to center the box
511 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
512 // update entity->render.scale because the renderer needs it
513 ent->scale = scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
516 // NOTE: this directly extracts vector components from the matrix, which relies on the matrix orientation!
517 #ifdef MATRIX4x4_OPENGLORIENTATION
518 if (ent->matrix.m[0][2] != 0 || ent->matrix.m[1][2] != 0)
520 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
524 VectorMA(org, scale, model->rotatedmins, ent->mins);
525 VectorMA(org, scale, model->rotatedmaxs, ent->maxs);
527 #ifdef MATRIX4x4_OPENGLORIENTATION
528 else if (ent->matrix.m[1][0] != 0 || ent->matrix.m[0][1] != 0)
530 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
534 VectorMA(org, scale, model->yawmins, ent->mins);
535 VectorMA(org, scale, model->yawmaxs, ent->maxs);
539 VectorMA(org, scale, model->normalmins, ent->mins);
540 VectorMA(org, scale, model->normalmaxs, ent->maxs);
545 ent->mins[0] = org[0] - 16;
546 ent->mins[1] = org[1] - 16;
547 ent->mins[2] = org[2] - 16;
548 ent->maxs[0] = org[0] + 16;
549 ent->maxs[1] = org[1] + 16;
550 ent->maxs[2] = org[2] + 16;
558 Determines the fraction between the last two messages that the objects
562 static float CL_LerpPoint(void)
566 if (cl_nettimesyncboundmode.integer == 1)
567 cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
569 // LordHavoc: lerp in listen games as the server is being capped below the client (usually)
570 if (cl.mtime[0] <= cl.mtime[1])
572 cl.time = cl.mtime[0];
576 f = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]);
577 return bound(0, f, 1);
580 void CL_ClearTempEntities (void)
582 cl.num_temp_entities = 0;
585 entity_t *CL_NewTempEntity(void)
589 if (r_refdef.numentities >= r_refdef.maxentities)
591 if (cl.num_temp_entities >= cl.max_temp_entities)
593 ent = &cl.temp_entities[cl.num_temp_entities++];
594 memset (ent, 0, sizeof(*ent));
595 r_refdef.entities[r_refdef.numentities++] = &ent->render;
597 ent->render.colormap = -1; // no special coloring
598 ent->render.alpha = 1;
599 VectorSet(ent->render.colormod, 1, 1, 1);
603 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
607 if (!modelindex) // sanity check
611 Con_Printf("CL_Effect: framerate %f is < 1\n", framerate);
616 Con_Printf("CL_Effect: framecount %i is < 1\n", framecount);
619 for (i = 0, e = cl.effects;i < cl.max_effects;i++, e++)
624 VectorCopy(org, e->origin);
625 e->modelindex = modelindex;
626 e->starttime = cl.time;
627 e->startframe = startframe;
628 e->endframe = startframe + framecount;
629 e->framerate = framerate;
632 e->frame1time = cl.time;
633 e->frame2time = cl.time;
634 cl.num_effects = max(cl.num_effects, i + 1);
639 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)
645 // first look for an exact key match
649 for (i = 0;i < cl.num_dlights;i++, dl++)
655 // then look for anything else
657 for (i = 0;i < cl.num_dlights;i++, dl++)
660 // if we hit the end of the active dlights and found no gaps, add a new one
663 cl.num_dlights = i + 1;
667 // unable to find one
671 //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
672 memset (dl, 0, sizeof(*dl));
673 Matrix4x4_Normalize(&dl->matrix, matrix);
675 Matrix4x4_OriginFromMatrix(&dl->matrix, dl->origin);
676 CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
677 Matrix4x4_SetOrigin(&dl->matrix, dl->origin[0], dl->origin[1], dl->origin[2]);
680 dl->color[1] = green;
682 dl->initialradius = radius;
683 dl->initialcolor[0] = red;
684 dl->initialcolor[1] = green;
685 dl->initialcolor[2] = blue;
686 dl->decay = decay / radius; // changed decay to be a percentage decrease
687 dl->intensity = 1; // this is what gets decayed
689 dl->die = cl.time + lifetime;
693 dpsnprintf(dl->cubemapname, sizeof(dl->cubemapname), "cubemaps/%i", cubemapnum);
695 dl->cubemapname[0] = 0;
697 dl->shadow = shadowenable;
700 dl->coronasizescale = coronasizescale;
701 dl->ambientscale = ambientscale;
702 dl->diffusescale = diffusescale;
703 dl->specularscale = specularscale;
706 void CL_DecayLightFlashes(void)
712 time = bound(0, cl.time - cl.oldtime, 0.1);
713 oldmax = cl.num_dlights;
715 for (i = 0, dl = cl.dlights;i < oldmax;i++, dl++)
719 dl->intensity -= time * dl->decay;
720 if (cl.time < dl->die && dl->intensity > 0)
722 if (cl_dlights_decayradius.integer)
723 dl->radius = dl->initialradius * dl->intensity;
725 dl->radius = dl->initialradius;
726 if (cl_dlights_decaybrightness.integer)
727 VectorScale(dl->initialcolor, dl->intensity, dl->color);
729 VectorCopy(dl->initialcolor, dl->color);
730 cl.num_dlights = i + 1;
738 // called before entity relinking
739 void CL_RelinkLightFlashes(void)
744 matrix4x4_t tempmatrix;
746 if (r_dynamic.integer)
748 for (i = 0, dl = cl.dlights;i < cl.num_dlights && r_refdef.numlights < MAX_DLIGHTS;i++, dl++)
752 tempmatrix = dl->matrix;
753 Matrix4x4_Scale(&tempmatrix, dl->radius, 1);
754 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);
760 // 'm' is normal light, 'a' is no light, 'z' is double bright
764 for (j = 0;j < cl.max_lightstyle;j++)
766 if (!cl.lightstyle || !cl.lightstyle[j].length)
768 r_refdef.lightstylevalue[j] = 256;
771 k = i % cl.lightstyle[j].length;
772 l = (i-1) % cl.lightstyle[j].length;
773 k = cl.lightstyle[j].map[k] - 'a';
774 l = cl.lightstyle[j].map[l] - 'a';
775 r_refdef.lightstylevalue[j] = (unsigned short)(((k*frac)+(l*(1-frac)))*22);
779 void CL_AddQWCTFFlagModel(entity_t *player, int skin)
783 matrix4x4_t flagmatrix;
785 // this code taken from QuakeWorld
787 if (player->render.frame2 >= 29 && player->render.frame2 <= 40)
789 if (player->render.frame2 >= 29 && player->render.frame2 <= 34)
791 if (player->render.frame2 == 29) f = f + 2;
792 else if (player->render.frame2 == 30) f = f + 8;
793 else if (player->render.frame2 == 31) f = f + 12;
794 else if (player->render.frame2 == 32) f = f + 11;
795 else if (player->render.frame2 == 33) f = f + 10;
796 else if (player->render.frame2 == 34) f = f + 4;
798 else if (player->render.frame2 >= 35 && player->render.frame2 <= 40)
800 if (player->render.frame2 == 35) f = f + 2;
801 else if (player->render.frame2 == 36) f = f + 10;
802 else if (player->render.frame2 == 37) f = f + 10;
803 else if (player->render.frame2 == 38) f = f + 8;
804 else if (player->render.frame2 == 39) f = f + 4;
805 else if (player->render.frame2 == 40) f = f + 2;
808 else if (player->render.frame2 >= 103 && player->render.frame2 <= 118)
810 if (player->render.frame2 >= 103 && player->render.frame2 <= 104) f = f + 6; //nailattack
811 else if (player->render.frame2 >= 105 && player->render.frame2 <= 106) f = f + 6; //light
812 else if (player->render.frame2 >= 107 && player->render.frame2 <= 112) f = f + 7; //rocketattack
813 else if (player->render.frame2 >= 112 && player->render.frame2 <= 118) f = f + 7; //shotattack
815 // end of code taken from QuakeWorld
817 flag = CL_NewTempEntity();
821 flag->render.model = cl.model_precache[cl.qw_modelindex_flag];
822 flag->render.skinnum = skin;
823 flag->render.colormap = -1; // no special coloring
824 flag->render.alpha = 1;
825 VectorSet(flag->render.colormod, 1, 1, 1);
826 // attach the flag to the player matrix
827 Matrix4x4_CreateFromQuakeEntity(&flagmatrix, -f, -22, 0, 0, 0, -45, 1);
828 Matrix4x4_Concat(&flag->render.matrix, &player->render.matrix, &flagmatrix);
829 CL_UpdateRenderEntity(&flag->render);
832 matrix4x4_t viewmodelmatrix;
834 static const vec3_t muzzleflashorigin = {18, 0, 0};
836 extern void V_DriftPitch(void);
837 extern void V_FadeViewFlashs(void);
838 extern void V_CalcViewBlend(void);
839 extern void V_CalcRefdef(void);
841 // note this is a recursive function, recursionlimit should be 32 or so on the initial call
842 void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolate)
844 const matrix4x4_t *matrix;
845 matrix4x4_t blendmatrix, tempmatrix, matrix2;
847 float origin[3], angles[3], delta[3], lerp, d;
850 //entity_persistent_t *p = &e->persistent;
851 //entity_render_t *r = &e->render;
852 // skip inactive entities and world
853 if (!e->state_current.active || e == cl.entities)
855 if (recursionlimit < 1)
857 e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
858 e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
859 e->render.flags = e->state_current.flags;
860 e->render.effects = e->state_current.effects;
861 VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
862 e->render.entitynumber = e - cl.entities;
863 if (e->state_current.flags & RENDER_COLORMAPPED)
865 unsigned char *cbcolor;
866 e->render.colormap = e->state_current.colormap;
867 cbcolor = (unsigned char *) (&palette_pantscolormap[e->render.colormap & 0xF]);
868 e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f);
869 e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f);
870 e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f);
871 cbcolor = (unsigned char *) (&palette_shirtcolormap[(e->render.colormap & 0xF0) >> 4]);
872 e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f);
873 e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f);
874 e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f);
876 else if (e->state_current.colormap && cl.scores != NULL && e->state_current.colormap <= cl.maxclients)
878 unsigned char *cbcolor;
879 e->render.colormap = cl.scores[e->state_current.colormap - 1].colors; // color it
880 cbcolor = (unsigned char *) (&palette_pantscolormap[e->render.colormap & 0xF]);
881 e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f);
882 e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f);
883 e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f);
884 cbcolor = (unsigned char *) (&palette_shirtcolormap[(e->render.colormap & 0xF0) >> 4]);
885 e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f);
886 e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f);
887 e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f);
891 e->render.colormap = -1; // no special coloring
892 VectorClear(e->render.colormap_pantscolor);
893 VectorClear(e->render.colormap_shirtcolor);
895 e->render.skinnum = e->state_current.skin;
896 if (e->state_current.tagentity)
898 // attached entity (gun held in player model's hand, etc)
899 // if the tag entity is currently impossible, skip it
900 if (e->state_current.tagentity >= cl.num_entities)
902 t = cl.entities + e->state_current.tagentity;
903 // if the tag entity is inactive, skip it
904 if (!t->state_current.active)
906 // update the parent first
907 CL_UpdateNetworkEntity(t, recursionlimit - 1, interpolate);
908 // make relative to the entity
909 matrix = &t->render.matrix;
910 // some properties of the tag entity carry over
911 e->render.flags |= t->render.flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
912 // if a valid tagindex is used, make it relative to that tag instead
913 // FIXME: use a model function to get tag info (need to handle skeletal)
914 if (e->state_current.tagentity && e->state_current.tagindex >= 1 && (model = t->render.model))
916 // blend the matrices
917 memset(&blendmatrix, 0, sizeof(blendmatrix));
918 for (j = 0;j < 4 && t->render.frameblend[j].lerp > 0;j++)
920 matrix4x4_t tagmatrix;
921 Mod_Alias_GetTagMatrix(model, t->render.frameblend[j].frame, e->state_current.tagindex - 1, &tagmatrix);
922 d = t->render.frameblend[j].lerp;
923 for (l = 0;l < 4;l++)
924 for (k = 0;k < 4;k++)
925 blendmatrix.m[l][k] += d * tagmatrix.m[l][k];
927 // concat the tag matrices onto the entity matrix
928 Matrix4x4_Concat(&tempmatrix, &t->render.matrix, &blendmatrix);
929 // use the constructed tag matrix
930 matrix = &tempmatrix;
933 else if (e->render.flags & RENDER_VIEWMODEL)
935 // view-relative entity (guns and such)
936 if (e->render.effects & EF_NOGUNBOB)
937 matrix = &r_view.matrix; // really attached to view
939 matrix = &viewmodelmatrix; // attached to gun bob matrix
943 // world-relative entity (the normal kind)
944 matrix = &identitymatrix;
948 // if it's the predicted player entity, update according to client movement
949 // but don't lerp if going through a teleporter as it causes a bad lerp
950 // also don't use the predicted location if fixangle was set on both of
951 // the most recent server messages, as that cause means you are spectating
952 // someone or watching a cutscene of some sort
953 if (cl_nolerp.integer || cls.timedemo)
955 if (e == cl.entities + cl.playerentity && cl.movement_predicted && (!cl.fixangle[1] || !cl.fixangle[0]))
957 lerp = (cl.time - cl.movement_time[2]) / (cl.movement_time[0] - cl.movement_time[1]);
958 lerp = bound(0, lerp, 1);
961 VectorLerp(cl.movement_oldorigin, lerp, cl.movement_origin, origin);
962 VectorSet(angles, 0, cl.viewangles[1], 0);
964 else if (interpolate && e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1)
966 // interpolate the origin and angles
968 VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
969 VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
970 if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
971 if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
972 if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
973 VectorMA(e->persistent.oldangles, lerp, delta, angles);
978 VectorCopy(e->persistent.neworigin, origin);
979 VectorCopy(e->persistent.newangles, angles);
982 // model setup and some modelflags
983 frame = e->state_current.frame;
984 if (e->state_current.modelindex < MAX_MODELS)
985 e->render.model = cl.model_precache[e->state_current.modelindex];
987 e->render.model = NULL;
990 if (e->render.skinnum >= e->render.model->numskins)
991 e->render.skinnum = 0;
992 if (frame >= e->render.model->numframes)
994 // models can set flags such as EF_ROCKET
995 // this 0xFF800000 mask is EF_NOMODELFLAGS plus all the higher EF_ flags such as EF_ROCKET
996 if (!(e->render.effects & 0xFF800000))
997 e->render.effects |= e->render.model->effects;
998 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
999 if (e->render.model->type == mod_alias)
1000 angles[0] = -angles[0];
1001 if ((e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
1002 VectorScale(e->render.colormod, 2, e->render.colormod);
1004 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
1005 else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
1006 angles[0] = -angles[0];
1008 if ((e->render.effects & EF_ROTATE) && !(e->render.flags & RENDER_VIEWMODEL))
1010 angles[1] = ANGLEMOD(100*cl.time);
1011 if (cl_itembobheight.value)
1012 origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
1016 if (e->render.frame2 == frame)
1018 // update frame lerp fraction
1019 e->render.framelerp = 1;
1020 if (e->render.frame2time > e->render.frame1time)
1022 // make sure frame lerp won't last longer than 100ms
1023 // (this mainly helps with models that use framegroups and
1024 // switch between them infrequently)
1025 e->render.framelerp = (cl.time - e->render.frame2time) / min(e->render.frame2time - e->render.frame1time, 0.1);
1026 e->render.framelerp = bound(0, e->render.framelerp, 1);
1031 // begin a new frame lerp
1032 e->render.frame1 = e->render.frame2;
1033 e->render.frame1time = e->render.frame2time;
1034 e->render.frame2 = frame;
1035 e->render.frame2time = cl.time;
1036 e->render.framelerp = 0;
1039 // set up the render matrix
1042 // attached entity, this requires a matrix multiply (concat)
1043 // FIXME: e->render.scale should go away
1044 Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1045 // concat the matrices to make the entity relative to its tag
1046 Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
1047 // get the origin from the new matrix
1048 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1052 // unattached entities are faster to process
1053 Matrix4x4_CreateFromQuakeEntity(&e->render.matrix, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1056 // make the other useful stuff
1057 CL_UpdateRenderEntity(&e->render);
1059 // tenebrae's sprites are all additive mode (weird)
1060 if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
1061 e->render.effects |= EF_ADDITIVE;
1062 // player model is only shown with chase_active on
1063 if (e->state_current.number == cl.viewentity)
1064 e->render.flags |= RENDER_EXTERIORMODEL;
1065 // either fullbright or lit
1066 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1067 e->render.flags |= RENDER_LIGHT;
1068 // hide player shadow during intermission or nehahra movie
1069 if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST))
1070 && (e->render.alpha >= 1)
1071 && !(e->render.flags & RENDER_VIEWMODEL)
1072 && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
1073 e->render.flags |= RENDER_SHADOW;
1074 if (e->render.flags & RENDER_VIEWMODEL)
1075 e->render.flags |= RENDER_NOSELFSHADOW;
1078 // creates light and trails from an entity
1079 void CL_UpdateNetworkEntityTrail(entity_t *e)
1081 effectnameindex_t trailtype;
1084 // bmodels are treated specially since their origin is usually '0 0 0' and
1085 // their actual geometry is far from '0 0 0'
1086 if (e->render.model && e->render.model->soundfromcenter)
1089 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1090 Matrix4x4_Transform(&e->render.matrix, o, origin);
1093 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1095 // handle particle trails and such effects now that we know where this
1096 // entity is in the world...
1097 trailtype = EFFECT_NONE;
1098 // LordHavoc: if the entity has no effects, don't check each
1099 if (e->render.effects & (EF_BRIGHTFIELD | EF_FLAME | EF_STARDUST))
1101 if (e->render.effects & EF_BRIGHTFIELD)
1103 if (gamemode == GAME_NEXUIZ)
1104 trailtype = EFFECT_TR_NEXUIZPLASMA;
1106 CL_EntityParticles(e);
1108 if (e->render.effects & EF_FLAME)
1109 CL_ParticleTrail(EFFECT_EF_FLAME, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true);
1110 if (e->render.effects & EF_STARDUST)
1111 CL_ParticleTrail(EFFECT_EF_STARDUST, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true);
1113 if (e->render.internaleffects & (INTEF_FLAG1QW | INTEF_FLAG2QW))
1115 // these are only set on player entities
1116 CL_AddQWCTFFlagModel(e, (e->render.internaleffects & INTEF_FLAG2QW) != 0);
1118 // muzzleflash fades over time
1119 if (e->persistent.muzzleflash > 0)
1120 e->persistent.muzzleflash -= bound(0, cl.time - cl.oldtime, 0.1) * 20;
1121 // LordHavoc: if the entity has no effects, don't check each
1122 if (e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1124 if (e->render.effects & EF_GIB)
1125 trailtype = EFFECT_TR_BLOOD;
1126 else if (e->render.effects & EF_ZOMGIB)
1127 trailtype = EFFECT_TR_SLIGHTBLOOD;
1128 else if (e->render.effects & EF_TRACER)
1129 trailtype = EFFECT_TR_WIZSPIKE;
1130 else if (e->render.effects & EF_TRACER2)
1131 trailtype = EFFECT_TR_KNIGHTSPIKE;
1132 else if (e->render.effects & EF_ROCKET)
1133 trailtype = EFFECT_TR_ROCKET;
1134 else if (e->render.effects & EF_GRENADE)
1136 // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1137 trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1139 else if (e->render.effects & EF_TRACER3)
1140 trailtype = EFFECT_TR_VORESPIKE;
1143 if (e->render.flags & RENDER_GLOWTRAIL)
1144 trailtype = EFFECT_TR_GLOWTRAIL;
1145 // check if a trail is allowed (it is not after a teleport for example)
1146 if (trailtype && e->persistent.trail_allowed)
1150 VectorSubtract(e->state_current.origin, e->state_previous.origin, vel);
1151 len = e->state_current.time - e->state_previous.time;
1154 VectorScale(vel, len, vel);
1155 CL_ParticleTrail(trailtype, 1, e->persistent.trail_origin, origin, vel, vel, e, e->state_current.glowcolor, false, true);
1157 // now that the entity has survived one trail update it is allowed to
1158 // leave a real trail on later frames
1159 e->persistent.trail_allowed = true;
1160 VectorCopy(origin, e->persistent.trail_origin);
1166 CL_UpdateViewEntities
1169 void CL_UpdateViewEntities(void)
1172 // update any RENDER_VIEWMODEL entities to use the new view matrix
1173 for (i = 1;i < cl.num_entities;i++)
1175 if (cl.entities_active[i])
1177 entity_t *ent = cl.entities + i;
1178 if ((ent->render.flags & RENDER_VIEWMODEL) || ent->state_current.tagentity)
1179 CL_UpdateNetworkEntity(ent, 32, true);
1182 // and of course the engine viewmodel needs updating as well
1183 CL_UpdateNetworkEntity(&cl.viewent, 32, true);
1188 CL_UpdateNetworkCollisionEntities
1191 void CL_UpdateNetworkCollisionEntities(void)
1196 // start on the entity after the world
1197 cl.num_brushmodel_entities = 0;
1198 for (i = cl.maxclients + 1;i < cl.num_entities;i++)
1200 if (cl.entities_active[i])
1202 ent = cl.entities + i;
1203 if (ent->state_current.active && ent->render.model && ent->render.model->name[0] == '*' && ent->render.model->TraceBox)
1205 // do not interpolate the bmodels for this
1206 CL_UpdateNetworkEntity(ent, 32, false);
1207 cl.brushmodel_entities[cl.num_brushmodel_entities++] = i;
1215 CL_UpdateNetworkEntities
1218 void CL_UpdateNetworkEntities(void)
1223 // start on the entity after the world
1224 for (i = 1;i < cl.num_entities;i++)
1226 if (cl.entities_active[i])
1228 ent = cl.entities + i;
1229 if (ent->state_current.active)
1231 CL_UpdateNetworkEntity(ent, 32, true);
1232 // view models should never create light/trails
1233 if (!(ent->render.flags & RENDER_VIEWMODEL))
1234 CL_UpdateNetworkEntityTrail(ent);
1237 cl.entities_active[i] = false;
1242 void CL_UpdateViewModel(void)
1246 ent->state_previous = ent->state_current;
1247 ent->state_current = defaultstate;
1248 ent->state_current.time = cl.time;
1249 ent->state_current.number = -1;
1250 ent->state_current.active = true;
1251 ent->state_current.modelindex = cl.stats[STAT_WEAPON];
1252 ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
1253 ent->state_current.flags = RENDER_VIEWMODEL;
1254 if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
1255 ent->state_current.modelindex = 0;
1256 else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
1258 if (gamemode == GAME_TRANSFUSION)
1259 ent->state_current.alpha = 128;
1261 ent->state_current.modelindex = 0;
1263 ent->state_current.alpha = cl.entities[cl.viewentity].state_current.alpha;
1264 ent->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB));
1266 // reset animation interpolation on weaponmodel if model changed
1267 if (ent->state_previous.modelindex != ent->state_current.modelindex)
1269 ent->render.frame1 = ent->render.frame2 = ent->state_current.frame;
1270 ent->render.frame1time = ent->render.frame2time = cl.time;
1271 ent->render.framelerp = 1;
1273 CL_UpdateNetworkEntity(ent, 32, true);
1276 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
1277 void CL_LinkNetworkEntity(entity_t *e)
1279 effectnameindex_t trailtype;
1284 // skip inactive entities and world
1285 if (!e->state_current.active || e == cl.entities)
1287 if (e->state_current.tagentity)
1289 // if the tag entity is currently impossible, skip it
1290 if (e->state_current.tagentity >= cl.num_entities)
1292 // if the tag entity is inactive, skip it
1293 if (!cl.entities[e->state_current.tagentity].state_current.active)
1297 // create entity dlights associated with this entity
1298 if (e->render.model && e->render.model->soundfromcenter)
1300 // bmodels are treated specially since their origin is usually '0 0 0'
1302 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1303 Matrix4x4_Transform(&e->render.matrix, o, origin);
1306 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1307 trailtype = EFFECT_NONE;
1312 // LordHavoc: if the entity has no effects, don't check each
1313 if (e->render.effects & (EF_BRIGHTFIELD | EF_DIMLIGHT | EF_BRIGHTLIGHT | EF_RED | EF_BLUE | EF_FLAME | EF_STARDUST))
1315 if (e->render.effects & EF_BRIGHTFIELD)
1317 if (gamemode == GAME_NEXUIZ)
1318 trailtype = EFFECT_TR_NEXUIZPLASMA;
1320 if (e->render.effects & EF_DIMLIGHT)
1322 dlightradius = max(dlightradius, 200);
1323 dlightcolor[0] += 1.50f;
1324 dlightcolor[1] += 1.50f;
1325 dlightcolor[2] += 1.50f;
1327 if (e->render.effects & EF_BRIGHTLIGHT)
1329 dlightradius = max(dlightradius, 400);
1330 dlightcolor[0] += 3.00f;
1331 dlightcolor[1] += 3.00f;
1332 dlightcolor[2] += 3.00f;
1334 // LordHavoc: more effects
1335 if (e->render.effects & EF_RED) // red
1337 dlightradius = max(dlightradius, 200);
1338 dlightcolor[0] += 1.50f;
1339 dlightcolor[1] += 0.15f;
1340 dlightcolor[2] += 0.15f;
1342 if (e->render.effects & EF_BLUE) // blue
1344 dlightradius = max(dlightradius, 200);
1345 dlightcolor[0] += 0.15f;
1346 dlightcolor[1] += 0.15f;
1347 dlightcolor[2] += 1.50f;
1349 if (e->render.effects & EF_FLAME)
1350 CL_ParticleTrail(EFFECT_EF_FLAME, 0, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false);
1351 if (e->render.effects & EF_STARDUST)
1352 CL_ParticleTrail(EFFECT_EF_STARDUST, 0, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false);
1354 // muzzleflash fades over time, and is offset a bit
1355 if (e->persistent.muzzleflash > 0 && r_refdef.numlights < MAX_DLIGHTS)
1360 matrix4x4_t tempmatrix;
1361 Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
1362 trace = CL_Move(origin, vec3_origin, vec3_origin, v2, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, true, false, NULL, false);
1363 Matrix4x4_Normalize(&tempmatrix, &e->render.matrix);
1364 Matrix4x4_SetOrigin(&tempmatrix, trace.endpos[0], trace.endpos[1], trace.endpos[2]);
1365 Matrix4x4_Scale(&tempmatrix, 150, 1);
1366 VectorSet(color, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f);
1367 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);
1369 // LordHavoc: if the model has no flags, don't check each
1370 if (e->render.model && e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1372 if (e->render.effects & EF_GIB)
1373 trailtype = EFFECT_TR_BLOOD;
1374 else if (e->render.effects & EF_ZOMGIB)
1375 trailtype = EFFECT_TR_SLIGHTBLOOD;
1376 else if (e->render.effects & EF_TRACER)
1377 trailtype = EFFECT_TR_WIZSPIKE;
1378 else if (e->render.effects & EF_TRACER2)
1379 trailtype = EFFECT_TR_KNIGHTSPIKE;
1380 else if (e->render.effects & EF_ROCKET)
1381 trailtype = EFFECT_TR_ROCKET;
1382 else if (e->render.effects & EF_GRENADE)
1384 // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1385 trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1387 else if (e->render.effects & EF_TRACER3)
1388 trailtype = EFFECT_TR_VORESPIKE;
1390 // LordHavoc: customizable glow
1391 if (e->state_current.glowsize)
1393 // * 4 for the expansion from 0-255 to 0-1023 range,
1394 // / 255 to scale down byte colors
1395 dlightradius = max(dlightradius, e->state_current.glowsize * 4);
1396 VectorMA(dlightcolor, (1.0f / 255.0f), (unsigned char *)&palette_complete[e->state_current.glowcolor], dlightcolor);
1398 // make the glow dlight
1399 if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL) && r_refdef.numlights < MAX_DLIGHTS)
1401 matrix4x4_t dlightmatrix;
1402 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1403 // hack to make glowing player light shine on their gun
1404 //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
1405 // Matrix4x4_AdjustOrigin(&dlightmatrix, 0, 0, 30);
1406 Matrix4x4_Scale(&dlightmatrix, dlightradius, 1);
1407 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);
1410 if ((e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) && r_refdef.numlights < MAX_DLIGHTS)
1412 matrix4x4_t dlightmatrix;
1414 VectorScale(e->state_current.light, (1.0f / 256.0f), light);
1415 light[3] = e->state_current.light[3];
1416 if (light[0] == 0 && light[1] == 0 && light[2] == 0)
1417 VectorSet(light, 1, 1, 1);
1420 // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
1421 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1422 Matrix4x4_Scale(&dlightmatrix, light[3], 1);
1423 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);
1426 if (e->render.flags & RENDER_GLOWTRAIL)
1427 trailtype = EFFECT_TR_GLOWTRAIL;
1429 CL_ParticleTrail(trailtype, 0, origin, origin, vec3_origin, vec3_origin, NULL, e->state_current.glowcolor, true, false);
1431 // don't show viewmodels in certain situations
1432 if (e->render.flags & RENDER_VIEWMODEL)
1433 if (!r_drawviewmodel.integer || chase_active.integer || r_refdef.envmap)
1435 // don't show entities with no modelindex (note: this still shows
1436 // entities which have a modelindex that resolved to a NULL model)
1437 if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.numentities < r_refdef.maxentities)
1438 r_refdef.entities[r_refdef.numentities++] = &e->render;
1439 //if (cl.viewentity && e->state_current.number == cl.viewentity)
1440 // Matrix4x4_Print(&e->render.matrix);
1443 void CL_RelinkWorld(void)
1445 entity_t *ent = &cl.entities[0];
1446 // FIXME: this should be done at load
1447 ent->render.matrix = identitymatrix;
1448 CL_UpdateRenderEntity(&ent->render);
1449 ent->render.flags = RENDER_SHADOW;
1450 if (!r_fullbright.integer)
1451 ent->render.flags |= RENDER_LIGHT;
1452 VectorSet(ent->render.colormod, 1, 1, 1);
1453 r_refdef.worldentity = &ent->render;
1454 r_refdef.worldmodel = cl.worldmodel;
1457 static void CL_RelinkStaticEntities(void)
1461 for (i = 0, e = cl.static_entities;i < cl.num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++, e++)
1463 e->render.flags = 0;
1464 // if the model was not loaded when the static entity was created we
1465 // need to re-fetch the model pointer
1466 e->render.model = cl.model_precache[e->state_baseline.modelindex];
1467 CL_UpdateRenderEntity(&e->render);
1468 // either fullbright or lit
1469 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1470 e->render.flags |= RENDER_LIGHT;
1471 // hide player shadow during intermission or nehahra movie
1472 if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST)) && (e->render.alpha >= 1))
1473 e->render.flags |= RENDER_SHADOW;
1474 VectorSet(e->render.colormod, 1, 1, 1);
1475 R_LerpAnimation(&e->render);
1476 r_refdef.entities[r_refdef.numentities++] = &e->render;
1485 static void CL_RelinkNetworkEntities(void)
1490 // start on the entity after the world
1491 for (i = 1;i < cl.num_entities;i++)
1493 if (cl.entities_active[i])
1495 ent = cl.entities + i;
1496 if (ent->state_current.active)
1497 CL_LinkNetworkEntity(ent);
1499 cl.entities_active[i] = false;
1504 static void CL_RelinkEffects(void)
1511 for (i = 0, e = cl.effects;i < cl.num_effects;i++, e++)
1515 frame = (cl.time - e->starttime) * e->framerate + e->startframe;
1516 intframe = (int)frame;
1517 if (intframe < 0 || intframe >= e->endframe)
1519 memset(e, 0, sizeof(*e));
1520 while (cl.num_effects > 0 && !cl.effects[cl.num_effects - 1].active)
1525 if (intframe != e->frame)
1527 e->frame = intframe;
1528 e->frame1time = e->frame2time;
1529 e->frame2time = cl.time;
1532 // if we're drawing effects, get a new temp entity
1533 // (NewTempEntity adds it to the render entities list for us)
1534 if (r_draweffects.integer && (ent = CL_NewTempEntity()))
1536 // interpolation stuff
1537 ent->render.frame1 = intframe;
1538 ent->render.frame2 = intframe + 1;
1539 if (ent->render.frame2 >= e->endframe)
1540 ent->render.frame2 = -1; // disappear
1541 ent->render.framelerp = frame - intframe;
1542 ent->render.frame1time = e->frame1time;
1543 ent->render.frame2time = e->frame2time;
1546 if(e->modelindex < MAX_MODELS)
1547 ent->render.model = cl.model_precache[e->modelindex];
1549 ent->render.model = cl.csqc_model_precache[-(e->modelindex+1)];
1550 ent->render.colormap = -1; // no special coloring
1551 ent->render.alpha = 1;
1552 VectorSet(ent->render.colormod, 1, 1, 1);
1554 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
1555 CL_UpdateRenderEntity(&ent->render);
1561 void CL_Beam_CalculatePositions(const beam_t *b, vec3_t start, vec3_t end)
1563 VectorCopy(b->start, start);
1564 VectorCopy(b->end, end);
1566 // if coming from the player, update the start position
1567 if (b->entity == cl.viewentity)
1569 if (cl_beams_quakepositionhack.integer && !chase_active.integer)
1571 // LordHavoc: this is a stupid hack from Quake that makes your
1572 // lightning appear to come from your waist and cover less of your
1574 // in Quake this hack was applied to all players (causing the
1575 // infamous crotch-lightning), but in darkplaces and QuakeWorld it
1576 // only applies to your own lightning, and only in first person
1577 Matrix4x4_OriginFromMatrix(&cl.entities[cl.viewentity].render.matrix, start);
1579 if (cl_beams_instantaimhack.integer)
1581 vec3_t dir, localend;
1583 // LordHavoc: this updates the beam direction to match your
1585 VectorSubtract(end, start, dir);
1586 len = VectorLength(dir);
1587 VectorNormalize(dir);
1588 VectorSet(localend, len, 0, 0);
1589 Matrix4x4_Transform(&r_view.matrix, localend, end);
1594 void CL_RelinkBeams(void)
1598 vec3_t dist, org, start, end;
1603 matrix4x4_t tempmatrix;
1605 for (i = 0, b = cl.beams;i < cl.num_beams;i++, b++)
1609 if (b->endtime < cl.time)
1615 CL_Beam_CalculatePositions(b, start, end);
1619 if (cl_beams_lightatend.integer && r_refdef.numlights < MAX_DLIGHTS)
1621 // FIXME: create a matrix from the beam start/end orientation
1623 VectorSet(dlightcolor, 0.3, 0.7, 1);
1624 Matrix4x4_CreateFromQuakeEntity(&tempmatrix, end[0], end[1], end[2], 0, 0, 0, 200);
1625 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);
1627 if (cl_beams_polygons.integer)
1631 // calculate pitch and yaw
1632 // (this is similar to the QuakeC builtin function vectoangles)
1633 VectorSubtract(end, start, dist);
1634 if (dist[1] == 0 && dist[0] == 0)
1644 yaw = atan2(dist[1], dist[0]) * 180 / M_PI;
1648 forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1649 pitch = atan2(dist[2], forward) * 180 / M_PI;
1654 // add new entities for the lightning
1655 VectorCopy (start, org);
1656 d = VectorNormalizeLength(dist);
1659 ent = CL_NewTempEntity ();
1662 //VectorCopy (org, ent->render.origin);
1663 ent->render.model = b->model;
1664 //ent->render.effects = EF_FULLBRIGHT;
1665 //ent->render.angles[0] = pitch;
1666 //ent->render.angles[1] = yaw;
1667 //ent->render.angles[2] = rand()%360;
1668 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1669 CL_UpdateRenderEntity(&ent->render);
1670 VectorMA(org, 30, dist, org);
1675 while (cl.num_beams > 0 && !cl.beams[cl.num_beams - 1].model)
1679 static void CL_RelinkQWNails(void)
1685 for (i = 0;i < cl.qw_num_nails;i++)
1689 // if we're drawing effects, get a new temp entity
1690 // (NewTempEntity adds it to the render entities list for us)
1691 if (!(ent = CL_NewTempEntity()))
1695 ent->render.model = cl.model_precache[cl.qw_modelindex_spike];
1696 ent->render.colormap = -1; // no special coloring
1697 ent->render.alpha = 1;
1698 VectorSet(ent->render.colormod, 1, 1, 1);
1700 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1);
1701 CL_UpdateRenderEntity(&ent->render);
1705 void CL_LerpPlayer(float frac)
1709 cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
1710 for (i = 0;i < 3;i++)
1712 cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
1713 cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
1714 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
1717 // interpolate the angles if playing a demo or spectating someone
1718 if (cls.demoplayback || cl.fixangle[0])
1720 for (i = 0;i < 3;i++)
1722 float d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
1727 cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
1732 void CSQC_RelinkAllEntities (int drawmask)
1736 CL_RelinkStaticEntities();
1741 if (drawmask & ENTMASK_ENGINE)
1743 CL_RelinkNetworkEntities();
1744 if (drawmask & ENTMASK_ENGINEVIEWMODELS)
1745 CL_LinkNetworkEntity(&cl.viewent); // link gun model
1749 // update view blend
1757 Update client game world for a new frame
1760 void CL_UpdateWorld(void)
1762 r_refdef.extraupdate = !r_speeds.integer;
1763 r_refdef.numentities = 0;
1764 r_refdef.numlights = 0;
1765 r_view.matrix = identitymatrix;
1767 cl.num_brushmodel_entities = 0;
1769 if (cls.state == ca_connected && cls.signon == SIGNONS)
1771 // prepare for a new frame
1772 CL_LerpPlayer(CL_LerpPoint());
1773 CL_DecayLightFlashes();
1774 CL_ClearTempEntities();
1778 // if prediction is enabled we have to update all the collidable
1779 // network entities before the prediction code can be run
1780 CL_UpdateNetworkCollisionEntities();
1782 // now update the player prediction
1783 CL_ClientMovement_Replay();
1785 // update the player entity (which may be predicted)
1786 CL_UpdateNetworkEntity(cl.entities + cl.viewentity, 32, true);
1788 // now update the view (which depends on that player entity)
1791 // now update all the network entities and create particle trails
1792 // (some entities may depend on the view)
1793 CL_UpdateNetworkEntities();
1795 // update the engine-based viewmodel
1796 CL_UpdateViewModel();
1798 CL_RelinkLightFlashes();
1799 CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS);
1801 // move decals, particles, and any other effects
1807 r_refdef.time = cl.time;
1810 // LordHavoc: pausedemo command
1811 static void CL_PauseDemo_f (void)
1813 cls.demopaused = !cls.demopaused;
1815 Con_Print("Demo paused\n");
1817 Con_Print("Demo unpaused\n");
1821 ======================
1823 ======================
1825 static void CL_Fog_f (void)
1827 if (Cmd_Argc () == 1)
1829 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);
1832 r_refdef.fog_density = atof(Cmd_Argv(1));
1833 r_refdef.fog_red = atof(Cmd_Argv(2));
1834 r_refdef.fog_green = atof(Cmd_Argv(3));
1835 r_refdef.fog_blue = atof(Cmd_Argv(4));
1839 ====================
1842 For program optimization
1843 ====================
1845 static void CL_TimeRefresh_f (void)
1848 float timestart, timedelta;
1850 r_refdef.extraupdate = false;
1852 timestart = Sys_DoubleTime();
1853 for (i = 0;i < 128;i++)
1855 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);
1858 timedelta = Sys_DoubleTime() - timestart;
1860 Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
1863 void CL_AreaStats_f(void)
1865 World_PrintAreaStats(&cl.world, "client");
1868 cl_locnode_t *CL_Locs_FindNearest(const vec3_t point)
1873 vec3_t nearestpoint;
1874 vec_t dist, bestdist;
1877 for (loc = cl.locnodes;loc;loc = loc->next)
1879 for (i = 0;i < 3;i++)
1880 nearestpoint[i] = bound(loc->mins[i], point[i], loc->maxs[i]);
1881 dist = VectorDistance2(nearestpoint, point);
1882 if (bestdist > dist || !best)
1893 void CL_Locs_FindLocationName(char *buffer, size_t buffersize, vec3_t point)
1896 loc = CL_Locs_FindNearest(point);
1898 strlcpy(buffer, loc->name, buffersize);
1900 dpsnprintf(buffer, buffersize, "LOC=%.0f:%.0f:%.0f", point[0], point[1], point[2]);
1903 void CL_Locs_FreeNode(cl_locnode_t *node)
1905 cl_locnode_t **pointer, **next;
1906 for (pointer = &cl.locnodes;*pointer;pointer = next)
1908 next = &(*pointer)->next;
1909 if (*pointer == node)
1911 *pointer = node->next;
1915 Con_Printf("CL_Locs_FreeNode: no such node! (%p)\n", node);
1918 void CL_Locs_AddNode(vec3_t mins, vec3_t maxs, const char *name)
1920 cl_locnode_t *node, **pointer;
1924 namelen = strlen(name);
1925 node = Mem_Alloc(cls.levelmempool, sizeof(cl_locnode_t) + namelen + 1);
1926 VectorSet(node->mins, min(mins[0], maxs[0]), min(mins[1], maxs[1]), min(mins[2], maxs[2]));
1927 VectorSet(node->maxs, max(mins[0], maxs[0]), max(mins[1], maxs[1]), max(mins[2], maxs[2]));
1928 node->name = (char *)(node + 1);
1929 memcpy(node->name, name, namelen);
1930 node->name[namelen] = 0;
1931 // link it into the tail of the list to preserve the order
1932 for (pointer = &cl.locnodes;*pointer;pointer = &(*pointer)->next)
1937 void CL_Locs_Add_f(void)
1940 if (Cmd_Argc() != 5 && Cmd_Argc() != 8)
1942 Con_Printf("usage: %s x y z[ x y z] name\n", Cmd_Argv(0));
1945 mins[0] = atof(Cmd_Argv(1));
1946 mins[1] = atof(Cmd_Argv(2));
1947 mins[2] = atof(Cmd_Argv(3));
1948 if (Cmd_Argc() == 8)
1950 maxs[0] = atof(Cmd_Argv(4));
1951 maxs[1] = atof(Cmd_Argv(5));
1952 maxs[2] = atof(Cmd_Argv(6));
1953 CL_Locs_AddNode(mins, maxs, Cmd_Argv(7));
1956 CL_Locs_AddNode(mins, mins, Cmd_Argv(4));
1959 void CL_Locs_RemoveNearest_f(void)
1962 loc = CL_Locs_FindNearest(r_view.origin);
1964 CL_Locs_FreeNode(loc);
1966 Con_Printf("no loc point or box found for your location\n");
1969 void CL_Locs_Clear_f(void)
1972 CL_Locs_FreeNode(cl.locnodes);
1975 void CL_Locs_Save_f(void)
1979 char locfilename[MAX_QPATH];
1982 Con_Printf("No loc points/boxes exist!\n");
1985 if (cls.state != ca_connected || !cl.worldmodel)
1987 Con_Printf("No level loaded!\n");
1990 FS_StripExtension(cl.worldmodel->name, locfilename, sizeof(locfilename));
1991 strlcat(locfilename, ".loc", sizeof(locfilename));
1993 outfile = FS_Open(locfilename, "w", false, false);
1996 // if any boxes are used then this is a proquake-format loc file, which
1997 // allows comments, so add some relevant information at the start
1998 for (loc = cl.locnodes;loc;loc = loc->next)
1999 if (!VectorCompare(loc->mins, loc->maxs))
2003 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);
2004 for (loc = cl.locnodes;loc;loc = loc->next)
2005 if (VectorCompare(loc->mins, loc->maxs))
2008 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");
2010 for (loc = cl.locnodes;loc;loc = loc->next)
2012 if (VectorCompare(loc->mins, loc->maxs))
2016 const char *in = loc->name;
2017 char name[MAX_INPUTLINE];
2018 for (len = 0;len < (int)sizeof(name) - 1 && *in;)
2020 if (*in == ' ') {s = "$loc_name_separator";in++;}
2021 else if (!strncmp(in, "SSG", 3)) {s = "$loc_name_ssg";in += 3;}
2022 else if (!strncmp(in, "NG", 2)) {s = "$loc_name_ng";in += 2;}
2023 else if (!strncmp(in, "SNG", 3)) {s = "$loc_name_sng";in += 3;}
2024 else if (!strncmp(in, "GL", 2)) {s = "$loc_name_gl";in += 2;}
2025 else if (!strncmp(in, "RL", 2)) {s = "$loc_name_rl";in += 2;}
2026 else if (!strncmp(in, "LG", 2)) {s = "$loc_name_lg";in += 2;}
2027 else if (!strncmp(in, "GA", 2)) {s = "$loc_name_ga";in += 2;}
2028 else if (!strncmp(in, "YA", 2)) {s = "$loc_name_ya";in += 2;}
2029 else if (!strncmp(in, "RA", 2)) {s = "$loc_name_ra";in += 2;}
2030 else if (!strncmp(in, "MEGA", 4)) {s = "$loc_name_mh";in += 4;}
2034 while (len < (int)sizeof(name) - 1 && *s)
2038 name[len++] = *in++;
2041 FS_Printf(outfile, "%.0f %.0f %.0f %s\n", loc->mins[0]*8, loc->mins[1]*8, loc->mins[2]*8, name);
2044 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);
2049 void CL_Locs_Reload_f(void)
2051 int i, linenumber, limit, len;
2053 char *filedata, *text, *textend, *linestart, *linetext, *lineend;
2054 fs_offset_t filesize;
2056 char locfilename[MAX_QPATH];
2057 char name[MAX_INPUTLINE];
2059 if (cls.state != ca_connected || !cl.worldmodel)
2061 Con_Printf("No level loaded!\n");
2067 // try maps/something.loc first (LordHavoc: where I think they should be)
2068 FS_StripExtension(cl.worldmodel->name, locfilename, sizeof(locfilename));
2069 strlcat(locfilename, ".loc", sizeof(locfilename));
2070 filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2073 // try proquake name as well (LordHavoc: I hate path mangling)
2074 FS_StripExtension(va("locs/%s", FS_FileWithoutPath(cl.worldmodel->name)), locfilename, sizeof(locfilename));
2075 strlcat(locfilename, ".loc", sizeof(locfilename));
2076 filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2081 textend = filedata + filesize;
2082 for (linenumber = 1;text < textend;linenumber++)
2085 for (;text < textend && *text != '\r' && *text != '\n';text++)
2088 if (text + 1 < textend && *text == '\r' && text[1] == '\n')
2092 // trim trailing whitespace
2093 while (lineend > linestart && lineend[-1] <= ' ')
2095 // trim leading whitespace
2096 while (linestart < lineend && *linestart <= ' ')
2098 // check if this is a comment
2099 if (linestart + 2 <= lineend && !strncmp(linestart, "//", 2))
2101 linetext = linestart;
2103 for (i = 0;i < limit;i++)
2105 if (linetext >= lineend)
2107 // note: a missing number is interpreted as 0
2109 mins[i] = atof(linetext);
2111 maxs[i - 3] = atof(linetext);
2112 // now advance past the number
2113 while (linetext < lineend && *linetext > ' ' && *linetext != ',')
2115 // advance through whitespace
2116 if (linetext < lineend)
2118 if (*linetext == ',')
2122 // note: comma can be followed by whitespace
2124 if (*linetext <= ' ')
2127 while (linetext < lineend && *linetext <= ' ')
2132 // if this is a quoted name, remove the quotes
2135 if (linetext >= lineend || *linetext != '"')
2136 continue; // proquake location names are always quoted
2139 len = min(lineend - linetext, (int)sizeof(name) - 1);
2140 memcpy(name, linetext, len);
2142 // add the box to the list
2143 CL_Locs_AddNode(mins, maxs, name);
2145 // if a point was parsed, it needs to be scaled down by 8 (since
2146 // point-based loc files were invented by a proxy which dealt
2147 // directly with quake protocol coordinates, which are *8), turn
2151 // interpret silly fuhquake macros
2152 for (len = 0;len < (int)sizeof(name) - 1 && linetext < lineend;)
2154 if (*linetext == '$')
2156 if (linetext + 18 <= lineend && !strncmp(linetext, "$loc_name_separator", 19)) {s = " ";linetext += 19;}
2157 else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_ssg", 13)) {s = "SSG";linetext += 13;}
2158 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ng", 12)) {s = "NG";linetext += 12;}
2159 else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_sng", 13)) {s = "SNG";linetext += 13;}
2160 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_gl", 12)) {s = "GL";linetext += 12;}
2161 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_rl", 12)) {s = "RL";linetext += 12;}
2162 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_lg", 12)) {s = "LG";linetext += 12;}
2163 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ga", 12)) {s = "GA";linetext += 12;}
2164 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ya", 12)) {s = "YA";linetext += 12;}
2165 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ra", 12)) {s = "RA";linetext += 12;}
2166 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_mh", 12)) {s = "MEGA";linetext += 12;}
2170 while (len < (int)sizeof(name) - 1 && *s)
2175 name[len++] = *linetext++;
2178 // add the point to the list
2179 VectorScale(mins, (1.0 / 8.0), mins);
2180 CL_Locs_AddNode(mins, mins, name);
2192 void CL_Shutdown (void)
2194 CL_Screen_Shutdown();
2195 CL_Particles_Shutdown();
2196 CL_Parse_Shutdown();
2198 Mem_FreePool (&cls.permanentmempool);
2199 Mem_FreePool (&cls.levelmempool);
2209 cls.levelmempool = Mem_AllocPool("client (per-level memory)", 0, NULL);
2210 cls.permanentmempool = Mem_AllocPool("client (long term memory)", 0, NULL);
2212 memset(&r_refdef, 0, sizeof(r_refdef));
2213 // max entities sent to renderer per frame
2214 r_refdef.maxentities = MAX_EDICTS + 256 + 512;
2215 r_refdef.entities = (entity_render_t **)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t *) * r_refdef.maxentities);
2220 // register our commands
2222 Cvar_RegisterVariable (&cl_upspeed);
2223 Cvar_RegisterVariable (&cl_forwardspeed);
2224 Cvar_RegisterVariable (&cl_backspeed);
2225 Cvar_RegisterVariable (&cl_sidespeed);
2226 Cvar_RegisterVariable (&cl_movespeedkey);
2227 Cvar_RegisterVariable (&cl_yawspeed);
2228 Cvar_RegisterVariable (&cl_pitchspeed);
2229 Cvar_RegisterVariable (&cl_anglespeedkey);
2230 Cvar_RegisterVariable (&cl_shownet);
2231 Cvar_RegisterVariable (&cl_nolerp);
2232 Cvar_RegisterVariable (&lookspring);
2233 Cvar_RegisterVariable (&lookstrafe);
2234 Cvar_RegisterVariable (&sensitivity);
2235 Cvar_RegisterVariable (&freelook);
2237 Cvar_RegisterVariable (&m_pitch);
2238 Cvar_RegisterVariable (&m_yaw);
2239 Cvar_RegisterVariable (&m_forward);
2240 Cvar_RegisterVariable (&m_side);
2242 Cvar_RegisterVariable (&cl_itembobspeed);
2243 Cvar_RegisterVariable (&cl_itembobheight);
2245 Cmd_AddCommand ("entities", CL_PrintEntities_f, "print information on network entities known to client");
2246 Cmd_AddCommand ("disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
2247 Cmd_AddCommand ("record", CL_Record_f, "record a demo");
2248 Cmd_AddCommand ("stop", CL_Stop_f, "stop recording or playing a demo");
2249 Cmd_AddCommand ("playdemo", CL_PlayDemo_f, "watch a demo file");
2250 Cmd_AddCommand ("timedemo", CL_TimeDemo_f, "play back a demo as fast as possible and save statistics to benchmark.log");
2252 // Support Client-side Model Index List
2253 Cmd_AddCommand ("cl_modelindexlist", CL_ModelIndexList_f, "list information on all models in the client modelindex");
2254 // Support Client-side Sound Index List
2255 Cmd_AddCommand ("cl_soundindexlist", CL_SoundIndexList_f, "list all sounds in the client soundindex");
2257 Cvar_RegisterVariable (&cl_autodemo);
2258 Cvar_RegisterVariable (&cl_autodemo_nameformat);
2260 Cmd_AddCommand ("fog", CL_Fog_f, "set global fog parameters (density red green blue)");
2262 // LordHavoc: added pausedemo
2263 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)");
2265 Cmd_AddCommand ("cl_areastats", CL_AreaStats_f, "prints statistics on entity culling during collision traces");
2267 Cvar_RegisterVariable(&r_draweffects);
2268 Cvar_RegisterVariable(&cl_explosions_alpha_start);
2269 Cvar_RegisterVariable(&cl_explosions_alpha_end);
2270 Cvar_RegisterVariable(&cl_explosions_size_start);
2271 Cvar_RegisterVariable(&cl_explosions_size_end);
2272 Cvar_RegisterVariable(&cl_explosions_lifetime);
2273 Cvar_RegisterVariable(&cl_stainmaps);
2274 Cvar_RegisterVariable(&cl_stainmaps_clearonload);
2275 Cvar_RegisterVariable(&cl_beams_polygons);
2276 Cvar_RegisterVariable(&cl_beams_quakepositionhack);
2277 Cvar_RegisterVariable(&cl_beams_instantaimhack);
2278 Cvar_RegisterVariable(&cl_beams_lightatend);
2279 Cvar_RegisterVariable(&cl_noplayershadow);
2280 Cvar_RegisterVariable(&cl_dlights_decayradius);
2281 Cvar_RegisterVariable(&cl_dlights_decaybrightness);
2283 Cvar_RegisterVariable(&cl_prydoncursor);
2285 Cvar_RegisterVariable(&cl_deathnoviewmodel);
2287 // for QW connections
2288 Cvar_RegisterVariable(&qport);
2289 Cvar_SetValueQuick(&qport, (rand() * RAND_MAX + rand()) & 0xffff);
2291 Cmd_AddCommand("timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs");
2293 Cvar_RegisterVariable(&cl_locs_enable);
2294 Cvar_RegisterVariable(&cl_locs_show);
2295 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)");
2296 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)");
2297 Cmd_AddCommand("locs_clear", CL_Locs_Clear_f, "remove all loc points/boxes");
2298 Cmd_AddCommand("locs_reload", CL_Locs_Reload_f, "reload .loc file for this map");
2299 Cmd_AddCommand("locs_save", CL_Locs_Save_f, "save .loc file for this map containing currently defined points and boxes");
2302 CL_Particles_Init();
2306 #ifdef SUPPORT_GECKO