2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
20 // cl_main.c -- client main loop
23 #include "cl_collision.h"
32 // we need to declare some mouse variables here, because the menu system
33 // references them even when on a unix system.
35 cvar_t csqc_progname = {0, "csqc_progname","csprogs.dat","name of csprogs.dat file to load"};
36 cvar_t csqc_progcrc = {CVAR_READONLY, "csqc_progcrc","-1","CRC of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1"};
37 cvar_t csqc_progsize = {CVAR_READONLY, "csqc_progsize","-1","file size of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1"};
39 cvar_t cl_shownet = {0, "cl_shownet","0","1 = print packet size, 2 = print packet message list"};
40 cvar_t cl_nolerp = {0, "cl_nolerp", "0","network update smoothing"};
41 cvar_t cl_lerpanim_maxdelta_server = {0, "cl_lerpanim_maxdelta_server", "0.1","maximum frame delta for smoothing between server-controlled animation frames (when 0, one network frame)"};
42 cvar_t cl_lerpanim_maxdelta_framegroups = {0, "cl_lerpanim_maxdelta_framegroups", "0.1","maximum frame delta for smoothing between framegroups (when 0, one network frame)"};
44 cvar_t cl_itembobheight = {0, "cl_itembobheight", "0","how much items bob up and down (try 8)"};
45 cvar_t cl_itembobspeed = {0, "cl_itembobspeed", "0.5","how frequently items bob up and down"};
47 cvar_t lookspring = {CVAR_SAVE, "lookspring","0","returns pitch to level with the floor when no longer holding a pitch key"};
48 cvar_t lookstrafe = {CVAR_SAVE, "lookstrafe","0","move instead of turning"};
49 cvar_t sensitivity = {CVAR_SAVE, "sensitivity","3","mouse speed multiplier"};
51 cvar_t m_pitch = {CVAR_SAVE, "m_pitch","0.022","mouse pitch speed multiplier"};
52 cvar_t m_yaw = {CVAR_SAVE, "m_yaw","0.022","mouse yaw speed multiplier"};
53 cvar_t m_forward = {CVAR_SAVE, "m_forward","1","mouse forward speed multiplier"};
54 cvar_t m_side = {CVAR_SAVE, "m_side","0.8","mouse side speed multiplier"};
56 cvar_t freelook = {CVAR_SAVE, "freelook", "1","mouse controls pitch instead of forward/back"};
58 cvar_t cl_autodemo = {CVAR_SAVE, "cl_autodemo", "0", "records every game played, using the date/time and map name to name the demo file" };
59 cvar_t cl_autodemo_nameformat = {CVAR_SAVE, "cl_autodemo_nameformat", "autodemos/%Y-%m-%d_%H-%M", "The format of the cl_autodemo filename, followed by the map name (the date is encoded using strftime escapes)" };
61 cvar_t r_draweffects = {0, "r_draweffects", "1","renders temporary sprite effects"};
63 cvar_t cl_explosions_alpha_start = {CVAR_SAVE, "cl_explosions_alpha_start", "1.5","starting alpha of an explosion shell"};
64 cvar_t cl_explosions_alpha_end = {CVAR_SAVE, "cl_explosions_alpha_end", "0","end alpha of an explosion shell (just before it disappears)"};
65 cvar_t cl_explosions_size_start = {CVAR_SAVE, "cl_explosions_size_start", "16","starting size of an explosion shell"};
66 cvar_t cl_explosions_size_end = {CVAR_SAVE, "cl_explosions_size_end", "128","ending alpha of an explosion shell (just before it disappears)"};
67 cvar_t cl_explosions_lifetime = {CVAR_SAVE, "cl_explosions_lifetime", "0.5","how long an explosion shell lasts"};
69 cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "0","stains lightmaps, much faster than decals but blurred"};
70 cvar_t cl_stainmaps_clearonload = {CVAR_SAVE, "cl_stainmaps_clearonload", "1","clear stainmaps on map restart"};
72 cvar_t cl_beams_polygons = {CVAR_SAVE, "cl_beams_polygons", "1","use beam polygons instead of models"};
73 cvar_t cl_beams_quakepositionhack = {CVAR_SAVE, "cl_beams_quakepositionhack", "1", "makes your lightning gun appear to fire from your waist (as in Quake and QuakeWorld)"};
74 cvar_t cl_beams_instantaimhack = {CVAR_SAVE, "cl_beams_instantaimhack", "0", "makes your lightning gun aiming update instantly"};
75 cvar_t cl_beams_lightatend = {CVAR_SAVE, "cl_beams_lightatend", "0", "make a light at the end of the beam"};
77 cvar_t cl_deathfade = {CVAR_SAVE, "cl_deathfade", "0", "fade screen to dark red when dead, value represents how fast the fade is (higher is faster)"};
79 cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0","hide player shadow"};
81 cvar_t cl_dlights_decayradius = {CVAR_SAVE, "cl_dlights_decayradius", "1", "reduces size of light flashes over time"};
82 cvar_t cl_dlights_decaybrightness = {CVAR_SAVE, "cl_dlights_decaybrightness", "1", "reduces brightness of light flashes over time"};
84 cvar_t qport = {0, "qport", "0", "identification key for playing on qw servers (allows you to maintain a connection to a quakeworld server even if your port changes)"};
86 cvar_t cl_prydoncursor = {0, "cl_prydoncursor", "0", "enables a mouse pointer which is able to click on entities in the world, useful for point and click mods, see PRYDON_CLIENTCURSOR extension in dpextensions.qc"};
87 cvar_t cl_prydoncursor_notrace = {0, "cl_prydoncursor_notrace", "0", "disables traceline used in prydon cursor reporting to the game, saving some cpu time"};
89 cvar_t cl_deathnoviewmodel = {0, "cl_deathnoviewmodel", "1", "hides gun model when dead"};
91 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)"};
92 cvar_t cl_locs_show = {0, "locs_show", "0", "shows defined locations for editing purposes"};
94 extern cvar_t r_equalize_entities_fullbright;
100 =====================
103 =====================
105 void CL_VM_ShutDown (void);
106 void CL_ClearState(void)
113 // wipe the entire cl structure
114 Mem_EmptyPool(cls.levelmempool);
115 memset (&cl, 0, sizeof(cl));
119 // reset the view zoom interpolation
120 cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
121 cl.sensitivityscale = 1.0f;
123 // enable rendering of the world and such
124 cl.csqc_vidvars.drawworld = true;
125 cl.csqc_vidvars.drawenginesbar = true;
126 cl.csqc_vidvars.drawcrosshair = true;
128 // set up the float version of the stats array for easier access to float stats
129 cl.statsf = (float *)cl.stats;
132 cl.num_static_entities = 0;
133 cl.num_brushmodel_entities = 0;
135 // tweak these if the game runs out
136 cl.max_csqcrenderentities = 0;
137 cl.max_entities = MAX_ENITIES_INITIAL;
138 cl.max_static_entities = MAX_STATICENTITIES;
139 cl.max_effects = MAX_EFFECTS;
140 cl.max_beams = MAX_BEAMS;
141 cl.max_dlights = MAX_DLIGHTS;
142 cl.max_lightstyle = MAX_LIGHTSTYLES;
143 cl.max_brushmodel_entities = MAX_EDICTS;
144 cl.max_particles = MAX_PARTICLES_INITIAL; // grows dynamically
145 cl.max_decals = MAX_DECALS_INITIAL; // grows dynamically
152 cl.csqcrenderentities = NULL;
153 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
154 cl.entities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char));
155 cl.static_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_static_entities * sizeof(entity_t));
156 cl.effects = (cl_effect_t *)Mem_Alloc(cls.levelmempool, cl.max_effects * sizeof(cl_effect_t));
157 cl.beams = (beam_t *)Mem_Alloc(cls.levelmempool, cl.max_beams * sizeof(beam_t));
158 cl.dlights = (dlight_t *)Mem_Alloc(cls.levelmempool, cl.max_dlights * sizeof(dlight_t));
159 cl.lightstyle = (lightstyle_t *)Mem_Alloc(cls.levelmempool, cl.max_lightstyle * sizeof(lightstyle_t));
160 cl.brushmodel_entities = (int *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(int));
161 cl.particles = (particle_t *) Mem_Alloc(cls.levelmempool, cl.max_particles * sizeof(particle_t));
162 cl.decals = (decal_t *) Mem_Alloc(cls.levelmempool, cl.max_decals * sizeof(decal_t));
165 // LordHavoc: have to set up the baseline info for alpha and other stuff
166 for (i = 0;i < cl.max_entities;i++)
168 cl.entities[i].state_baseline = defaultstate;
169 cl.entities[i].state_previous = defaultstate;
170 cl.entities[i].state_current = defaultstate;
173 if (gamemode == GAME_NEXUIZ)
175 VectorSet(cl.playerstandmins, -16, -16, -24);
176 VectorSet(cl.playerstandmaxs, 16, 16, 45);
177 VectorSet(cl.playercrouchmins, -16, -16, -24);
178 VectorSet(cl.playercrouchmaxs, 16, 16, 25);
182 VectorSet(cl.playerstandmins, -16, -16, -24);
183 VectorSet(cl.playerstandmaxs, 16, 16, 24);
184 VectorSet(cl.playercrouchmins, -16, -16, -24);
185 VectorSet(cl.playercrouchmaxs, 16, 16, 24);
188 // disable until we get textures for it
191 ent = &cl.entities[0];
192 // entire entity array was cleared, so just fill in a few fields
193 ent->state_current.active = true;
194 ent->render.model = cl.worldmodel = NULL; // no world model yet
195 ent->render.alpha = 1;
196 ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
197 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, 0, 0, 0, 0, 0, 0, 1);
198 ent->render.allowdecals = true;
199 CL_UpdateRenderEntity(&ent->render);
201 // noclip is turned off at start
202 noclip_anglehack = false;
204 // mark all frames invalid for delta
205 memset(cl.qw_deltasequence, -1, sizeof(cl.qw_deltasequence));
207 // set bestweapon data back to Quake data
208 IN_BestWeapon_ResetData();
213 void CL_SetInfo(const char *key, const char *value, qboolean send, qboolean allowstarkey, qboolean allowmodel, qboolean quiet)
216 qboolean fail = false;
217 if (!allowstarkey && key[0] == '*')
219 if (!allowmodel && (!strcasecmp(key, "pmodel") || !strcasecmp(key, "emodel")))
221 for (i = 0;key[i];i++)
222 if (ISWHITESPACE(key[i]) || key[i] == '\"')
224 for (i = 0;value[i];i++)
225 if (value[i] == '\r' || value[i] == '\n' || value[i] == '\"')
230 Con_Printf("Can't setinfo \"%s\" \"%s\"\n", key, value);
233 InfoString_SetValue(cls.userinfo, sizeof(cls.userinfo), key, value);
234 if (cls.state == ca_connected && cls.netcon)
236 if (cls.protocol == PROTOCOL_QUAKEWORLD)
238 MSG_WriteByte(&cls.netcon->message, qw_clc_stringcmd);
239 MSG_WriteString(&cls.netcon->message, va("setinfo \"%s\" \"%s\"", key, value));
241 else if (!strcasecmp(key, "name"))
243 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
244 MSG_WriteString(&cls.netcon->message, va("name \"%s\"", value));
246 else if (!strcasecmp(key, "playermodel"))
248 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
249 MSG_WriteString(&cls.netcon->message, va("playermodel \"%s\"", value));
251 else if (!strcasecmp(key, "playerskin"))
253 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
254 MSG_WriteString(&cls.netcon->message, va("playerskin \"%s\"", value));
256 else if (!strcasecmp(key, "topcolor"))
258 // don't send anything, the combined color code will be updated manually
260 else if (!strcasecmp(key, "bottomcolor"))
262 // don't send anything, the combined color code will be updated manually
264 else if (!strcasecmp(key, "rate"))
266 MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
267 MSG_WriteString(&cls.netcon->message, va("rate \"%s\"", value));
272 void CL_ExpandEntities(int num)
274 int i, oldmaxentities;
275 entity_t *oldentities;
276 if (num >= cl.max_entities)
279 Sys_Error("CL_ExpandEntities: cl.entities not initialized");
280 if (num >= MAX_EDICTS)
281 Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
282 oldmaxentities = cl.max_entities;
283 oldentities = cl.entities;
284 cl.max_entities = (num & ~255) + 256;
285 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
286 memcpy(cl.entities, oldentities, oldmaxentities * sizeof(entity_t));
287 Mem_Free(oldentities);
288 for (i = oldmaxentities;i < cl.max_entities;i++)
290 cl.entities[i].state_baseline = defaultstate;
291 cl.entities[i].state_previous = defaultstate;
292 cl.entities[i].state_current = defaultstate;
297 void CL_ExpandCSQCRenderEntities(int num)
299 int oldmaxcsqcrenderentities;
300 entity_render_t *oldcsqcrenderentities;
301 if (num >= cl.max_csqcrenderentities)
303 if (num >= MAX_EDICTS)
304 Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
305 oldmaxcsqcrenderentities = cl.max_csqcrenderentities;
306 oldcsqcrenderentities = cl.csqcrenderentities;
307 cl.max_csqcrenderentities = (num & ~255) + 256;
308 cl.csqcrenderentities = (entity_render_t *)Mem_Alloc(cls.levelmempool, cl.max_csqcrenderentities * sizeof(entity_render_t));
309 if (oldcsqcrenderentities)
311 memcpy(cl.csqcrenderentities, oldcsqcrenderentities, oldmaxcsqcrenderentities * sizeof(entity_render_t));
312 Mem_Free(oldcsqcrenderentities);
318 =====================
321 Sends a disconnect message to the server
322 This is also called on Host_Error, so it shouldn't cause any errors
323 =====================
325 void CL_Disconnect(void)
327 if (cls.state == ca_dedicated)
330 if (COM_CheckParm("-profilegameonly"))
331 Sys_AllowProfiling(false);
333 Curl_Clear_forthismap();
335 Con_DPrintf("CL_Disconnect\n");
337 Cvar_SetValueQuick(&csqc_progcrc, -1);
338 Cvar_SetValueQuick(&csqc_progsize, -1);
340 // stop sounds (especially looping!)
343 cl.parsingtextexpectingpingforscores = 0; // just in case no reply has come yet
345 // clear contents blends
346 cl.cshifts[0].percent = 0;
347 cl.cshifts[1].percent = 0;
348 cl.cshifts[2].percent = 0;
349 cl.cshifts[3].percent = 0;
351 cl.worldmodel = NULL;
353 CL_Parse_ErrorCleanUp();
355 if (cls.demoplayback)
360 unsigned char bufdata[8];
361 if (cls.demorecording)
364 // send disconnect message 3 times to improve chances of server
365 // receiving it (but it still fails sometimes)
366 memset(&buf, 0, sizeof(buf));
368 buf.maxsize = sizeof(bufdata);
369 if (cls.protocol == PROTOCOL_QUAKEWORLD)
371 Con_DPrint("Sending drop command\n");
372 MSG_WriteByte(&buf, qw_clc_stringcmd);
373 MSG_WriteString(&buf, "drop");
377 Con_DPrint("Sending clc_disconnect\n");
378 MSG_WriteByte(&buf, clc_disconnect);
380 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
381 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
382 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
383 NetConn_Close(cls.netcon);
386 cls.state = ca_disconnected;
388 cls.demoplayback = cls.timedemo = false;
392 void CL_Disconnect_f(void)
396 Host_ShutdownServer ();
403 =====================
404 CL_EstablishConnection
406 Host should be either "local" or a net address
407 =====================
409 void CL_EstablishConnection(const char *host)
411 if (cls.state == ca_dedicated)
414 // clear menu's connect error message
415 M_Update_Return_Reason("");
418 // stop demo loop in case this fails
419 if (cls.demoplayback)
422 // if downloads are running, cancel their finishing action
423 Curl_Clear_forthismap();
425 // make sure the client ports are open before attempting to connect
426 NetConn_UpdateSockets();
428 // run a network frame
429 //NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
431 if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
433 cls.connect_trying = true;
434 cls.connect_remainingtries = 3;
435 cls.connect_nextsendtime = 0;
436 M_Update_Return_Reason("Trying to connect...");
437 // run several network frames to jump into the game quickly
440 // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
441 // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
442 // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
443 // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
448 Con_Print("Unable to find a suitable network socket to connect to server.\n");
449 M_Update_Return_Reason("No network");
458 static void CL_PrintEntities_f(void)
463 for (i = 0, ent = cl.entities;i < cl.num_entities;i++, ent++)
465 const char* modelname;
467 if (!ent->state_current.active)
470 if (ent->render.model)
471 modelname = ent->render.model->name;
473 modelname = "--no model--";
474 Con_Printf("%3i: %-25s:%4i (%5i %5i %5i) [%3i %3i %3i] %4.2f %5.3f\n", i, modelname, ent->render.framegroupblend[0].frame, (int) ent->state_current.origin[0], (int) ent->state_current.origin[1], (int) ent->state_current.origin[2], (int) ent->state_current.angles[0] % 360, (int) ent->state_current.angles[1] % 360, (int) ent->state_current.angles[2] % 360, ent->render.scale, ent->render.alpha);
482 List information on all models in the client modelindex
485 static void CL_ModelIndexList_f(void)
491 Con_Printf("%3s: %-30s %-8s %-8s\n", "ID", "Name", "Type", "Triangles");
493 for (i = -MAX_MODELS;i < MAX_MODELS;i++)
495 model = CL_GetModelByIndex(i);
496 if(model->loaded || i == 1)
497 Con_Printf("%3i: %-30s %-8s %-10i\n", i, model->name, model->modeldatatypestring, model->surfmesh.num_triangles);
499 Con_Printf("%3i: %-30s %-30s\n", i, model->name, "--no local model found--");
508 List all sounds in the client soundindex
511 static void CL_SoundIndexList_f(void)
515 while(cl.sound_precache[i] && i != MAX_SOUNDS)
517 Con_Printf("%i : %s\n", i, cl.sound_precache[i]->name);
524 CL_UpdateRenderEntity
526 Updates inversematrix, animation interpolation factors, scale, and mins/maxs
529 void CL_UpdateRenderEntity(entity_render_t *ent)
533 dp_model_t *model = ent->model;
534 // update the inverse matrix for the renderer
535 Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
536 // update the animation blend state
537 VM_FrameBlendFromFrameGroupBlend(ent->frameblend, ent->framegroupblend, ent->model);
538 // we need the matrix origin to center the box
539 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
540 // update entity->render.scale because the renderer needs it
541 ent->scale = scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
544 // NOTE: this directly extracts vector components from the matrix, which relies on the matrix orientation!
545 #ifdef MATRIX4x4_OPENGLORIENTATION
546 if (ent->matrix.m[0][2] != 0 || ent->matrix.m[1][2] != 0)
548 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
552 VectorMA(org, scale, model->rotatedmins, ent->mins);
553 VectorMA(org, scale, model->rotatedmaxs, ent->maxs);
555 #ifdef MATRIX4x4_OPENGLORIENTATION
556 else if (ent->matrix.m[1][0] != 0 || ent->matrix.m[0][1] != 0)
558 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
562 VectorMA(org, scale, model->yawmins, ent->mins);
563 VectorMA(org, scale, model->yawmaxs, ent->maxs);
567 VectorMA(org, scale, model->normalmins, ent->mins);
568 VectorMA(org, scale, model->normalmaxs, ent->maxs);
573 ent->mins[0] = org[0] - 16;
574 ent->mins[1] = org[1] - 16;
575 ent->mins[2] = org[2] - 16;
576 ent->maxs[0] = org[0] + 16;
577 ent->maxs[1] = org[1] + 16;
578 ent->maxs[2] = org[2] + 16;
586 Determines the fraction between the last two messages that the objects
590 static float CL_LerpPoint(void)
594 if (cl_nettimesyncboundmode.integer == 1)
595 cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
597 // LordHavoc: lerp in listen games as the server is being capped below the client (usually)
598 if (cl.mtime[0] <= cl.mtime[1])
600 cl.time = cl.mtime[0];
604 f = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]);
605 return bound(0, f, 1);
608 void CL_ClearTempEntities (void)
610 r_refdef.scene.numtempentities = 0;
613 entity_render_t *CL_NewTempEntity(double shadertime)
615 entity_render_t *render;
617 if (r_refdef.scene.numentities >= r_refdef.scene.maxentities)
619 if (r_refdef.scene.numtempentities >= r_refdef.scene.maxtempentities)
621 render = &r_refdef.scene.tempentities[r_refdef.scene.numtempentities++];
622 memset (render, 0, sizeof(*render));
623 r_refdef.scene.entities[r_refdef.scene.numentities++] = render;
625 render->shadertime = shadertime;
627 VectorSet(render->colormod, 1, 1, 1);
628 VectorSet(render->glowmod, 1, 1, 1);
632 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
636 if (!modelindex) // sanity check
640 Con_Printf("CL_Effect: framerate %f is < 1\n", framerate);
645 Con_Printf("CL_Effect: framecount %i is < 1\n", framecount);
648 for (i = 0, e = cl.effects;i < cl.max_effects;i++, e++)
653 VectorCopy(org, e->origin);
654 e->modelindex = modelindex;
655 e->starttime = cl.time;
656 e->startframe = startframe;
657 e->endframe = startframe + framecount;
658 e->framerate = framerate;
661 e->frame1time = cl.time;
662 e->frame2time = cl.time;
663 cl.num_effects = max(cl.num_effects, i + 1);
668 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)
673 // then look for anything else
675 for (i = 0;i < cl.max_dlights;i++, dl++)
679 // unable to find one
680 if (i == cl.max_dlights)
683 //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
684 memset (dl, 0, sizeof(*dl));
685 cl.num_dlights = max(cl.num_dlights, i + 1);
686 Matrix4x4_Normalize(&dl->matrix, matrix);
688 Matrix4x4_OriginFromMatrix(&dl->matrix, dl->origin);
689 CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
690 Matrix4x4_SetOrigin(&dl->matrix, dl->origin[0], dl->origin[1], dl->origin[2]);
693 dl->color[1] = green;
695 dl->initialradius = radius;
696 dl->initialcolor[0] = red;
697 dl->initialcolor[1] = green;
698 dl->initialcolor[2] = blue;
699 dl->decay = decay / radius; // changed decay to be a percentage decrease
700 dl->intensity = 1; // this is what gets decayed
702 dl->die = cl.time + lifetime;
706 dpsnprintf(dl->cubemapname, sizeof(dl->cubemapname), "cubemaps/%i", cubemapnum);
708 dl->cubemapname[0] = 0;
710 dl->shadow = shadowenable;
713 dl->coronasizescale = coronasizescale;
714 dl->ambientscale = ambientscale;
715 dl->diffusescale = diffusescale;
716 dl->specularscale = specularscale;
719 void CL_DecayLightFlashes(void)
725 time = bound(0, cl.time - cl.oldtime, 0.1);
726 oldmax = cl.num_dlights;
728 for (i = 0, dl = cl.dlights;i < oldmax;i++, dl++)
732 dl->intensity -= time * dl->decay;
733 if (cl.time < dl->die && dl->intensity > 0)
735 if (cl_dlights_decayradius.integer)
736 dl->radius = dl->initialradius * dl->intensity;
738 dl->radius = dl->initialradius;
739 if (cl_dlights_decaybrightness.integer)
740 VectorScale(dl->initialcolor, dl->intensity, dl->color);
742 VectorCopy(dl->initialcolor, dl->color);
743 cl.num_dlights = i + 1;
751 // called before entity relinking
752 void CL_RelinkLightFlashes(void)
757 matrix4x4_t tempmatrix;
759 if (r_dynamic.integer)
761 for (i = 0, dl = cl.dlights;i < cl.num_dlights && r_refdef.scene.numlights < MAX_DLIGHTS;i++, dl++)
765 tempmatrix = dl->matrix;
766 Matrix4x4_Scale(&tempmatrix, dl->radius, 1);
767 // we need the corona fading to be persistent
768 R_RTLight_Update(&dl->rtlight, false, &tempmatrix, dl->color, dl->style, dl->cubemapname, dl->shadow, dl->corona, dl->coronasizescale, dl->ambientscale, dl->diffusescale, dl->specularscale, dl->flags);
769 r_refdef.scene.lights[r_refdef.scene.numlights++] = &dl->rtlight;
776 for (j = 0;j < cl.max_lightstyle;j++)
778 r_refdef.scene.rtlightstylevalue[j] = 1;
779 r_refdef.scene.lightstylevalue[j] = 256;
785 // 'm' is normal light, 'a' is no light, 'z' is double bright
789 for (j = 0;j < cl.max_lightstyle;j++)
791 if (!cl.lightstyle[j].length)
793 r_refdef.scene.rtlightstylevalue[j] = 1;
794 r_refdef.scene.lightstylevalue[j] = 256;
797 // static lightstyle "=value"
798 if (cl.lightstyle[j].map[0] == '=')
800 r_refdef.scene.rtlightstylevalue[j] = atof(cl.lightstyle[j].map + 1);
801 if ( r_lerplightstyles.integer || ((int)f - f) < 0.01)
802 r_refdef.scene.lightstylevalue[j] = r_refdef.scene.rtlightstylevalue[j];
805 k = i % cl.lightstyle[j].length;
806 l = (i-1) % cl.lightstyle[j].length;
807 k = cl.lightstyle[j].map[k] - 'a';
808 l = cl.lightstyle[j].map[l] - 'a';
809 // rtlightstylevalue is always interpolated because it has no bad
810 // consequences for performance
811 // lightstylevalue is subject to a cvar for performance reasons;
812 // skipping lightmap updates on most rendered frames substantially
813 // improves framerates (but makes light fades look bad)
814 r_refdef.scene.rtlightstylevalue[j] = ((k*frac)+(l*(1-frac)))*(22/256.0f);
815 r_refdef.scene.lightstylevalue[j] = r_lerplightstyles.integer ? (unsigned short)(((k*frac)+(l*(1-frac)))*22) : k*22;
819 void CL_AddQWCTFFlagModel(entity_t *player, int skin)
821 int frame = player->render.framegroupblend[0].frame;
823 entity_render_t *flagrender;
824 matrix4x4_t flagmatrix;
826 // this code taken from QuakeWorld
828 if (frame >= 29 && frame <= 40)
830 if (frame >= 29 && frame <= 34)
832 if (frame == 29) f = f + 2;
833 else if (frame == 30) f = f + 8;
834 else if (frame == 31) f = f + 12;
835 else if (frame == 32) f = f + 11;
836 else if (frame == 33) f = f + 10;
837 else if (frame == 34) f = f + 4;
839 else if (frame >= 35 && frame <= 40)
841 if (frame == 35) f = f + 2;
842 else if (frame == 36) f = f + 10;
843 else if (frame == 37) f = f + 10;
844 else if (frame == 38) f = f + 8;
845 else if (frame == 39) f = f + 4;
846 else if (frame == 40) f = f + 2;
849 else if (frame >= 103 && frame <= 118)
851 if (frame >= 103 && frame <= 104) f = f + 6; //nailattack
852 else if (frame >= 105 && frame <= 106) f = f + 6; //light
853 else if (frame >= 107 && frame <= 112) f = f + 7; //rocketattack
854 else if (frame >= 112 && frame <= 118) f = f + 7; //shotattack
856 // end of code taken from QuakeWorld
858 flagrender = CL_NewTempEntity(player->render.shadertime);
862 flagrender->model = CL_GetModelByIndex(cl.qw_modelindex_flag);
863 flagrender->skinnum = skin;
864 flagrender->alpha = 1;
865 VectorSet(flagrender->colormod, 1, 1, 1);
866 VectorSet(flagrender->glowmod, 1, 1, 1);
867 // attach the flag to the player matrix
868 Matrix4x4_CreateFromQuakeEntity(&flagmatrix, -f, -22, 0, 0, 0, -45, 1);
869 Matrix4x4_Concat(&flagrender->matrix, &player->render.matrix, &flagmatrix);
870 CL_UpdateRenderEntity(flagrender);
873 matrix4x4_t viewmodelmatrix;
875 static const vec3_t muzzleflashorigin = {18, 0, 0};
877 extern void V_DriftPitch(void);
878 extern void V_FadeViewFlashs(void);
879 extern void V_CalcViewBlend(void);
880 extern void V_CalcRefdef(void);
882 void CL_SetEntityColormapColors(entity_render_t *ent, int colormap)
884 const unsigned char *cbcolor;
887 cbcolor = palette_rgb_pantscolormap[colormap & 0xF];
888 VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_pantscolor);
889 cbcolor = palette_rgb_shirtcolormap[(colormap & 0xF0) >> 4];
890 VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_shirtcolor);
894 VectorClear(ent->colormap_pantscolor);
895 VectorClear(ent->colormap_shirtcolor);
899 // note this is a recursive function, recursionlimit should be 32 or so on the initial call
900 void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolate)
902 const matrix4x4_t *matrix;
903 matrix4x4_t blendmatrix, tempmatrix, matrix2;
905 float origin[3], angles[3], lerp;
907 //entity_persistent_t *p = &e->persistent;
908 //entity_render_t *r = &e->render;
909 // skip inactive entities and world
910 if (!e->state_current.active || e == cl.entities)
912 if (recursionlimit < 1)
914 e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
915 e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
916 e->render.flags = e->state_current.flags;
917 e->render.effects = e->state_current.effects;
918 VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
919 VectorScale(e->state_current.glowmod, (1.0f / 32.0f), e->render.glowmod);
920 if(e >= cl.entities && e < cl.entities + cl.num_entities)
921 e->render.entitynumber = e - cl.entities;
923 e->render.entitynumber = 0;
924 if (e->state_current.flags & RENDER_COLORMAPPED)
925 CL_SetEntityColormapColors(&e->render, e->state_current.colormap);
926 else if (e->state_current.colormap > 0 && e->state_current.colormap <= cl.maxclients && cl.scores != NULL)
927 CL_SetEntityColormapColors(&e->render, cl.scores[e->state_current.colormap-1].colors);
929 CL_SetEntityColormapColors(&e->render, -1);
930 e->render.skinnum = e->state_current.skin;
931 if (e->state_current.tagentity)
933 // attached entity (gun held in player model's hand, etc)
934 // if the tag entity is currently impossible, skip it
935 if (e->state_current.tagentity >= cl.num_entities)
937 t = cl.entities + e->state_current.tagentity;
938 // if the tag entity is inactive, skip it
939 if (!t->state_current.active)
941 // update the parent first
942 CL_UpdateNetworkEntity(t, recursionlimit - 1, interpolate);
943 // make relative to the entity
944 matrix = &t->render.matrix;
945 // some properties of the tag entity carry over
946 e->render.flags |= t->render.flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
947 // if a valid tagindex is used, make it relative to that tag instead
948 // FIXME: use a model function to get tag info (need to handle skeletal)
949 if (e->state_current.tagentity && e->state_current.tagindex >= 1 && t->render.model)
951 if(!Mod_Alias_GetTagMatrix(t->render.model, t->render.frameblend, t->render.skeleton, e->state_current.tagindex - 1, &blendmatrix)) // i.e. no error
953 // concat the tag matrices onto the entity matrix
954 Matrix4x4_Concat(&tempmatrix, &t->render.matrix, &blendmatrix);
955 // use the constructed tag matrix
956 matrix = &tempmatrix;
960 else if (e->render.flags & RENDER_VIEWMODEL)
962 // view-relative entity (guns and such)
963 if (e->render.effects & EF_NOGUNBOB)
964 matrix = &r_refdef.view.matrix; // really attached to view
966 matrix = &viewmodelmatrix; // attached to gun bob matrix
970 // world-relative entity (the normal kind)
971 matrix = &identitymatrix;
975 // if it's the predicted player entity, update according to client movement
976 // but don't lerp if going through a teleporter as it causes a bad lerp
977 // also don't use the predicted location if fixangle was set on both of
978 // the most recent server messages, as that cause means you are spectating
979 // someone or watching a cutscene of some sort
980 if (cl_nolerp.integer || cls.timedemo)
982 if (e == cl.entities + cl.playerentity && cl.movement_predicted && (!cl.fixangle[1] || !cl.fixangle[0]))
984 VectorCopy(cl.movement_origin, origin);
985 VectorSet(angles, 0, cl.viewangles[1], 0);
987 else if (interpolate && e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1)
989 // interpolate the origin and angles
991 VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
993 // this fails at the singularity of euler angles
994 VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
995 if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
996 if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
997 if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
998 VectorMA(e->persistent.oldangles, lerp, delta, angles);
1001 vec3_t f0, u0, f1, u1;
1002 AngleVectors(e->persistent.oldangles, f0, NULL, u0);
1003 AngleVectors(e->persistent.newangles, f1, NULL, u1);
1004 VectorMAM(1-lerp, f0, lerp, f1, f0);
1005 VectorMAM(1-lerp, u0, lerp, u1, u0);
1006 AnglesFromVectors(angles, f0, u0, false);
1013 VectorCopy(e->persistent.neworigin, origin);
1014 VectorCopy(e->persistent.newangles, angles);
1017 // model setup and some modelflags
1018 frame = e->state_current.frame;
1019 e->render.model = CL_GetModelByIndex(e->state_current.modelindex);
1020 if (e->render.model)
1022 if (e->render.skinnum >= e->render.model->numskins)
1023 e->render.skinnum = 0;
1024 if (frame >= e->render.model->numframes)
1026 // models can set flags such as EF_ROCKET
1027 // this 0xFF800000 mask is EF_NOMODELFLAGS plus all the higher EF_ flags such as EF_ROCKET
1028 if (!(e->render.effects & 0xFF800000))
1029 e->render.effects |= e->render.model->effects;
1030 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
1031 if (e->render.model->type == mod_alias)
1032 angles[0] = -angles[0];
1033 if ((e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
1035 VectorScale(e->render.colormod, 2, e->render.colormod);
1036 VectorScale(e->render.glowmod, 2, e->render.glowmod);
1039 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
1040 else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
1041 angles[0] = -angles[0];
1042 // NOTE: this must be synced to SV_GetPitchSign!
1044 if ((e->render.effects & EF_ROTATE) && !(e->render.flags & RENDER_VIEWMODEL))
1046 angles[1] = ANGLEMOD(100*cl.time);
1047 if (cl_itembobheight.value)
1048 origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
1052 if (e->render.framegroupblend[0].frame == frame)
1054 // update frame lerp fraction
1055 e->render.framegroupblend[0].lerp = 1;
1056 e->render.framegroupblend[1].lerp = 0;
1057 if (e->render.framegroupblend[0].start > e->render.framegroupblend[1].start)
1059 // make sure frame lerp won't last longer than 100ms
1060 // (this mainly helps with models that use framegroups and
1061 // switch between them infrequently)
1062 float maxdelta = cl_lerpanim_maxdelta_server.value;
1064 if(e->render.model->animscenes)
1065 if(e->render.model->animscenes[e->render.framegroupblend[0].frame].framecount > 1 || e->render.model->animscenes[e->render.framegroupblend[1].frame].framecount > 1)
1066 maxdelta = cl_lerpanim_maxdelta_framegroups.value;
1067 maxdelta = max(maxdelta, cl.mtime[0] - cl.mtime[1]);
1068 e->render.framegroupblend[0].lerp = (cl.time - e->render.framegroupblend[0].start) / min(e->render.framegroupblend[0].start - e->render.framegroupblend[1].start, maxdelta);
1069 e->render.framegroupblend[0].lerp = bound(0, e->render.framegroupblend[0].lerp, 1);
1070 e->render.framegroupblend[1].lerp = 1 - e->render.framegroupblend[0].lerp;
1075 // begin a new frame lerp
1076 e->render.framegroupblend[1] = e->render.framegroupblend[0];
1077 e->render.framegroupblend[1].lerp = 1;
1078 e->render.framegroupblend[0].frame = frame;
1079 e->render.framegroupblend[0].start = cl.time;
1080 e->render.framegroupblend[0].lerp = 0;
1083 // set up the render matrix
1086 // attached entity, this requires a matrix multiply (concat)
1087 // FIXME: e->render.scale should go away
1088 Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1089 // concat the matrices to make the entity relative to its tag
1090 Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
1091 // get the origin from the new matrix
1092 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1096 // unattached entities are faster to process
1097 Matrix4x4_CreateFromQuakeEntity(&e->render.matrix, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1100 // tenebrae's sprites are all additive mode (weird)
1101 if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
1102 e->render.flags |= RENDER_ADDITIVE;
1103 // player model is only shown with chase_active on
1104 if (e->state_current.number == cl.viewentity)
1105 e->render.flags |= RENDER_EXTERIORMODEL;
1106 // either fullbright or lit
1107 if(!r_fullbright.integer)
1109 if (!(e->render.effects & EF_FULLBRIGHT))
1110 e->render.flags |= RENDER_LIGHT;
1111 else if(r_equalize_entities_fullbright.integer)
1112 e->render.flags |= RENDER_LIGHT | RENDER_EQUALIZE;
1114 // hide player shadow during intermission or nehahra movie
1115 if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST))
1116 && (e->render.alpha >= 1)
1117 && !(e->render.flags & RENDER_VIEWMODEL)
1118 && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
1119 e->render.flags |= RENDER_SHADOW;
1120 if (e->render.flags & RENDER_VIEWMODEL)
1121 e->render.flags |= RENDER_NOSELFSHADOW;
1122 if (e->render.effects & EF_NOSELFSHADOW)
1123 e->render.flags |= RENDER_NOSELFSHADOW;
1124 if (e->render.effects & EF_NODEPTHTEST)
1125 e->render.flags |= RENDER_NODEPTHTEST;
1126 if (e->render.effects & EF_ADDITIVE)
1127 e->render.flags |= RENDER_ADDITIVE;
1128 if (e->render.effects & EF_DOUBLESIDED)
1129 e->render.flags |= RENDER_DOUBLESIDED;
1131 // make the other useful stuff
1132 e->render.allowdecals = true;
1133 CL_UpdateRenderEntity(&e->render);
1136 // creates light and trails from an entity
1137 void CL_UpdateNetworkEntityTrail(entity_t *e)
1139 effectnameindex_t trailtype;
1142 // bmodels are treated specially since their origin is usually '0 0 0' and
1143 // their actual geometry is far from '0 0 0'
1144 if (e->render.model && e->render.model->soundfromcenter)
1147 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1148 Matrix4x4_Transform(&e->render.matrix, o, origin);
1151 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1153 // handle particle trails and such effects now that we know where this
1154 // entity is in the world...
1155 trailtype = EFFECT_NONE;
1156 // LordHavoc: if the entity has no effects, don't check each
1157 if (e->render.effects & (EF_BRIGHTFIELD | EF_FLAME | EF_STARDUST))
1159 if (e->render.effects & EF_BRIGHTFIELD)
1161 if (gamemode == GAME_NEXUIZ)
1162 trailtype = EFFECT_TR_NEXUIZPLASMA;
1164 CL_EntityParticles(e);
1166 if (e->render.effects & EF_FLAME)
1167 CL_ParticleTrail(EFFECT_EF_FLAME, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true);
1168 if (e->render.effects & EF_STARDUST)
1169 CL_ParticleTrail(EFFECT_EF_STARDUST, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true);
1171 if (e->render.internaleffects & (INTEF_FLAG1QW | INTEF_FLAG2QW))
1173 // these are only set on player entities
1174 CL_AddQWCTFFlagModel(e, (e->render.internaleffects & INTEF_FLAG2QW) != 0);
1176 // muzzleflash fades over time
1177 if (e->persistent.muzzleflash > 0)
1178 e->persistent.muzzleflash -= bound(0, cl.time - cl.oldtime, 0.1) * 20;
1179 // LordHavoc: if the entity has no effects, don't check each
1180 if (e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1182 if (e->render.effects & EF_GIB)
1183 trailtype = EFFECT_TR_BLOOD;
1184 else if (e->render.effects & EF_ZOMGIB)
1185 trailtype = EFFECT_TR_SLIGHTBLOOD;
1186 else if (e->render.effects & EF_TRACER)
1187 trailtype = EFFECT_TR_WIZSPIKE;
1188 else if (e->render.effects & EF_TRACER2)
1189 trailtype = EFFECT_TR_KNIGHTSPIKE;
1190 else if (e->render.effects & EF_ROCKET)
1191 trailtype = EFFECT_TR_ROCKET;
1192 else if (e->render.effects & EF_GRENADE)
1194 // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1195 trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1197 else if (e->render.effects & EF_TRACER3)
1198 trailtype = EFFECT_TR_VORESPIKE;
1201 if (e->render.flags & RENDER_GLOWTRAIL)
1202 trailtype = EFFECT_TR_GLOWTRAIL;
1203 // check if a trail is allowed (it is not after a teleport for example)
1204 if (trailtype && e->persistent.trail_allowed)
1208 VectorSubtract(e->state_current.origin, e->state_previous.origin, vel);
1209 len = e->state_current.time - e->state_previous.time;
1212 VectorScale(vel, len, vel);
1213 CL_ParticleTrail(trailtype, 1, e->persistent.trail_origin, origin, vel, vel, e, e->state_current.glowcolor, false, true);
1215 // now that the entity has survived one trail update it is allowed to
1216 // leave a real trail on later frames
1217 e->persistent.trail_allowed = true;
1218 VectorCopy(origin, e->persistent.trail_origin);
1224 CL_UpdateViewEntities
1227 void CL_UpdateViewEntities(void)
1230 // update any RENDER_VIEWMODEL entities to use the new view matrix
1231 for (i = 1;i < cl.num_entities;i++)
1233 if (cl.entities_active[i])
1235 entity_t *ent = cl.entities + i;
1236 if ((ent->render.flags & RENDER_VIEWMODEL) || ent->state_current.tagentity)
1237 CL_UpdateNetworkEntity(ent, 32, true);
1240 // and of course the engine viewmodel needs updating as well
1241 CL_UpdateNetworkEntity(&cl.viewent, 32, true);
1246 CL_UpdateNetworkCollisionEntities
1249 void CL_UpdateNetworkCollisionEntities(void)
1254 // start on the entity after the world
1255 cl.num_brushmodel_entities = 0;
1256 for (i = cl.maxclients + 1;i < cl.num_entities;i++)
1258 if (cl.entities_active[i])
1260 ent = cl.entities + i;
1261 if (ent->state_current.active && ent->render.model && ent->render.model->name[0] == '*' && ent->render.model->TraceBox)
1263 // do not interpolate the bmodels for this
1264 CL_UpdateNetworkEntity(ent, 32, false);
1265 cl.brushmodel_entities[cl.num_brushmodel_entities++] = i;
1271 extern void R_DecalSystem_Reset(decalsystem_t *decalsystem);
1275 CL_UpdateNetworkEntities
1278 void CL_UpdateNetworkEntities(void)
1283 // start on the entity after the world
1284 for (i = 1;i < cl.num_entities;i++)
1286 if (cl.entities_active[i])
1288 ent = cl.entities + i;
1289 if (ent->state_current.active)
1291 CL_UpdateNetworkEntity(ent, 32, true);
1292 // view models should never create light/trails
1293 if (!(ent->render.flags & RENDER_VIEWMODEL))
1294 CL_UpdateNetworkEntityTrail(ent);
1298 R_DecalSystem_Reset(&ent->render.decalsystem);
1299 cl.entities_active[i] = false;
1305 void CL_UpdateViewModel(void)
1309 ent->state_previous = ent->state_current;
1310 ent->state_current = defaultstate;
1311 ent->state_current.time = cl.time;
1312 ent->state_current.number = (unsigned short)-1;
1313 ent->state_current.active = true;
1314 ent->state_current.modelindex = cl.stats[STAT_WEAPON];
1315 ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
1316 ent->state_current.flags = RENDER_VIEWMODEL;
1317 if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
1318 ent->state_current.modelindex = 0;
1319 else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
1321 if (gamemode == GAME_TRANSFUSION)
1322 ent->state_current.alpha = 128;
1324 ent->state_current.modelindex = 0;
1326 ent->state_current.alpha = cl.entities[cl.viewentity].state_current.alpha;
1327 ent->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB));
1329 // reset animation interpolation on weaponmodel if model changed
1330 if (ent->state_previous.modelindex != ent->state_current.modelindex)
1332 ent->render.framegroupblend[0].frame = ent->render.framegroupblend[1].frame = ent->state_current.frame;
1333 ent->render.framegroupblend[0].start = ent->render.framegroupblend[1].start = cl.time;
1334 ent->render.framegroupblend[0].lerp = 1;ent->render.framegroupblend[1].lerp = 0;
1336 CL_UpdateNetworkEntity(ent, 32, true);
1339 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
1340 void CL_LinkNetworkEntity(entity_t *e)
1342 effectnameindex_t trailtype;
1347 // skip inactive entities and world
1348 if (!e->state_current.active || e == cl.entities)
1350 if (e->state_current.tagentity)
1352 // if the tag entity is currently impossible, skip it
1353 if (e->state_current.tagentity >= cl.num_entities)
1355 // if the tag entity is inactive, skip it
1356 if (!cl.entities[e->state_current.tagentity].state_current.active)
1360 // create entity dlights associated with this entity
1361 if (e->render.model && e->render.model->soundfromcenter)
1363 // bmodels are treated specially since their origin is usually '0 0 0'
1365 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1366 Matrix4x4_Transform(&e->render.matrix, o, origin);
1369 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1370 trailtype = EFFECT_NONE;
1375 // LordHavoc: if the entity has no effects, don't check each
1376 if (e->render.effects & (EF_BRIGHTFIELD | EF_DIMLIGHT | EF_BRIGHTLIGHT | EF_RED | EF_BLUE | EF_FLAME | EF_STARDUST))
1378 if (e->render.effects & EF_BRIGHTFIELD)
1380 if (gamemode == GAME_NEXUIZ)
1381 trailtype = EFFECT_TR_NEXUIZPLASMA;
1383 if (e->render.effects & EF_DIMLIGHT)
1385 dlightradius = max(dlightradius, 200);
1386 dlightcolor[0] += 1.50f;
1387 dlightcolor[1] += 1.50f;
1388 dlightcolor[2] += 1.50f;
1390 if (e->render.effects & EF_BRIGHTLIGHT)
1392 dlightradius = max(dlightradius, 400);
1393 dlightcolor[0] += 3.00f;
1394 dlightcolor[1] += 3.00f;
1395 dlightcolor[2] += 3.00f;
1397 // LordHavoc: more effects
1398 if (e->render.effects & EF_RED) // red
1400 dlightradius = max(dlightradius, 200);
1401 dlightcolor[0] += 1.50f;
1402 dlightcolor[1] += 0.15f;
1403 dlightcolor[2] += 0.15f;
1405 if (e->render.effects & EF_BLUE) // blue
1407 dlightradius = max(dlightradius, 200);
1408 dlightcolor[0] += 0.15f;
1409 dlightcolor[1] += 0.15f;
1410 dlightcolor[2] += 1.50f;
1412 if (e->render.effects & EF_FLAME)
1413 CL_ParticleTrail(EFFECT_EF_FLAME, 0, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false);
1414 if (e->render.effects & EF_STARDUST)
1415 CL_ParticleTrail(EFFECT_EF_STARDUST, 0, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false);
1417 // muzzleflash fades over time, and is offset a bit
1418 if (e->persistent.muzzleflash > 0 && r_refdef.scene.numlights < MAX_DLIGHTS)
1423 matrix4x4_t tempmatrix;
1424 Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
1425 trace = CL_TraceLine(origin, v2, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, true, false, NULL, false);
1426 Matrix4x4_Normalize(&tempmatrix, &e->render.matrix);
1427 Matrix4x4_SetOrigin(&tempmatrix, trace.endpos[0], trace.endpos[1], trace.endpos[2]);
1428 Matrix4x4_Scale(&tempmatrix, 150, 1);
1429 VectorSet(color, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f);
1430 R_RTLight_Update(&r_refdef.scene.templights[r_refdef.scene.numlights], false, &tempmatrix, color, -1, NULL, true, 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1431 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1433 // LordHavoc: if the model has no flags, don't check each
1434 if (e->render.model && e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1436 if (e->render.effects & EF_GIB)
1437 trailtype = EFFECT_TR_BLOOD;
1438 else if (e->render.effects & EF_ZOMGIB)
1439 trailtype = EFFECT_TR_SLIGHTBLOOD;
1440 else if (e->render.effects & EF_TRACER)
1441 trailtype = EFFECT_TR_WIZSPIKE;
1442 else if (e->render.effects & EF_TRACER2)
1443 trailtype = EFFECT_TR_KNIGHTSPIKE;
1444 else if (e->render.effects & EF_ROCKET)
1445 trailtype = EFFECT_TR_ROCKET;
1446 else if (e->render.effects & EF_GRENADE)
1448 // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1449 trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1451 else if (e->render.effects & EF_TRACER3)
1452 trailtype = EFFECT_TR_VORESPIKE;
1454 // LordHavoc: customizable glow
1455 if (e->state_current.glowsize)
1457 // * 4 for the expansion from 0-255 to 0-1023 range,
1458 // / 255 to scale down byte colors
1459 dlightradius = max(dlightradius, e->state_current.glowsize * 4);
1460 VectorMA(dlightcolor, (1.0f / 255.0f), palette_rgb[e->state_current.glowcolor], dlightcolor);
1463 if ((e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) && r_refdef.scene.numlights < MAX_DLIGHTS)
1465 matrix4x4_t dlightmatrix;
1467 VectorScale(e->state_current.light, (1.0f / 256.0f), light);
1468 light[3] = e->state_current.light[3];
1469 if (light[0] == 0 && light[1] == 0 && light[2] == 0)
1470 VectorSet(light, 1, 1, 1);
1473 // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
1474 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1475 Matrix4x4_Scale(&dlightmatrix, light[3], 1);
1476 R_RTLight_Update(&r_refdef.scene.templights[r_refdef.scene.numlights], false, &dlightmatrix, light, e->state_current.lightstyle, e->state_current.skin > 0 ? va("cubemaps/%i", e->state_current.skin) : NULL, !(e->state_current.lightpflags & PFLAGS_NOSHADOW), (e->state_current.lightpflags & PFLAGS_CORONA) != 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1477 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1479 // make the glow dlight
1480 else if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL) && r_refdef.scene.numlights < MAX_DLIGHTS)
1482 matrix4x4_t dlightmatrix;
1483 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1484 // hack to make glowing player light shine on their gun
1485 //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
1486 // Matrix4x4_AdjustOrigin(&dlightmatrix, 0, 0, 30);
1487 Matrix4x4_Scale(&dlightmatrix, dlightradius, 1);
1488 R_RTLight_Update(&r_refdef.scene.templights[r_refdef.scene.numlights], false, &dlightmatrix, dlightcolor, -1, NULL, true, 1, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1489 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1492 if (e->render.flags & RENDER_GLOWTRAIL)
1493 trailtype = EFFECT_TR_GLOWTRAIL;
1495 CL_ParticleTrail(trailtype, 0, origin, origin, vec3_origin, vec3_origin, NULL, e->state_current.glowcolor, true, false);
1497 // don't show entities with no modelindex (note: this still shows
1498 // entities which have a modelindex that resolved to a NULL model)
1499 if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.scene.numentities < r_refdef.scene.maxentities)
1500 r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
1501 //if (cl.viewentity && e->state_current.number == cl.viewentity)
1502 // Matrix4x4_Print(&e->render.matrix);
1505 void CL_RelinkWorld(void)
1507 entity_t *ent = &cl.entities[0];
1508 // FIXME: this should be done at load
1509 ent->render.matrix = identitymatrix;
1510 ent->render.flags = RENDER_SHADOW;
1511 if (!r_fullbright.integer)
1512 ent->render.flags |= RENDER_LIGHT;
1513 VectorSet(ent->render.colormod, 1, 1, 1);
1514 VectorSet(ent->render.glowmod, 1, 1, 1);
1515 ent->render.allowdecals = true;
1516 CL_UpdateRenderEntity(&ent->render);
1517 r_refdef.scene.worldentity = &ent->render;
1518 r_refdef.scene.worldmodel = cl.worldmodel;
1521 static void CL_RelinkStaticEntities(void)
1525 for (i = 0, e = cl.static_entities;i < cl.num_static_entities && r_refdef.scene.numentities < r_refdef.scene.maxentities;i++, e++)
1527 e->render.flags = 0;
1528 // if the model was not loaded when the static entity was created we
1529 // need to re-fetch the model pointer
1530 e->render.model = CL_GetModelByIndex(e->state_baseline.modelindex);
1531 // either fullbright or lit
1532 if(!r_fullbright.integer)
1534 if (!(e->render.effects & EF_FULLBRIGHT))
1535 e->render.flags |= RENDER_LIGHT;
1536 else if(r_equalize_entities_fullbright.integer)
1537 e->render.flags |= RENDER_LIGHT | RENDER_EQUALIZE;
1539 // hide player shadow during intermission or nehahra movie
1540 if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST)) && (e->render.alpha >= 1))
1541 e->render.flags |= RENDER_SHADOW;
1542 VectorSet(e->render.colormod, 1, 1, 1);
1543 VectorSet(e->render.glowmod, 1, 1, 1);
1544 VM_FrameBlendFromFrameGroupBlend(e->render.frameblend, e->render.framegroupblend, e->render.model);
1545 e->render.allowdecals = true;
1546 CL_UpdateRenderEntity(&e->render);
1547 r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
1556 static void CL_RelinkNetworkEntities(void)
1561 // start on the entity after the world
1562 for (i = 1;i < cl.num_entities;i++)
1564 if (cl.entities_active[i])
1566 ent = cl.entities + i;
1567 if (ent->state_current.active)
1568 CL_LinkNetworkEntity(ent);
1570 cl.entities_active[i] = false;
1575 static void CL_RelinkEffects(void)
1579 entity_render_t *entrender;
1582 for (i = 0, e = cl.effects;i < cl.num_effects;i++, e++)
1586 frame = (cl.time - e->starttime) * e->framerate + e->startframe;
1587 intframe = (int)frame;
1588 if (intframe < 0 || intframe >= e->endframe)
1590 memset(e, 0, sizeof(*e));
1591 while (cl.num_effects > 0 && !cl.effects[cl.num_effects - 1].active)
1596 if (intframe != e->frame)
1598 e->frame = intframe;
1599 e->frame1time = e->frame2time;
1600 e->frame2time = cl.time;
1603 // if we're drawing effects, get a new temp entity
1604 // (NewTempEntity adds it to the render entities list for us)
1605 if (r_draweffects.integer && (entrender = CL_NewTempEntity(e->starttime)))
1607 // interpolation stuff
1608 entrender->framegroupblend[0].frame = intframe;
1609 entrender->framegroupblend[0].lerp = 1 - frame - intframe;
1610 entrender->framegroupblend[0].start = e->frame1time;
1611 if (intframe + 1 >= e->endframe)
1613 entrender->framegroupblend[1].frame = 0; // disappear
1614 entrender->framegroupblend[1].lerp = 0;
1615 entrender->framegroupblend[1].start = 0;
1619 entrender->framegroupblend[1].frame = intframe + 1;
1620 entrender->framegroupblend[1].lerp = frame - intframe;
1621 entrender->framegroupblend[1].start = e->frame2time;
1625 entrender->model = CL_GetModelByIndex(e->modelindex);
1626 entrender->alpha = 1;
1627 VectorSet(entrender->colormod, 1, 1, 1);
1628 VectorSet(entrender->glowmod, 1, 1, 1);
1630 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
1631 CL_UpdateRenderEntity(entrender);
1637 void CL_Beam_CalculatePositions(const beam_t *b, vec3_t start, vec3_t end)
1639 VectorCopy(b->start, start);
1640 VectorCopy(b->end, end);
1642 // if coming from the player, update the start position
1643 if (b->entity == cl.viewentity)
1645 if (cl_beams_quakepositionhack.integer && !chase_active.integer)
1647 // LordHavoc: this is a stupid hack from Quake that makes your
1648 // lightning appear to come from your waist and cover less of your
1650 // in Quake this hack was applied to all players (causing the
1651 // infamous crotch-lightning), but in darkplaces and QuakeWorld it
1652 // only applies to your own lightning, and only in first person
1653 Matrix4x4_OriginFromMatrix(&cl.entities[cl.viewentity].render.matrix, start);
1655 if (cl_beams_instantaimhack.integer)
1657 vec3_t dir, localend;
1659 // LordHavoc: this updates the beam direction to match your
1661 VectorSubtract(end, start, dir);
1662 len = VectorLength(dir);
1663 VectorNormalize(dir);
1664 VectorSet(localend, len, 0, 0);
1665 Matrix4x4_Transform(&r_refdef.view.matrix, localend, end);
1670 void CL_RelinkBeams(void)
1674 vec3_t dist, org, start, end;
1676 entity_render_t *entrender;
1679 matrix4x4_t tempmatrix;
1681 for (i = 0, b = cl.beams;i < cl.num_beams;i++, b++)
1685 if (b->endtime < cl.time)
1691 CL_Beam_CalculatePositions(b, start, end);
1695 if (cl_beams_lightatend.integer && r_refdef.scene.numlights < MAX_DLIGHTS)
1697 // FIXME: create a matrix from the beam start/end orientation
1699 VectorSet(dlightcolor, 0.3, 0.7, 1);
1700 Matrix4x4_CreateFromQuakeEntity(&tempmatrix, end[0], end[1], end[2], 0, 0, 0, 200);
1701 R_RTLight_Update(&r_refdef.scene.templights[r_refdef.scene.numlights], false, &tempmatrix, dlightcolor, -1, NULL, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1702 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
1704 if (cl_beams_polygons.integer)
1708 // calculate pitch and yaw
1709 // (this is similar to the QuakeC builtin function vectoangles)
1710 VectorSubtract(end, start, dist);
1711 if (dist[1] == 0 && dist[0] == 0)
1721 yaw = atan2(dist[1], dist[0]) * 180 / M_PI;
1725 forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1726 pitch = atan2(dist[2], forward) * 180 / M_PI;
1731 // add new entities for the lightning
1732 VectorCopy (start, org);
1733 d = VectorNormalizeLength(dist);
1736 entrender = CL_NewTempEntity (0);
1739 //VectorCopy (org, ent->render.origin);
1740 entrender->model = b->model;
1741 //ent->render.effects = EF_FULLBRIGHT;
1742 //ent->render.angles[0] = pitch;
1743 //ent->render.angles[1] = yaw;
1744 //ent->render.angles[2] = rand()%360;
1745 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1746 CL_UpdateRenderEntity(entrender);
1747 VectorMA(org, 30, dist, org);
1752 while (cl.num_beams > 0 && !cl.beams[cl.num_beams - 1].model)
1756 static void CL_RelinkQWNails(void)
1760 entity_render_t *entrender;
1762 for (i = 0;i < cl.qw_num_nails;i++)
1766 // if we're drawing effects, get a new temp entity
1767 // (NewTempEntity adds it to the render entities list for us)
1768 if (!(entrender = CL_NewTempEntity(0)))
1772 entrender->model = CL_GetModelByIndex(cl.qw_modelindex_spike);
1773 entrender->alpha = 1;
1774 VectorSet(entrender->colormod, 1, 1, 1);
1775 VectorSet(entrender->glowmod, 1, 1, 1);
1777 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1);
1778 CL_UpdateRenderEntity(entrender);
1782 void CL_LerpPlayer(float frac)
1786 cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
1787 for (i = 0;i < 3;i++)
1789 cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
1790 cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
1791 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
1794 // interpolate the angles if playing a demo or spectating someone
1795 if (cls.demoplayback || cl.fixangle[0])
1797 for (i = 0;i < 3;i++)
1799 float d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
1804 cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
1809 void CSQC_RelinkAllEntities (int drawmask)
1813 CL_RelinkStaticEntities();
1818 if (drawmask & ENTMASK_ENGINE)
1820 CL_RelinkNetworkEntities();
1821 if (drawmask & ENTMASK_ENGINEVIEWMODELS)
1822 CL_LinkNetworkEntity(&cl.viewent); // link gun model
1826 // update view blend
1834 Update client game world for a new frame
1837 void CL_UpdateWorld(void)
1839 r_refdef.scene.extraupdate = !r_speeds.integer;
1840 r_refdef.scene.numentities = 0;
1841 r_refdef.scene.numlights = 0;
1842 r_refdef.view.matrix = identitymatrix;
1843 r_refdef.view.quality = 1;
1845 cl.num_brushmodel_entities = 0;
1847 if (cls.state == ca_connected && cls.signon == SIGNONS)
1849 // prepare for a new frame
1850 CL_LerpPlayer(CL_LerpPoint());
1851 CL_DecayLightFlashes();
1852 CL_ClearTempEntities();
1856 // if prediction is enabled we have to update all the collidable
1857 // network entities before the prediction code can be run
1858 CL_UpdateNetworkCollisionEntities();
1860 // now update the player prediction
1861 CL_ClientMovement_Replay();
1863 // update the player entity (which may be predicted)
1864 CL_UpdateNetworkEntity(cl.entities + cl.viewentity, 32, true);
1866 // now update the view (which depends on that player entity)
1869 // now update all the network entities and create particle trails
1870 // (some entities may depend on the view)
1871 CL_UpdateNetworkEntities();
1873 // update the engine-based viewmodel
1874 CL_UpdateViewModel();
1876 CL_RelinkLightFlashes();
1877 CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS);
1879 // decals, particles, and explosions will be updated during rneder
1882 r_refdef.scene.time = cl.time;
1885 // LordHavoc: pausedemo command
1886 static void CL_PauseDemo_f (void)
1888 cls.demopaused = !cls.demopaused;
1890 Con_Print("Demo paused\n");
1892 Con_Print("Demo unpaused\n");
1896 ======================
1898 ======================
1900 static void CL_Fog_f (void)
1902 if (Cmd_Argc () == 1)
1904 Con_Printf("\"fog\" is \"%f %f %f %f %f %f %f %f %f\"\n", r_refdef.fog_density, r_refdef.fog_red, r_refdef.fog_green, r_refdef.fog_blue, r_refdef.fog_alpha, r_refdef.fog_start, r_refdef.fog_end, r_refdef.fog_height, r_refdef.fog_fadedepth);
1907 FOG_clear(); // so missing values get good defaults
1909 r_refdef.fog_density = atof(Cmd_Argv(1));
1911 r_refdef.fog_red = atof(Cmd_Argv(2));
1913 r_refdef.fog_green = atof(Cmd_Argv(3));
1915 r_refdef.fog_blue = atof(Cmd_Argv(4));
1917 r_refdef.fog_alpha = atof(Cmd_Argv(5));
1919 r_refdef.fog_start = atof(Cmd_Argv(6));
1921 r_refdef.fog_end = atof(Cmd_Argv(7));
1923 r_refdef.fog_height = atof(Cmd_Argv(8));
1925 r_refdef.fog_fadedepth = atof(Cmd_Argv(9));
1929 ====================
1932 For program optimization
1933 ====================
1935 static void CL_TimeRefresh_f (void)
1938 float timestart, timedelta;
1940 r_refdef.scene.extraupdate = false;
1942 timestart = Sys_DoubleTime();
1943 for (i = 0;i < 128;i++)
1945 Matrix4x4_CreateFromQuakeEntity(&r_refdef.view.matrix, r_refdef.view.origin[0], r_refdef.view.origin[1], r_refdef.view.origin[2], 0, i / 128.0 * 360.0, 0, 1);
1946 r_refdef.view.quality = 1;
1949 timedelta = Sys_DoubleTime() - timestart;
1951 Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
1954 void CL_AreaStats_f(void)
1956 World_PrintAreaStats(&cl.world, "client");
1959 cl_locnode_t *CL_Locs_FindNearest(const vec3_t point)
1964 vec3_t nearestpoint;
1965 vec_t dist, bestdist;
1968 for (loc = cl.locnodes;loc;loc = loc->next)
1970 for (i = 0;i < 3;i++)
1971 nearestpoint[i] = bound(loc->mins[i], point[i], loc->maxs[i]);
1972 dist = VectorDistance2(nearestpoint, point);
1973 if (bestdist > dist || !best)
1984 void CL_Locs_FindLocationName(char *buffer, size_t buffersize, vec3_t point)
1987 loc = CL_Locs_FindNearest(point);
1989 strlcpy(buffer, loc->name, buffersize);
1991 dpsnprintf(buffer, buffersize, "LOC=%.0f:%.0f:%.0f", point[0], point[1], point[2]);
1994 void CL_Locs_FreeNode(cl_locnode_t *node)
1996 cl_locnode_t **pointer, **next;
1997 for (pointer = &cl.locnodes;*pointer;pointer = next)
1999 next = &(*pointer)->next;
2000 if (*pointer == node)
2002 *pointer = node->next;
2007 Con_Printf("CL_Locs_FreeNode: no such node! (%p)\n", (void *)node);
2010 void CL_Locs_AddNode(vec3_t mins, vec3_t maxs, const char *name)
2012 cl_locnode_t *node, **pointer;
2016 namelen = strlen(name);
2017 node = (cl_locnode_t *) Mem_Alloc(cls.levelmempool, sizeof(cl_locnode_t) + namelen + 1);
2018 VectorSet(node->mins, min(mins[0], maxs[0]), min(mins[1], maxs[1]), min(mins[2], maxs[2]));
2019 VectorSet(node->maxs, max(mins[0], maxs[0]), max(mins[1], maxs[1]), max(mins[2], maxs[2]));
2020 node->name = (char *)(node + 1);
2021 memcpy(node->name, name, namelen);
2022 node->name[namelen] = 0;
2023 // link it into the tail of the list to preserve the order
2024 for (pointer = &cl.locnodes;*pointer;pointer = &(*pointer)->next)
2029 void CL_Locs_Add_f(void)
2032 if (Cmd_Argc() != 5 && Cmd_Argc() != 8)
2034 Con_Printf("usage: %s x y z[ x y z] name\n", Cmd_Argv(0));
2037 mins[0] = atof(Cmd_Argv(1));
2038 mins[1] = atof(Cmd_Argv(2));
2039 mins[2] = atof(Cmd_Argv(3));
2040 if (Cmd_Argc() == 8)
2042 maxs[0] = atof(Cmd_Argv(4));
2043 maxs[1] = atof(Cmd_Argv(5));
2044 maxs[2] = atof(Cmd_Argv(6));
2045 CL_Locs_AddNode(mins, maxs, Cmd_Argv(7));
2048 CL_Locs_AddNode(mins, mins, Cmd_Argv(4));
2051 void CL_Locs_RemoveNearest_f(void)
2054 loc = CL_Locs_FindNearest(r_refdef.view.origin);
2056 CL_Locs_FreeNode(loc);
2058 Con_Printf("no loc point or box found for your location\n");
2061 void CL_Locs_Clear_f(void)
2064 CL_Locs_FreeNode(cl.locnodes);
2067 void CL_Locs_Save_f(void)
2071 char locfilename[MAX_QPATH];
2074 Con_Printf("No loc points/boxes exist!\n");
2077 if (cls.state != ca_connected || !cl.worldmodel)
2079 Con_Printf("No level loaded!\n");
2082 FS_StripExtension(cl.worldmodel->name, locfilename, sizeof(locfilename));
2083 strlcat(locfilename, ".loc", sizeof(locfilename));
2085 outfile = FS_OpenRealFile(locfilename, "w", false);
2088 // if any boxes are used then this is a proquake-format loc file, which
2089 // allows comments, so add some relevant information at the start
2090 for (loc = cl.locnodes;loc;loc = loc->next)
2091 if (!VectorCompare(loc->mins, loc->maxs))
2095 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);
2096 for (loc = cl.locnodes;loc;loc = loc->next)
2097 if (VectorCompare(loc->mins, loc->maxs))
2100 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");
2102 for (loc = cl.locnodes;loc;loc = loc->next)
2104 if (VectorCompare(loc->mins, loc->maxs))
2108 const char *in = loc->name;
2109 char name[MAX_INPUTLINE];
2110 for (len = 0;len < (int)sizeof(name) - 1 && *in;)
2112 if (*in == ' ') {s = "$loc_name_separator";in++;}
2113 else if (!strncmp(in, "SSG", 3)) {s = "$loc_name_ssg";in += 3;}
2114 else if (!strncmp(in, "NG", 2)) {s = "$loc_name_ng";in += 2;}
2115 else if (!strncmp(in, "SNG", 3)) {s = "$loc_name_sng";in += 3;}
2116 else if (!strncmp(in, "GL", 2)) {s = "$loc_name_gl";in += 2;}
2117 else if (!strncmp(in, "RL", 2)) {s = "$loc_name_rl";in += 2;}
2118 else if (!strncmp(in, "LG", 2)) {s = "$loc_name_lg";in += 2;}
2119 else if (!strncmp(in, "GA", 2)) {s = "$loc_name_ga";in += 2;}
2120 else if (!strncmp(in, "YA", 2)) {s = "$loc_name_ya";in += 2;}
2121 else if (!strncmp(in, "RA", 2)) {s = "$loc_name_ra";in += 2;}
2122 else if (!strncmp(in, "MEGA", 4)) {s = "$loc_name_mh";in += 4;}
2126 while (len < (int)sizeof(name) - 1 && *s)
2130 name[len++] = *in++;
2133 FS_Printf(outfile, "%.0f %.0f %.0f %s\n", loc->mins[0]*8, loc->mins[1]*8, loc->mins[2]*8, name);
2136 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);
2141 void CL_Locs_Reload_f(void)
2143 int i, linenumber, limit, len;
2145 char *filedata, *text, *textend, *linestart, *linetext, *lineend;
2146 fs_offset_t filesize;
2148 char locfilename[MAX_QPATH];
2149 char name[MAX_INPUTLINE];
2151 if (cls.state != ca_connected || !cl.worldmodel)
2153 Con_Printf("No level loaded!\n");
2159 // try maps/something.loc first (LordHavoc: where I think they should be)
2160 FS_StripExtension(cl.worldmodel->name, locfilename, sizeof(locfilename));
2161 strlcat(locfilename, ".loc", sizeof(locfilename));
2162 filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2165 // try proquake name as well (LordHavoc: I hate path mangling)
2166 FS_StripExtension(va("locs/%s", FS_FileWithoutPath(cl.worldmodel->name)), locfilename, sizeof(locfilename));
2167 strlcat(locfilename, ".loc", sizeof(locfilename));
2168 filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2173 textend = filedata + filesize;
2174 for (linenumber = 1;text < textend;linenumber++)
2177 for (;text < textend && *text != '\r' && *text != '\n';text++)
2180 if (text + 1 < textend && *text == '\r' && text[1] == '\n')
2184 // trim trailing whitespace
2185 while (lineend > linestart && ISWHITESPACE(lineend[-1]))
2187 // trim leading whitespace
2188 while (linestart < lineend && ISWHITESPACE(*linestart))
2190 // check if this is a comment
2191 if (linestart + 2 <= lineend && !strncmp(linestart, "//", 2))
2193 linetext = linestart;
2195 for (i = 0;i < limit;i++)
2197 if (linetext >= lineend)
2199 // note: a missing number is interpreted as 0
2201 mins[i] = atof(linetext);
2203 maxs[i - 3] = atof(linetext);
2204 // now advance past the number
2205 while (linetext < lineend && !ISWHITESPACE(*linetext) && *linetext != ',')
2207 // advance through whitespace
2208 if (linetext < lineend)
2210 if (*linetext == ',')
2214 // note: comma can be followed by whitespace
2216 if (ISWHITESPACE(*linetext))
2219 while (linetext < lineend && ISWHITESPACE(*linetext))
2224 // if this is a quoted name, remove the quotes
2227 if (linetext >= lineend || *linetext != '"')
2228 continue; // proquake location names are always quoted
2231 len = min(lineend - linetext, (int)sizeof(name) - 1);
2232 memcpy(name, linetext, len);
2234 // add the box to the list
2235 CL_Locs_AddNode(mins, maxs, name);
2237 // if a point was parsed, it needs to be scaled down by 8 (since
2238 // point-based loc files were invented by a proxy which dealt
2239 // directly with quake protocol coordinates, which are *8), turn
2243 // interpret silly fuhquake macros
2244 for (len = 0;len < (int)sizeof(name) - 1 && linetext < lineend;)
2246 if (*linetext == '$')
2248 if (linetext + 18 <= lineend && !strncmp(linetext, "$loc_name_separator", 19)) {s = " ";linetext += 19;}
2249 else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_ssg", 13)) {s = "SSG";linetext += 13;}
2250 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ng", 12)) {s = "NG";linetext += 12;}
2251 else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_sng", 13)) {s = "SNG";linetext += 13;}
2252 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_gl", 12)) {s = "GL";linetext += 12;}
2253 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_rl", 12)) {s = "RL";linetext += 12;}
2254 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_lg", 12)) {s = "LG";linetext += 12;}
2255 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ga", 12)) {s = "GA";linetext += 12;}
2256 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ya", 12)) {s = "YA";linetext += 12;}
2257 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ra", 12)) {s = "RA";linetext += 12;}
2258 else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_mh", 12)) {s = "MEGA";linetext += 12;}
2262 while (len < (int)sizeof(name) - 1 && *s)
2267 name[len++] = *linetext++;
2270 // add the point to the list
2271 VectorScale(mins, (1.0 / 8.0), mins);
2272 CL_Locs_AddNode(mins, mins, name);
2284 void CL_Shutdown (void)
2286 CL_Screen_Shutdown();
2287 CL_Particles_Shutdown();
2288 CL_Parse_Shutdown();
2290 Mem_FreePool (&cls.permanentmempool);
2291 Mem_FreePool (&cls.levelmempool);
2301 cls.levelmempool = Mem_AllocPool("client (per-level memory)", 0, NULL);
2302 cls.permanentmempool = Mem_AllocPool("client (long term memory)", 0, NULL);
2304 memset(&r_refdef, 0, sizeof(r_refdef));
2305 // max entities sent to renderer per frame
2306 r_refdef.scene.maxentities = MAX_EDICTS + 256 + 512;
2307 r_refdef.scene.entities = (entity_render_t **)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t *) * r_refdef.scene.maxentities);
2309 r_refdef.scene.maxtempentities = MAX_TEMPENTITIES; // FIXME: make this grow
2310 r_refdef.scene.tempentities = (entity_render_t *)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t) * r_refdef.scene.maxtempentities);
2315 // register our commands
2317 Cvar_RegisterVariable (&cl_upspeed);
2318 Cvar_RegisterVariable (&cl_forwardspeed);
2319 Cvar_RegisterVariable (&cl_backspeed);
2320 Cvar_RegisterVariable (&cl_sidespeed);
2321 Cvar_RegisterVariable (&cl_movespeedkey);
2322 Cvar_RegisterVariable (&cl_yawspeed);
2323 Cvar_RegisterVariable (&cl_pitchspeed);
2324 Cvar_RegisterVariable (&cl_anglespeedkey);
2325 Cvar_RegisterVariable (&cl_shownet);
2326 Cvar_RegisterVariable (&cl_nolerp);
2327 Cvar_RegisterVariable (&cl_lerpanim_maxdelta_server);
2328 Cvar_RegisterVariable (&cl_lerpanim_maxdelta_framegroups);
2329 Cvar_RegisterVariable (&cl_deathfade);
2330 Cvar_RegisterVariable (&lookspring);
2331 Cvar_RegisterVariable (&lookstrafe);
2332 Cvar_RegisterVariable (&sensitivity);
2333 Cvar_RegisterVariable (&freelook);
2335 Cvar_RegisterVariable (&m_pitch);
2336 Cvar_RegisterVariable (&m_yaw);
2337 Cvar_RegisterVariable (&m_forward);
2338 Cvar_RegisterVariable (&m_side);
2340 Cvar_RegisterVariable (&cl_itembobspeed);
2341 Cvar_RegisterVariable (&cl_itembobheight);
2343 Cmd_AddCommand ("entities", CL_PrintEntities_f, "print information on network entities known to client");
2344 Cmd_AddCommand ("disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
2345 Cmd_AddCommand ("record", CL_Record_f, "record a demo");
2346 Cmd_AddCommand ("stop", CL_Stop_f, "stop recording or playing a demo");
2347 Cmd_AddCommand ("playdemo", CL_PlayDemo_f, "watch a demo file");
2348 Cmd_AddCommand ("timedemo", CL_TimeDemo_f, "play back a demo as fast as possible and save statistics to benchmark.log");
2350 // Support Client-side Model Index List
2351 Cmd_AddCommand ("cl_modelindexlist", CL_ModelIndexList_f, "list information on all models in the client modelindex");
2352 // Support Client-side Sound Index List
2353 Cmd_AddCommand ("cl_soundindexlist", CL_SoundIndexList_f, "list all sounds in the client soundindex");
2355 Cvar_RegisterVariable (&cl_autodemo);
2356 Cvar_RegisterVariable (&cl_autodemo_nameformat);
2358 Cmd_AddCommand ("fog", CL_Fog_f, "set global fog parameters (density red green blue [alpha [mindist maxdist]])");
2360 // LordHavoc: added pausedemo
2361 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)");
2363 Cmd_AddCommand ("cl_areastats", CL_AreaStats_f, "prints statistics on entity culling during collision traces");
2365 Cvar_RegisterVariable(&r_draweffects);
2366 Cvar_RegisterVariable(&cl_explosions_alpha_start);
2367 Cvar_RegisterVariable(&cl_explosions_alpha_end);
2368 Cvar_RegisterVariable(&cl_explosions_size_start);
2369 Cvar_RegisterVariable(&cl_explosions_size_end);
2370 Cvar_RegisterVariable(&cl_explosions_lifetime);
2371 Cvar_RegisterVariable(&cl_stainmaps);
2372 Cvar_RegisterVariable(&cl_stainmaps_clearonload);
2373 Cvar_RegisterVariable(&cl_beams_polygons);
2374 Cvar_RegisterVariable(&cl_beams_quakepositionhack);
2375 Cvar_RegisterVariable(&cl_beams_instantaimhack);
2376 Cvar_RegisterVariable(&cl_beams_lightatend);
2377 Cvar_RegisterVariable(&cl_noplayershadow);
2378 Cvar_RegisterVariable(&cl_dlights_decayradius);
2379 Cvar_RegisterVariable(&cl_dlights_decaybrightness);
2381 Cvar_RegisterVariable(&cl_prydoncursor);
2382 Cvar_RegisterVariable(&cl_prydoncursor_notrace);
2384 Cvar_RegisterVariable(&cl_deathnoviewmodel);
2386 // for QW connections
2387 Cvar_RegisterVariable(&qport);
2388 Cvar_SetValueQuick(&qport, (rand() * RAND_MAX + rand()) & 0xffff);
2390 Cmd_AddCommand("timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs");
2392 Cvar_RegisterVariable(&cl_locs_enable);
2393 Cvar_RegisterVariable(&cl_locs_show);
2394 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)");
2395 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)");
2396 Cmd_AddCommand("locs_clear", CL_Locs_Clear_f, "remove all loc points/boxes");
2397 Cmd_AddCommand("locs_reload", CL_Locs_Reload_f, "reload .loc file for this map");
2398 Cmd_AddCommand("locs_save", CL_Locs_Save_f, "save .loc file for this map containing currently defined points and boxes");
2401 CL_Particles_Init();