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.
25 #include "matrixlib.h"
27 // LordHavoc: 256 dynamic lights
28 #define MAX_DLIGHTS 256
29 // LordHavoc: this affects the lighting scale of the whole game
30 #define LIGHTOFFSET 1024.0f
31 // max lights shining on one entity
32 #define MAXENTLIGHTS 128
34 // flags for rtlight rendering
35 #define LIGHTFLAG_NORMALMODE 1
36 #define LIGHTFLAG_REALTIMEMODE 2
38 extern int cl_max_entities;
39 extern int cl_max_static_entities;
40 extern int cl_max_temp_entities;
41 extern int cl_max_effects;
42 extern int cl_max_beams;
44 typedef struct effect_s
53 // these are for interpolation
63 // draw this as lightning polygons, or a model?
65 struct model_s *model;
68 // if this beam is owned by an entity, this is the beam start relative to
69 // that entity's matrix for per frame start updates
72 // indicates whether relativestart is valid
73 int relativestartvalid;
77 typedef struct rtlight_s
79 // shadow volumes are done entirely in model space, so there are no matrices for dealing with them... they just use the origin
81 // note that the world to light matrices are inversely scaled (divided) by lightradius
84 // matrix for transforming world coordinates to light filter coordinates
85 matrix4x4_t matrix_worldtolight;
86 // based on worldtolight this transforms -1 to +1 to 0 to 1 for purposes
87 // of attenuation texturing in full 3D (Z result often ignored)
88 matrix4x4_t matrix_worldtoattenuationxyz;
89 // this transforms only the Z to S, and T is always 0.5
90 matrix4x4_t matrix_worldtoattenuationz;
91 // typically 1 1 1, can be lower (dim) or higher (overbright)
93 // size of the light (remove?)
97 // light style to monitor for brightness
99 // whether light should render shadows
101 // intensity of corona to render
103 // radius scale of corona to render (1.0 means same as light radius)
104 vec_t coronasizescale;
105 // ambient intensity to render
107 // diffuse intensity to render
109 // specular intensity to render
114 // generated properties
115 // used only for shadow volumes
122 // squared cullradius
125 // lightmap renderer stuff (remove someday!)
126 // the size of the light
127 vec_t lightmap_cullradius;
128 // the size of the light, squared
129 vec_t lightmap_cullradius2;
130 // the brightness of the light
131 vec3_t lightmap_light;
132 // to avoid sudden brightness change at cullradius, subtract this
133 vec_t lightmap_subtract;
136 // true if this light should be compiled as a static light
138 // true if this is a compiled world light, cleared if the light changes
140 // premade shadow volumes and lit surfaces to render for world entity
141 shadowmesh_t *static_meshchain_shadow;
142 shadowmesh_t *static_meshchain_light;
143 // used for visibility testing (more exact than bbox)
145 int static_numleafpvsbytes;
146 int *static_leaflist;
147 qbyte *static_leafpvs;
148 // surfaces seen by light
149 int static_numsurfaces;
150 int *static_surfacelist;
154 typedef struct dlight_s
156 // destroy light after this time
159 // the entity that owns this light (can be NULL)
161 struct entity_render_s *ent;
163 // (worldlight: saved to .rtlights file)
165 // worldlight orientation
167 // (worldlight: saved to .rtlights file)
169 // dlight orientation/scaling/location
173 // (worldlight: saved to .rtlights file)
175 // cubemap number to use on this light
178 // cubemap name to use on this light
180 // (worldlight: saved to .rtlights file)
181 char cubemapname[64];
182 // make light flash while selected
185 // brightness (not really radius anymore)
186 // (worldlight: saved to .rtlights file)
188 // drop radius this much each second
191 // light style which controls intensity of this light
192 // (worldlight: saved to .rtlights file)
195 // (worldlight: saved to .rtlights file)
198 // (worldlight: saved to .rtlights file)
200 // radius scale of corona to render (1.0 means same as light radius)
201 // (worldlight: saved to .rtlights file)
202 vec_t coronasizescale;
203 // ambient intensity to render
204 // (worldlight: saved to .rtlights file)
206 // diffuse intensity to render
207 // (worldlight: saved to .rtlights file)
209 // specular intensity to render
210 // (worldlight: saved to .rtlights file)
213 // (worldlight: saved to .rtlights file)
215 // linked list of world lights
217 struct dlight_s *next;
218 // embedded rtlight struct for renderer
224 typedef struct frameblend_s
231 // LordHavoc: this struct is intended for the renderer but some fields are
232 // used by the client.
233 typedef struct entity_render_s
239 // transform matrix for model to world
241 // transform matrix for world to model
242 matrix4x4_t inversematrix;
243 // opacity (alpha) of the model
245 // size the model is shown
250 // current uninterpolated animation frame (for things which do not use interpolation)
252 // entity shirt and pants colors
254 // light, particles, etc
261 // colormod tinting of models
264 // interpolated animation
266 // frame that the model is interpolating from
268 // frame that the model is interpolating to
270 // interpolation factor, usually computed from frame2time
272 // time frame1 began playing (for framegroup animations)
274 // time frame2 began playing (for framegroup animations)
277 // calculated by the renderer (but not persistent)
279 // if visframe == r_framecount, it is visible
281 // calculated during R_AddModelEntities
283 // 4 frame numbers (-1 if not used) and their blending scalers (0-1), if interpolation is not desired, use frame instead
284 frameblend_t frameblend[4];
286 // caching results of static light traces (this is semi-persistent)
287 double entlightstime;
288 vec3_t entlightsorigin;
291 unsigned short entlights[MAXENTLIGHTS];
295 typedef struct entity_persistent_s
304 // muzzleflash fading
307 // interpolated movement
309 // start time of move
311 // time difference from start to end of move
313 // the move itself, start and end
321 typedef struct entity_s
323 // baseline state (default values)
324 entity_state_t state_baseline;
325 // previous state (interpolating from this)
326 entity_state_t state_previous;
327 // current state (interpolating to this)
328 entity_state_t state_current;
330 // used for regenerating parts of render
331 entity_persistent_t persistent;
333 // the only data the renderer should know about
334 entity_render_t render;
342 // intended velocities
347 vec3_t cursor_screen;
350 vec3_t cursor_impact;
351 vec3_t cursor_normal;
352 vec_t cursor_fraction;
353 int cursor_entitynumber;
359 char map[MAX_STYLESTRING];
364 char name[MAX_SCOREBOARDNAME];
366 int colors; // two 4 bit fields
372 int percent; // 0-256
375 #define CSHIFT_CONTENTS 0
376 #define CSHIFT_DAMAGE 1
377 #define CSHIFT_BONUS 2
378 #define CSHIFT_POWERUP 3
379 #define CSHIFT_VCSHIFT 4
380 #define NUM_CSHIFTS 5
382 #define NAME_LENGTH 64
386 // client_state_t should hold all pieces of the client state
389 #define SIGNONS 4 // signon messages to receive before connected
392 #define MAX_DEMONAME 16
396 ca_dedicated, // a dedicated server with no ability to start a client
397 ca_disconnected, // full screen console with no connection
398 ca_connected // valid netcon, talking to a server
403 // the client_static_t structure is persistent through an arbitrary number
404 // of server connections
411 // -1 = don't play demos
413 // list of demos in loop
414 char demos[MAX_DEMOS][MAX_DEMONAME];
415 // the actively playing demo (set by CL_PlayDemo_f)
418 // demo recording info must be here, because record is started before
419 // entering a map (and clearing client_state_t)
420 qboolean demorecording;
421 qboolean demoplayback;
423 // -1 = use normal cd track
426 // to meter out one message a frame
428 // host_framecount at start
430 // realtime at second frame of timedemo (LordHavoc: changed to double)
432 // LordHavoc: for measuring maxfps
433 double td_minframetime;
434 // LordHavoc: for measuring minfps
435 double td_maxframetime;
436 // LordHavoc: pausedemo
439 qboolean connect_trying;
440 int connect_remainingtries;
441 double connect_nextsendtime;
442 lhnetsocket_t *connect_mysocket;
443 lhnetaddress_t connect_address;
445 // connection information
448 // network connection
450 // writing buffer to send to server
452 qbyte message_buf[1024];
456 extern client_static_t cls;
459 // the client_state_t structure is wiped completely at every
464 // true if playing in a local game and no one else is connected
467 // when connecting to the server throw out the first couple move messages
468 // so the player doesn't accidentally do something the first frame
471 // send a clc_nop periodically until connected
474 // current input to send to the server
477 // information for local display
479 int stats[MAX_CL_STATS];
480 // last known inventory bit flags, for blinking
482 // cl.time of acquiring item, for blinking
483 float item_gettime[32];
484 // last known STAT_ACTIVEWEAPON
486 // cl.time of changing STAT_ACTIVEWEAPON
488 // use pain anim frame if cl.time < this
491 // color shifts for damage, powerups
492 cshift_t cshifts[NUM_CSHIFTS];
494 cshift_t prev_cshifts[NUM_CSHIFTS];
496 // the client maintains its own idea of view angles, which are
497 // sent to the server each frame. The server sets punchangle when
498 // the view is temporarily offset, and an angle reset commands at the start
499 // of each level and after teleporting.
501 // mviewangles is read from demo
502 // viewangles is either client controlled or lerped from mviewangles
503 vec3_t mviewangles[2], viewangles;
504 // update by server, used by qc to do weapon recoil
505 vec3_t mpunchangle[2], punchangle;
506 // update by server, can be used by mods to kick view around
507 vec3_t mpunchvector[2], punchvector;
508 // update by server, used for lean+bob (0 is newest)
509 vec3_t mvelocity[2], velocity;
510 // update by server, can be used by mods for zooming
511 vec_t mviewzoom[2], viewzoom;
513 // pitch drifting vars
520 // local amount for smoothing stepups
528 // don't change view angle, full screen, etc
530 // latched at intermission start
533 // the timestamp of the last two messages
536 // clients view of time, time should be between mtime[0] and mtime[1] to
537 // generate a lerp point for other data, oldtime is the previous frame's
538 // value of time, frametime is the difference between time and oldtime
539 double time, oldtime, frametime;
541 // copy of realtime from last recieved message, for net trouble icon
542 float last_received_message;
544 // information that is static for the entire time connected to a server
545 struct model_s *model_precache[MAX_MODELS];
546 struct sfx_s *sound_precache[MAX_SOUNDS];
548 // for display on solo scoreboard
550 // cl_entitites[cl.viewentity] = player
552 // the real player entity (normally same as viewentity,
553 // different than viewentity if mod uses chasecam or other tricks)
555 // max players that can be in this game
557 // type of game (deathmatch, coop, singleplayer)
560 // refresh related state
562 // cl_entitites[0].model
563 struct model_s *worldmodel;
569 int cdtrack, looptrack;
574 scoreboard_t *scores;
576 // protocol version of the server we're connected to
579 // entity database stuff
580 // latest received entity frame numbers
581 #define LATESTFRAMENUMS 3
582 int latestframenums[LATESTFRAMENUMS];
583 entityframe_database_t *entitydatabase;
584 entityframe4_database_t *entitydatabase4;
591 extern cvar_t cl_name;
592 extern cvar_t cl_color;
593 extern cvar_t cl_rate;
594 extern cvar_t cl_pmodel;
595 extern cvar_t cl_playermodel;
596 extern cvar_t cl_playerskin;
598 extern cvar_t cl_upspeed;
599 extern cvar_t cl_forwardspeed;
600 extern cvar_t cl_backspeed;
601 extern cvar_t cl_sidespeed;
603 extern cvar_t cl_movespeedkey;
605 extern cvar_t cl_yawspeed;
606 extern cvar_t cl_pitchspeed;
608 extern cvar_t cl_anglespeedkey;
610 extern cvar_t cl_autofire;
612 extern cvar_t cl_shownet;
613 extern cvar_t cl_nolerp;
615 extern cvar_t cl_pitchdriftspeed;
616 extern cvar_t lookspring;
617 extern cvar_t lookstrafe;
618 extern cvar_t sensitivity;
620 extern cvar_t freelook;
622 extern cvar_t m_pitch;
624 extern cvar_t m_forward;
625 extern cvar_t m_side;
627 extern cvar_t r_draweffects;
629 extern cvar_t cl_explosions_alpha_start;
630 extern cvar_t cl_explosions_alpha_end;
631 extern cvar_t cl_explosions_size_start;
632 extern cvar_t cl_explosions_size_end;
633 extern cvar_t cl_explosions_lifetime;
634 extern cvar_t cl_stainmaps;
635 extern cvar_t cl_stainmaps_clearonload;
637 extern cvar_t cl_prydoncursor;
639 // these are updated by CL_ClearState
640 extern int cl_num_entities;
641 extern int cl_num_static_entities;
642 extern int cl_num_temp_entities;
643 extern int cl_num_brushmodel_entities;
645 extern mempool_t *cl_mempool;
646 extern entity_t *cl_entities;
647 extern qbyte *cl_entities_active;
648 extern entity_t *cl_static_entities;
649 extern entity_t *cl_temp_entities;
650 extern int *cl_brushmodel_entities;
651 extern cl_effect_t *cl_effects;
652 extern beam_t *cl_beams;
653 extern dlight_t *cl_dlights;
654 extern lightstyle_t *cl_lightstyle;
657 extern client_state_t cl;
659 extern void CL_AllocDlight (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);
660 extern void CL_DecayLights (void);
662 //=============================================================================
668 void CL_Shutdown (void);
671 void CL_EstablishConnection(const char *host);
673 void CL_Disconnect (void);
674 void CL_Disconnect_f (void);
676 void CL_BoundingBoxForEntity(entity_render_t *ent);
678 extern cvar_t cl_beams_polygons;
679 extern cvar_t cl_beams_relative;
680 extern cvar_t cl_beams_lightatend;
687 int down[2]; // key nums holding it down
688 int state; // low bit is down state
692 extern kbutton_t in_mlook, in_klook;
693 extern kbutton_t in_strafe;
694 extern kbutton_t in_speed;
696 void CL_InitInput (void);
697 void CL_SendCmd (void);
698 void CL_SendMove (void);
700 void CL_ValidateState(entity_state_t *s);
701 void CL_MoveLerpEntityStates(entity_t *ent);
702 void CL_LerpUpdate(entity_t *e);
703 void CL_ParseTEnt (void);
704 void CL_RelinkBeams (void);
706 void CL_ClearTempEntities (void);
707 entity_t *CL_NewTempEntity (void);
709 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate);
711 void CL_ClearState (void);
712 void CL_ExpandEntities(int num);
715 int CL_ReadFromServer (void);
716 void CL_WriteToServer (void);
717 void CL_BaseMove (void);
720 float CL_KeyState (kbutton_t *key);
721 const char *Key_KeynumToString (int keynum);
722 int Key_StringToKeynum (const char *str);
727 void CL_StopPlayback(void);
728 void CL_ReadDemoMessage(void);
729 void CL_WriteDemoMessage(void);
731 void CL_NextDemo(void);
732 void CL_Stop_f(void);
733 void CL_Record_f(void);
734 void CL_PlayDemo_f(void);
735 void CL_TimeDemo_f(void);
740 void CL_Parse_Init(void);
741 void CL_Parse_Shutdown(void);
742 void CL_ParseServerMessage(void);
743 void CL_Parse_DumpPacket(void);
748 void V_StartPitchDrift (void);
749 void V_StopPitchDrift (void);
752 float V_CalcRoll (vec3_t angles, vec3_t velocity);
753 void V_UpdateBlends (void);
754 void V_ParseDamage (void);
760 void CL_InitTEnts (void);
766 extern cvar_t cl_particles;
767 extern cvar_t cl_particles_quality;
768 extern cvar_t cl_particles_size;
769 extern cvar_t cl_particles_bloodshowers;
770 extern cvar_t cl_particles_blood;
771 extern cvar_t cl_particles_blood_alpha;
772 extern cvar_t cl_particles_blood_bloodhack;
773 extern cvar_t cl_particles_bulletimpacts;
774 extern cvar_t cl_particles_explosions_bubbles;
775 extern cvar_t cl_particles_explosions_smoke;
776 extern cvar_t cl_particles_explosions_sparks;
777 extern cvar_t cl_particles_explosions_shell;
778 extern cvar_t cl_particles_smoke;
779 extern cvar_t cl_particles_smoke_alpha;
780 extern cvar_t cl_particles_smoke_alphafade;
781 extern cvar_t cl_particles_sparks;
782 extern cvar_t cl_particles_bubbles;
783 extern cvar_t cl_decals;
784 extern cvar_t cl_decals_time;
785 extern cvar_t cl_decals_fadetime;
787 void CL_Particles_Clear(void);
788 void CL_Particles_Init(void);
789 void CL_Particles_Shutdown(void);
791 void CL_ParseParticleEffect (void);
792 void CL_RunParticleEffect (vec3_t org, vec3_t dir, int color, int count);
793 void CL_RocketTrail (vec3_t start, vec3_t end, int type, int color, entity_t *ent);
794 void CL_SparkShower (vec3_t org, vec3_t dir, int count, vec_t gravityscale);
795 void CL_Smoke (vec3_t org, vec3_t dir, int count);
796 void CL_BulletMark (vec3_t org);
797 void CL_PlasmaBurn (vec3_t org);
798 void CL_BloodPuff (vec3_t org, vec3_t vel, int count);
799 void CL_Stardust (vec3_t mins, vec3_t maxs, int count);
800 void CL_FlameCube (vec3_t mins, vec3_t maxs, int count);
801 void CL_Flames (vec3_t org, vec3_t vel, int count);
802 void CL_BloodShower (vec3_t mins, vec3_t maxs, float velspeed, int count);
803 void CL_ParticleCube (vec3_t mins, vec3_t maxs, vec3_t dir, int count, int colorbase, int gravity, int randomvel);
804 void CL_ParticleRain (vec3_t mins, vec3_t maxs, vec3_t dir, int count, int colorbase, int type);
805 void CL_EntityParticles (entity_t *ent);
806 void CL_BlobExplosion (vec3_t org);
807 void CL_ParticleExplosion (vec3_t org);
808 void CL_ParticleExplosion2 (vec3_t org, int colorStart, int colorLength);
809 void CL_LavaSplash (vec3_t org);
810 void CL_TeleportSplash (vec3_t org);
811 void CL_BeamParticle (const vec3_t start, const vec3_t end, vec_t radius, float red, float green, float blue, float alpha, float lifetime);
812 void CL_Tei_Smoke(const vec3_t pos, const vec3_t dir, int count);
813 void CL_Tei_PlasmaHit(const vec3_t pos, const vec3_t dir, int count);
814 void CL_MoveParticles(void);
815 void R_MoveExplosions(void);
816 void R_NewExplosion(vec3_t org);
818 #include "cl_screen.h"
823 int x, y, width, height;
826 // these are set for water warping before
827 // fov_x/fov_y are calculated
828 float fovscale_x, fovscale_y;
831 matrix4x4_t viewentitymatrix;
833 // which color components to allow (for anaglyph glasses)
836 // fullscreen color blend
839 // whether to call S_ExtraUpdate during render to reduce sound chop
840 qboolean extraupdate;
842 // client gameworld time for rendering time based effects
846 entity_render_t *worldentity;
848 // same as worldentity->model
851 // renderable entities (excluding world)
852 entity_render_t **entities;
856 // 2D art drawing queue
857 // TODO: get rid of this
860 int maxdrawqueuesize;