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 // typically 1 1 1, can be lower (dim) or higher (overbright)
88 // size of the light (remove?)
92 // light style to monitor for brightness
94 // whether light should render shadows
96 // intensity of corona to render
98 // radius scale of corona to render (1.0 means same as light radius)
99 vec_t coronasizescale;
100 // ambient intensity to render
102 // diffuse intensity to render
104 // specular intensity to render
109 // generated properties
110 // used only for shadow volumes
117 // squared cullradius
120 // lightmap renderer stuff (remove someday!)
121 // the size of the light
122 vec_t lightmap_cullradius;
123 // the size of the light, squared
124 vec_t lightmap_cullradius2;
125 // the brightness of the light
126 vec3_t lightmap_light;
127 // to avoid sudden brightness change at cullradius, subtract this
128 vec_t lightmap_subtract;
131 // true if this light should be compiled as a static light
133 // true if this is a compiled world light, cleared if the light changes
135 // premade shadow volumes and lit surfaces to render for world entity
136 shadowmesh_t *static_meshchain_shadow;
137 shadowmesh_t *static_meshchain_light;
138 // used for visibility testing (more exact than bbox)
140 int static_numleafpvsbytes;
141 int *static_leaflist;
142 qbyte *static_leafpvs;
143 // surfaces seen by light
144 int static_numsurfaces;
145 int *static_surfacelist;
149 typedef struct dlight_s
151 // destroy light after this time
154 // the entity that owns this light (can be NULL)
156 struct entity_render_s *ent;
158 // (worldlight: saved to .rtlights file)
160 // worldlight orientation
162 // (worldlight: saved to .rtlights file)
164 // dlight orientation/scaling/location
168 // (worldlight: saved to .rtlights file)
170 // cubemap number to use on this light
173 // cubemap name to use on this light
175 // (worldlight: saved to .rtlights file)
176 char cubemapname[64];
177 // make light flash while selected
180 // brightness (not really radius anymore)
181 // (worldlight: saved to .rtlights file)
183 // drop radius this much each second
186 // light style which controls intensity of this light
187 // (worldlight: saved to .rtlights file)
190 // (worldlight: saved to .rtlights file)
193 // (worldlight: saved to .rtlights file)
195 // radius scale of corona to render (1.0 means same as light radius)
196 // (worldlight: saved to .rtlights file)
197 vec_t coronasizescale;
198 // ambient intensity to render
199 // (worldlight: saved to .rtlights file)
201 // diffuse intensity to render
202 // (worldlight: saved to .rtlights file)
204 // specular intensity to render
205 // (worldlight: saved to .rtlights file)
208 // (worldlight: saved to .rtlights file)
210 // linked list of world lights
212 struct dlight_s *next;
213 // embedded rtlight struct for renderer
219 typedef struct frameblend_s
226 // LordHavoc: this struct is intended for the renderer but some fields are
227 // used by the client.
228 typedef struct entity_render_s
234 // transform matrix for model to world
236 // transform matrix for world to model
237 matrix4x4_t inversematrix;
238 // opacity (alpha) of the model
240 // size the model is shown
245 // current uninterpolated animation frame (for things which do not use interpolation)
247 // entity shirt and pants colors
249 // light, particles, etc
256 // colormod tinting of models
259 // interpolated animation
261 // frame that the model is interpolating from
263 // frame that the model is interpolating to
265 // interpolation factor, usually computed from frame2time
267 // time frame1 began playing (for framegroup animations)
269 // time frame2 began playing (for framegroup animations)
272 // calculated by the renderer (but not persistent)
274 // if visframe == r_framecount, it is visible
276 // calculated during R_AddModelEntities
278 // 4 frame numbers (-1 if not used) and their blending scalers (0-1), if interpolation is not desired, use frame instead
279 frameblend_t frameblend[4];
281 // caching results of static light traces (this is semi-persistent)
282 double entlightstime;
283 vec3_t entlightsorigin;
286 unsigned short entlights[MAXENTLIGHTS];
290 typedef struct entity_persistent_s
299 // muzzleflash fading
302 // interpolated movement
304 // start time of move
306 // time difference from start to end of move
308 // the move itself, start and end
316 typedef struct entity_s
318 // baseline state (default values)
319 entity_state_t state_baseline;
320 // previous state (interpolating from this)
321 entity_state_t state_previous;
322 // current state (interpolating to this)
323 entity_state_t state_current;
325 // used for regenerating parts of render
326 entity_persistent_t persistent;
328 // the only data the renderer should know about
329 entity_render_t render;
337 // intended velocities
342 vec3_t cursor_screen;
345 vec3_t cursor_impact;
346 vec3_t cursor_normal;
347 vec_t cursor_fraction;
348 int cursor_entitynumber;
354 char map[MAX_STYLESTRING];
359 char name[MAX_SCOREBOARDNAME];
361 int colors; // two 4 bit fields
367 int percent; // 0-256
370 #define CSHIFT_CONTENTS 0
371 #define CSHIFT_DAMAGE 1
372 #define CSHIFT_BONUS 2
373 #define CSHIFT_POWERUP 3
374 #define CSHIFT_VCSHIFT 4
375 #define NUM_CSHIFTS 5
377 #define NAME_LENGTH 64
381 // client_state_t should hold all pieces of the client state
384 #define SIGNONS 4 // signon messages to receive before connected
387 #define MAX_DEMONAME 16
391 ca_dedicated, // a dedicated server with no ability to start a client
392 ca_disconnected, // full screen console with no connection
393 ca_connected // valid netcon, talking to a server
398 // the client_static_t structure is persistent through an arbitrary number
399 // of server connections
406 // -1 = don't play demos
408 // list of demos in loop
409 char demos[MAX_DEMOS][MAX_DEMONAME];
410 // the actively playing demo (set by CL_PlayDemo_f)
413 // demo recording info must be here, because record is started before
414 // entering a map (and clearing client_state_t)
415 qboolean demorecording;
416 qboolean demoplayback;
418 // -1 = use normal cd track
421 // to meter out one message a frame
423 // host_framecount at start
425 // realtime at second frame of timedemo (LordHavoc: changed to double)
427 // LordHavoc: for measuring maxfps
428 double td_minframetime;
429 // LordHavoc: for measuring minfps
430 double td_maxframetime;
431 // LordHavoc: pausedemo
434 qboolean connect_trying;
435 int connect_remainingtries;
436 double connect_nextsendtime;
437 lhnetsocket_t *connect_mysocket;
438 lhnetaddress_t connect_address;
440 // connection information
443 // network connection
445 // writing buffer to send to server
447 qbyte message_buf[1024];
451 extern client_static_t cls;
453 typedef struct client_movementqueue_s
461 client_movementqueue_t;
464 // the client_state_t structure is wiped completely at every
469 // true if playing in a local game and no one else is connected
472 // when connecting to the server throw out the first couple move messages
473 // so the player doesn't accidentally do something the first frame
476 // send a clc_nop periodically until connected
479 // current input to send to the server
482 // information for local display
484 int stats[MAX_CL_STATS];
485 // last known inventory bit flags, for blinking
487 // cl.time of acquiring item, for blinking
488 float item_gettime[32];
489 // last known STAT_ACTIVEWEAPON
491 // cl.time of changing STAT_ACTIVEWEAPON
493 // use pain anim frame if cl.time < this
496 // color shifts for damage, powerups
497 cshift_t cshifts[NUM_CSHIFTS];
499 cshift_t prev_cshifts[NUM_CSHIFTS];
501 // the client maintains its own idea of view angles, which are
502 // sent to the server each frame. The server sets punchangle when
503 // the view is temporarily offset, and an angle reset commands at the start
504 // of each level and after teleporting.
506 // mviewangles is read from demo
507 // viewangles is either client controlled or lerped from mviewangles
508 vec3_t mviewangles[2], viewangles;
509 // update by server, used by qc to do weapon recoil
510 vec3_t mpunchangle[2], punchangle;
511 // update by server, can be used by mods to kick view around
512 vec3_t mpunchvector[2], punchvector;
513 // update by server, used for lean+bob (0 is newest)
514 vec3_t mvelocity[2], velocity;
515 // update by server, can be used by mods for zooming
516 vec_t mviewzoom[2], viewzoom;
518 // client movement simulation
519 // these fields are only updated by CL_ClientMovement (called by CL_SendMove after parsing each network packet)
522 vec3_t movement_origin;
523 vec3_t movement_oldorigin;
524 // queue of proposed moves
525 int movement_numqueue;
526 client_movementqueue_t movement_queue[256];
528 // pitch drifting vars
535 // local amount for smoothing stepups
543 // don't change view angle, full screen, etc
545 // latched at intermission start
548 // the timestamp of the last two messages
551 // clients view of time, time should be between mtime[0] and mtime[1] to
552 // generate a lerp point for other data, oldtime is the previous frame's
553 // value of time, frametime is the difference between time and oldtime
554 double time, oldtime, frametime;
556 // copy of realtime from last recieved message, for net trouble icon
557 float last_received_message;
559 // information that is static for the entire time connected to a server
560 struct model_s *model_precache[MAX_MODELS];
561 struct sfx_s *sound_precache[MAX_SOUNDS];
563 // for display on solo scoreboard
565 // cl_entitites[cl.viewentity] = player
567 // the real player entity (normally same as viewentity,
568 // different than viewentity if mod uses chasecam or other tricks)
570 // max players that can be in this game
572 // type of game (deathmatch, coop, singleplayer)
575 // refresh related state
577 // cl_entitites[0].model
578 struct model_s *worldmodel;
584 int cdtrack, looptrack;
589 scoreboard_t *scores;
591 // protocol version of the server we're connected to
594 // entity database stuff
595 // latest received entity frame numbers
596 #define LATESTFRAMENUMS 3
597 int latestframenums[LATESTFRAMENUMS];
598 entityframe_database_t *entitydatabase;
599 entityframe4_database_t *entitydatabase4;
606 extern cvar_t cl_name;
607 extern cvar_t cl_color;
608 extern cvar_t cl_rate;
609 extern cvar_t cl_pmodel;
610 extern cvar_t cl_playermodel;
611 extern cvar_t cl_playerskin;
613 extern cvar_t cl_upspeed;
614 extern cvar_t cl_forwardspeed;
615 extern cvar_t cl_backspeed;
616 extern cvar_t cl_sidespeed;
618 extern cvar_t cl_movespeedkey;
620 extern cvar_t cl_yawspeed;
621 extern cvar_t cl_pitchspeed;
623 extern cvar_t cl_anglespeedkey;
625 extern cvar_t cl_autofire;
627 extern cvar_t cl_shownet;
628 extern cvar_t cl_nolerp;
630 extern cvar_t cl_pitchdriftspeed;
631 extern cvar_t lookspring;
632 extern cvar_t lookstrafe;
633 extern cvar_t sensitivity;
635 extern cvar_t freelook;
637 extern cvar_t m_pitch;
639 extern cvar_t m_forward;
640 extern cvar_t m_side;
642 extern cvar_t r_draweffects;
644 extern cvar_t cl_explosions_alpha_start;
645 extern cvar_t cl_explosions_alpha_end;
646 extern cvar_t cl_explosions_size_start;
647 extern cvar_t cl_explosions_size_end;
648 extern cvar_t cl_explosions_lifetime;
649 extern cvar_t cl_stainmaps;
650 extern cvar_t cl_stainmaps_clearonload;
652 extern cvar_t cl_prydoncursor;
654 extern vec3_t cl_playerstandmins;
655 extern vec3_t cl_playerstandmaxs;
656 extern vec3_t cl_playercrouchmins;
657 extern vec3_t cl_playercrouchmaxs;
659 // these are updated by CL_ClearState
660 extern int cl_num_entities;
661 extern int cl_num_static_entities;
662 extern int cl_num_temp_entities;
663 extern int cl_num_brushmodel_entities;
665 extern mempool_t *cl_mempool;
666 extern entity_t *cl_entities;
667 extern qbyte *cl_entities_active;
668 extern entity_t *cl_static_entities;
669 extern entity_t *cl_temp_entities;
670 extern int *cl_brushmodel_entities;
671 extern cl_effect_t *cl_effects;
672 extern beam_t *cl_beams;
673 extern dlight_t *cl_dlights;
674 extern lightstyle_t *cl_lightstyle;
677 extern client_state_t cl;
679 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);
680 extern void CL_DecayLights (void);
682 //=============================================================================
688 void CL_Shutdown (void);
691 void CL_EstablishConnection(const char *host);
693 void CL_Disconnect (void);
694 void CL_Disconnect_f (void);
696 void CL_BoundingBoxForEntity(entity_render_t *ent);
698 extern cvar_t cl_beams_polygons;
699 extern cvar_t cl_beams_relative;
700 extern cvar_t cl_beams_lightatend;
707 int down[2]; // key nums holding it down
708 int state; // low bit is down state
712 extern kbutton_t in_mlook, in_klook;
713 extern kbutton_t in_strafe;
714 extern kbutton_t in_speed;
716 void CL_InitInput (void);
717 void CL_SendCmd (void);
718 void CL_SendMove (void);
720 void CL_ValidateState(entity_state_t *s);
721 void CL_MoveLerpEntityStates(entity_t *ent);
722 void CL_LerpUpdate(entity_t *e);
723 void CL_ParseTEnt (void);
724 void CL_RelinkBeams (void);
726 void CL_ClearTempEntities (void);
727 entity_t *CL_NewTempEntity (void);
729 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate);
731 void CL_ClearState (void);
732 void CL_ExpandEntities(int num);
735 int CL_ReadFromServer (void);
736 void CL_WriteToServer (void);
737 void CL_BaseMove (void);
740 float CL_KeyState (kbutton_t *key);
741 const char *Key_KeynumToString (int keynum);
742 int Key_StringToKeynum (const char *str);
747 void CL_StopPlayback(void);
748 void CL_ReadDemoMessage(void);
749 void CL_WriteDemoMessage(void);
751 void CL_NextDemo(void);
752 void CL_Stop_f(void);
753 void CL_Record_f(void);
754 void CL_PlayDemo_f(void);
755 void CL_TimeDemo_f(void);
760 void CL_Parse_Init(void);
761 void CL_Parse_Shutdown(void);
762 void CL_ParseServerMessage(void);
763 void CL_Parse_DumpPacket(void);
768 void V_StartPitchDrift (void);
769 void V_StopPitchDrift (void);
772 float V_CalcRoll (vec3_t angles, vec3_t velocity);
773 void V_UpdateBlends (void);
774 void V_ParseDamage (void);
780 void CL_InitTEnts (void);
786 extern cvar_t cl_particles;
787 extern cvar_t cl_particles_quality;
788 extern cvar_t cl_particles_size;
789 extern cvar_t cl_particles_bloodshowers;
790 extern cvar_t cl_particles_blood;
791 extern cvar_t cl_particles_blood_alpha;
792 extern cvar_t cl_particles_blood_bloodhack;
793 extern cvar_t cl_particles_bulletimpacts;
794 extern cvar_t cl_particles_explosions_bubbles;
795 extern cvar_t cl_particles_explosions_smoke;
796 extern cvar_t cl_particles_explosions_sparks;
797 extern cvar_t cl_particles_explosions_shell;
798 extern cvar_t cl_particles_smoke;
799 extern cvar_t cl_particles_smoke_alpha;
800 extern cvar_t cl_particles_smoke_alphafade;
801 extern cvar_t cl_particles_sparks;
802 extern cvar_t cl_particles_bubbles;
803 extern cvar_t cl_decals;
804 extern cvar_t cl_decals_time;
805 extern cvar_t cl_decals_fadetime;
807 void CL_Particles_Clear(void);
808 void CL_Particles_Init(void);
809 void CL_Particles_Shutdown(void);
811 void CL_ParseParticleEffect (void);
812 void CL_RunParticleEffect (vec3_t org, vec3_t dir, int color, int count);
813 void CL_RocketTrail (vec3_t start, vec3_t end, int type, int color, entity_t *ent);
814 void CL_SparkShower (vec3_t org, vec3_t dir, int count, vec_t gravityscale);
815 void CL_Smoke (vec3_t org, vec3_t dir, int count);
816 void CL_BulletMark (vec3_t org);
817 void CL_PlasmaBurn (vec3_t org);
818 void CL_BloodPuff (vec3_t org, vec3_t vel, int count);
819 void CL_Stardust (vec3_t mins, vec3_t maxs, int count);
820 void CL_FlameCube (vec3_t mins, vec3_t maxs, int count);
821 void CL_Flames (vec3_t org, vec3_t vel, int count);
822 void CL_BloodShower (vec3_t mins, vec3_t maxs, float velspeed, int count);
823 void CL_ParticleCube (vec3_t mins, vec3_t maxs, vec3_t dir, int count, int colorbase, int gravity, int randomvel);
824 void CL_ParticleRain (vec3_t mins, vec3_t maxs, vec3_t dir, int count, int colorbase, int type);
825 void CL_EntityParticles (entity_t *ent);
826 void CL_BlobExplosion (vec3_t org);
827 void CL_ParticleExplosion (vec3_t org);
828 void CL_ParticleExplosion2 (vec3_t org, int colorStart, int colorLength);
829 void CL_LavaSplash (vec3_t org);
830 void CL_TeleportSplash (vec3_t org);
831 void CL_BeamParticle (const vec3_t start, const vec3_t end, vec_t radius, float red, float green, float blue, float alpha, float lifetime);
832 void CL_Tei_Smoke(const vec3_t pos, const vec3_t dir, int count);
833 void CL_Tei_PlasmaHit(const vec3_t pos, const vec3_t dir, int count);
834 void CL_MoveParticles(void);
835 void R_MoveExplosions(void);
836 void R_NewExplosion(vec3_t org);
838 #include "cl_screen.h"
843 int x, y, width, height;
846 // these are set for water warping before
847 // fov_x/fov_y are calculated
848 float fovscale_x, fovscale_y;
851 matrix4x4_t viewentitymatrix;
853 // which color components to allow (for anaglyph glasses)
856 // fullscreen color blend
859 // whether to call S_ExtraUpdate during render to reduce sound chop
860 qboolean extraupdate;
862 // client gameworld time for rendering time based effects
866 entity_render_t *worldentity;
868 // same as worldentity->model
871 // renderable entities (excluding world)
872 entity_render_t **entities;
876 // 2D art drawing queue
877 // TODO: get rid of this
880 int maxdrawqueuesize;