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 extern int cl_max_entities;
35 extern int cl_max_static_entities;
36 extern int cl_max_temp_entities;
37 extern int cl_max_effects;
38 extern int cl_max_beams;
40 typedef struct effect_s
49 // these are for interpolation
59 // draw this as lightning polygons, or a model?
61 struct model_s *model;
64 // if this beam is owned by an entity, this is the beam start relative to
65 // that entity's matrix for per frame start updates
68 // indicates whether relativestart is valid
69 int relativestartvalid;
73 typedef struct rtlight_s
75 // shadow volumes are done entirely in model space, so there are no matrices for dealing with them... they just use the origin
77 // note that the world to light matrices are inversely scaled (divided) by lightradius
80 // matrix for transforming world coordinates to light filter coordinates
81 matrix4x4_t matrix_worldtolight;
82 // based on worldtolight this transforms -1 to +1 to 0 to 1 for purposes
83 // of attenuation texturing in full 3D (Z result often ignored)
84 matrix4x4_t matrix_worldtoattenuationxyz;
85 // this transforms only the Z to S, and T is always 0.5
86 matrix4x4_t matrix_worldtoattenuationz;
87 // typically 1 1 1, can be lower (dim) or higher (overbright)
89 // size of the light (remove?)
93 // whether light should render shadows
95 // intensity of corona to render
97 // light style to monitor for brightness
100 // generated properties
101 // used only for shadow volumes
108 // squared cullradius
111 // lightmap renderer stuff (remove someday!)
112 // the size of the light
113 vec_t lightmap_cullradius;
114 // the size of the light, squared
115 vec_t lightmap_cullradius2;
116 // the brightness of the light
117 vec3_t lightmap_light;
118 // to avoid sudden brightness change at cullradius, subtract this
119 vec_t lightmap_subtract;
122 // true if this light should be compiled as a static light
124 // true if this is a compiled world light, cleared if the light changes
126 // premade shadow volumes and lit surfaces to render for world entity
127 shadowmesh_t *static_meshchain_shadow;
128 shadowmesh_t *static_meshchain_light;
129 // used for visibility testing (more exact than bbox)
130 int static_numclusters;
131 int *static_clusterindices;
135 typedef struct dlight_s
137 // destroy light after this time
140 // the entity that owns this light (can be NULL)
142 struct entity_render_s *ent;
144 // (worldlight: saved to .rtlights file)
146 // worldlight orientation
148 // (worldlight: saved to .rtlights file)
150 // dlight orientation/scaling/location
154 // (worldlight: saved to .rtlights file)
156 // cubemap number to use on this light
159 // cubemap name to use on this light
161 // (worldlight: saved to .rtlights file)
162 char cubemapname[64];
163 // make light flash while selected
166 // brightness (not really radius anymore)
167 // (worldlight: saved to .rtlights file)
169 // drop radius this much each second
172 // light style which controls intensity of this light
173 // (worldlight: saved to .rtlights file)
176 // (worldlight: saved to .rtlights file)
179 // (worldlight: saved to .rtlights file)
181 // linked list of world lights
183 struct dlight_s *next;
184 // embedded rtlight struct for renderer
190 typedef struct frameblend_s
197 // LordHavoc: this struct is intended for the renderer but some fields are
198 // used by the client.
199 typedef struct entity_render_s
205 // transform matrix for model to world
207 // transform matrix for world to model
208 matrix4x4_t inversematrix;
209 // opacity (alpha) of the model
211 // size the model is shown
216 // current uninterpolated animation frame (for things which do not use interpolation)
218 // entity shirt and pants colors
220 // light, particles, etc
227 // interpolated animation
229 // frame that the model is interpolating from
231 // frame that the model is interpolating to
233 // interpolation factor, usually computed from frame2time
235 // time frame1 began playing (for framegroup animations)
237 // time frame2 began playing (for framegroup animations)
240 // calculated by the renderer (but not persistent)
242 // if visframe == r_framecount, it is visible
244 // calculated during R_AddModelEntities
246 // 4 frame numbers (-1 if not used) and their blending scalers (0-1), if interpolation is not desired, use frame instead
247 frameblend_t frameblend[4];
249 // caching results of static light traces (this is semi-persistent)
250 double entlightstime;
251 vec3_t entlightsorigin;
254 unsigned short entlights[MAXENTLIGHTS];
258 typedef struct entity_persistent_s
267 // muzzleflash fading
270 // interpolated movement
272 // start time of move
274 // time difference from start to end of move
276 // the move itself, start and end
284 typedef struct entity_s
286 // baseline state (default values)
287 entity_state_t state_baseline;
288 // previous state (interpolating from this)
289 entity_state_t state_previous;
290 // current state (interpolating to this)
291 entity_state_t state_current;
293 // used for regenerating parts of render
294 entity_persistent_t persistent;
296 // the only data the renderer should know about
297 entity_render_t render;
305 // intended velocities
314 char map[MAX_STYLESTRING];
319 char name[MAX_SCOREBOARDNAME];
321 int colors; // two 4 bit fields
327 int percent; // 0-256
330 #define CSHIFT_CONTENTS 0
331 #define CSHIFT_DAMAGE 1
332 #define CSHIFT_BONUS 2
333 #define CSHIFT_POWERUP 3
334 #define CSHIFT_VCSHIFT 4
335 #define NUM_CSHIFTS 5
337 #define NAME_LENGTH 64
341 // client_state_t should hold all pieces of the client state
344 #define SIGNONS 4 // signon messages to receive before connected
347 #define MAX_DEMONAME 16
351 ca_dedicated, // a dedicated server with no ability to start a client
352 ca_disconnected, // full screen console with no connection
353 ca_connected // valid netcon, talking to a server
358 // the client_static_t structure is persistent through an arbitrary number
359 // of server connections
366 // -1 = don't play demos
368 // list of demos in loop
369 char demos[MAX_DEMOS][MAX_DEMONAME];
370 // the actively playing demo (set by CL_PlayDemo_f)
373 // demo recording info must be here, because record is started before
374 // entering a map (and clearing client_state_t)
375 qboolean demorecording;
376 qboolean demoplayback;
378 // -1 = use normal cd track
381 // to meter out one message a frame
383 // host_framecount at start
385 // realtime at second frame of timedemo (LordHavoc: changed to double)
387 // LordHavoc: for measuring maxfps
388 double td_minframetime;
389 // LordHavoc: for measuring minfps
390 double td_maxframetime;
391 // LordHavoc: pausedemo
394 qboolean connect_trying;
395 int connect_remainingtries;
396 double connect_nextsendtime;
397 lhnetsocket_t *connect_mysocket;
398 lhnetaddress_t connect_address;
400 // connection information
403 // network connection
405 // writing buffer to send to server
410 extern client_static_t cls;
413 // the client_state_t structure is wiped completely at every
418 // true if playing in a local game and no one else is connected
421 // when connecting to the server throw out the first couple move messages
422 // so the player doesn't accidentally do something the first frame
425 // send a clc_nop periodically until connected
428 // last command sent to the server
431 // information for local display
433 int stats[MAX_CL_STATS];
434 // inventory bit flags
436 // cl.time of acquiring item, for blinking
437 float item_gettime[32];
438 // cl.time of changing STAT_ACTIVEWEAPON
440 // use pain anim frame if cl.time < this
443 // color shifts for damage, powerups
444 cshift_t cshifts[NUM_CSHIFTS];
446 cshift_t prev_cshifts[NUM_CSHIFTS];
448 // the client maintains its own idea of view angles, which are
449 // sent to the server each frame. The server sets punchangle when
450 // the view is temporarily offset, and an angle reset commands at the start
451 // of each level and after teleporting.
453 // during demo playback viewangles is lerped between these
454 vec3_t mviewangles[2];
455 // either client controlled, or lerped from demo mviewangles
458 // update by server, used for lean+bob (0 is newest)
460 // lerped between mvelocity[0] and [1]
465 // LordHavoc: origin view kick
468 // pitch drifting vars
476 // local amount for smoothing stepups
484 // don't change view angle, full screen, etc
486 // latched at intermission start
489 // the timestamp of the last two messages
492 // clients view of time, time should be between mtime[0] and mtime[1] to
493 // generate a lerp point for other data, oldtime is the previous frame's
494 // value of time, frametime is the difference between time and oldtime
495 double time, oldtime, frametime;
497 // copy of realtime from last recieved message, for net trouble icon
498 float last_received_message;
500 // information that is static for the entire time connected to a server
501 struct model_s *model_precache[MAX_MODELS];
502 struct sfx_s *sound_precache[MAX_SOUNDS];
504 // for display on solo scoreboard
506 // cl_entitites[cl.viewentity] = player
508 // the real player entity (normally same as viewentity,
509 // different than viewentity if mod uses chasecam or other tricks)
511 // max players that can be in this game
513 // type of game (deathmatch, coop, singleplayer)
516 // refresh related state
518 // cl_entitites[0].model
519 struct model_s *worldmodel;
525 int cdtrack, looptrack;
530 scoreboard_t *scores;
532 // LordHavoc: sniping zoom, QC controlled
535 float viewzoomold, viewzoomnew;
537 // protocol version of the server we're connected to
540 // entity database stuff
541 entity_database_t entitydatabase;
542 entity_database4_t *entitydatabase4;
546 extern mempool_t *cl_scores_mempool;
551 extern cvar_t cl_name;
552 extern cvar_t cl_color;
553 extern cvar_t cl_rate;
554 extern cvar_t cl_pmodel;
556 extern cvar_t cl_upspeed;
557 extern cvar_t cl_forwardspeed;
558 extern cvar_t cl_backspeed;
559 extern cvar_t cl_sidespeed;
561 extern cvar_t cl_movespeedkey;
563 extern cvar_t cl_yawspeed;
564 extern cvar_t cl_pitchspeed;
566 extern cvar_t cl_anglespeedkey;
568 extern cvar_t cl_autofire;
570 extern cvar_t cl_shownet;
571 extern cvar_t cl_nolerp;
573 extern cvar_t cl_pitchdriftspeed;
574 extern cvar_t lookspring;
575 extern cvar_t lookstrafe;
576 extern cvar_t sensitivity;
578 extern cvar_t freelook;
580 extern cvar_t m_pitch;
582 extern cvar_t m_forward;
583 extern cvar_t m_side;
585 extern cvar_t r_draweffects;
587 extern cvar_t cl_explosions;
588 extern cvar_t cl_stainmaps;
590 // these are updated by CL_ClearState
591 extern int cl_num_entities;
592 extern int cl_num_static_entities;
593 extern int cl_num_temp_entities;
594 extern int cl_num_brushmodel_entities;
596 extern entity_t *cl_entities;
597 extern qbyte *cl_entities_active;
598 extern entity_t *cl_static_entities;
599 extern entity_t *cl_temp_entities;
600 extern entity_render_t **cl_brushmodel_entities;
601 extern cl_effect_t *cl_effects;
602 extern beam_t *cl_beams;
603 extern dlight_t *cl_dlights;
604 extern lightstyle_t *cl_lightstyle;
607 extern client_state_t cl;
609 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);
610 extern void CL_DecayLights (void);
612 //=============================================================================
620 void CL_EstablishConnection(const char *host);
622 void CL_Disconnect (void);
623 void CL_Disconnect_f (void);
625 void CL_BoundingBoxForEntity(entity_render_t *ent);
627 extern cvar_t cl_beams_polygons;
628 extern cvar_t cl_beams_relative;
629 extern cvar_t cl_beams_lightatend;
636 int down[2]; // key nums holding it down
637 int state; // low bit is down state
641 extern kbutton_t in_mlook, in_klook;
642 extern kbutton_t in_strafe;
643 extern kbutton_t in_speed;
645 void CL_InitInput (void);
646 void CL_SendCmd (usercmd_t *cmd);
647 void CL_SendMove (usercmd_t *cmd);
649 void CL_LerpUpdate(entity_t *e);
650 void CL_ParseTEnt (void);
651 void CL_RelinkBeams (void);
653 void CL_ClearTempEntities (void);
654 entity_t *CL_NewTempEntity (void);
656 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate);
658 void CL_ClearState (void);
661 int CL_ReadFromServer (void);
662 void CL_WriteToServer (usercmd_t *cmd);
663 void CL_BaseMove (usercmd_t *cmd);
666 float CL_KeyState (kbutton_t *key);
667 const char *Key_KeynumToString (int keynum);
672 void CL_StopPlayback(void);
673 void CL_ReadDemoMessage(void);
674 void CL_WriteDemoMessage(void);
676 void CL_NextDemo(void);
677 void CL_Stop_f(void);
678 void CL_Record_f(void);
679 void CL_PlayDemo_f(void);
680 void CL_TimeDemo_f(void);
685 void CL_Parse_Init(void);
686 void CL_ParseServerMessage(void);
687 void CL_Parse_DumpPacket(void);
692 void V_StartPitchDrift (void);
693 void V_StopPitchDrift (void);
696 float V_CalcRoll (vec3_t angles, vec3_t velocity);
697 void V_UpdateBlends (void);
698 void V_ParseDamage (void);
704 void CL_InitTEnts (void);
710 void CL_Particles_Clear(void);
711 void CL_Particles_Init(void);
713 void CL_ParseParticleEffect (void);
714 void CL_RunParticleEffect (vec3_t org, vec3_t dir, int color, int count);
715 void CL_RocketTrail (vec3_t start, vec3_t end, int type, entity_t *ent);
716 void CL_RocketTrail2 (vec3_t start, vec3_t end, int color, entity_t *ent);
717 void CL_SparkShower (vec3_t org, vec3_t dir, int count);
718 void CL_PlasmaBurn (vec3_t org);
719 void CL_BloodPuff (vec3_t org, vec3_t vel, int count);
720 void CL_Stardust (vec3_t mins, vec3_t maxs, int count);
721 void CL_FlameCube (vec3_t mins, vec3_t maxs, int count);
722 void CL_Flames (vec3_t org, vec3_t vel, int count);
723 void CL_BloodShower (vec3_t mins, vec3_t maxs, float velspeed, int count);
724 void CL_ParticleCube (vec3_t mins, vec3_t maxs, vec3_t dir, int count, int colorbase, int gravity, int randomvel);
725 void CL_ParticleRain (vec3_t mins, vec3_t maxs, vec3_t dir, int count, int colorbase, int type);
726 void CL_EntityParticles (entity_t *ent);
727 void CL_BlobExplosion (vec3_t org);
728 void CL_ParticleExplosion (vec3_t org);
729 void CL_ParticleExplosion2 (vec3_t org, int colorStart, int colorLength);
730 void CL_LavaSplash (vec3_t org);
731 void CL_TeleportSplash (vec3_t org);
732 void CL_BeamParticle (const vec3_t start, const vec3_t end, vec_t radius, float red, float green, float blue, float alpha, float lifetime);
733 void CL_Tei_Smoke(const vec3_t pos, const vec3_t dir, int count);
734 void CL_Tei_PlasmaHit(const vec3_t pos, const vec3_t dir, int count);
735 void CL_MoveParticles(void);
736 void R_MoveExplosions(void);
737 void R_NewExplosion(vec3_t org);
739 #include "cl_screen.h"
744 int x, y, width, height;
748 matrix4x4_t viewentitymatrix;
750 // fullscreen color blend
753 entity_render_t **entities;
759 int maxdrawqueuesize;
765 extern mempool_t *cl_refdef_mempool;