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 to render for world entity
136 shadowmesh_t *static_meshchain_shadow;
137 // used for visibility testing (more exact than bbox)
139 int static_numleafpvsbytes;
140 int *static_leaflist;
141 qbyte *static_leafpvs;
142 // surfaces seen by light
143 int static_numsurfaces;
144 int *static_surfacelist;
148 typedef struct dlight_s
150 // destroy light after this time
153 // the entity that owns this light (can be NULL)
155 struct entity_render_s *ent;
157 // (worldlight: saved to .rtlights file)
159 // worldlight orientation
161 // (worldlight: saved to .rtlights file)
163 // dlight orientation/scaling/location
167 // (worldlight: saved to .rtlights file)
169 // cubemap number to use on this light
172 // cubemap name to use on this light
174 // (worldlight: saved to .rtlights file)
175 char cubemapname[64];
176 // make light flash while selected
179 // brightness (not really radius anymore)
180 // (worldlight: saved to .rtlights file)
182 // drop radius this much each second
185 // light style which controls intensity of this light
186 // (worldlight: saved to .rtlights file)
189 // (worldlight: saved to .rtlights file)
192 // (worldlight: saved to .rtlights file)
194 // radius scale of corona to render (1.0 means same as light radius)
195 // (worldlight: saved to .rtlights file)
196 vec_t coronasizescale;
197 // ambient intensity to render
198 // (worldlight: saved to .rtlights file)
200 // diffuse intensity to render
201 // (worldlight: saved to .rtlights file)
203 // specular intensity to render
204 // (worldlight: saved to .rtlights file)
207 // (worldlight: saved to .rtlights file)
209 // linked list of world lights
211 struct dlight_s *next;
212 // embedded rtlight struct for renderer
218 typedef struct frameblend_s
225 // LordHavoc: this struct is intended for the renderer but some fields are
226 // used by the client.
227 typedef struct entity_render_s
233 // transform matrix for model to world
235 // transform matrix for world to model
236 matrix4x4_t inversematrix;
237 // opacity (alpha) of the model
239 // size the model is shown
244 // current uninterpolated animation frame (for things which do not use interpolation)
246 // entity shirt and pants colors
248 // light, particles, etc
255 // colormod tinting of models
258 // interpolated animation
260 // frame that the model is interpolating from
262 // frame that the model is interpolating to
264 // interpolation factor, usually computed from frame2time
266 // time frame1 began playing (for framegroup animations)
268 // time frame2 began playing (for framegroup animations)
271 // calculated by the renderer (but not persistent)
273 // if visframe == r_framecount, it is visible
275 // calculated during R_AddModelEntities
277 // 4 frame numbers (-1 if not used) and their blending scalers (0-1), if interpolation is not desired, use frame instead
278 frameblend_t frameblend[4];
280 // caching results of static light traces (this is semi-persistent)
281 double entlightstime;
282 vec3_t entlightsorigin;
285 unsigned short entlights[MAXENTLIGHTS];
289 typedef struct entity_persistent_s
298 // muzzleflash fading
301 // interpolated movement
303 // start time of move
305 // time difference from start to end of move
307 // the move itself, start and end
315 typedef struct entity_s
317 // baseline state (default values)
318 entity_state_t state_baseline;
319 // previous state (interpolating from this)
320 entity_state_t state_previous;
321 // current state (interpolating to this)
322 entity_state_t state_current;
324 // used for regenerating parts of render
325 entity_persistent_t persistent;
327 // the only data the renderer should know about
328 entity_render_t render;
336 // intended velocities
341 vec3_t cursor_screen;
344 vec3_t cursor_impact;
345 vec3_t cursor_normal;
346 vec_t cursor_fraction;
347 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;
458 typedef struct client_movementqueue_s
468 client_movementqueue_t;
471 // the client_state_t structure is wiped completely at every
476 // true if playing in a local game and no one else is connected
479 // when connecting to the server throw out the first couple move messages
480 // so the player doesn't accidentally do something the first frame
483 // send a clc_nop periodically until connected
486 // current input to send to the server
489 // information for local display
491 int stats[MAX_CL_STATS];
492 // last known inventory bit flags, for blinking
494 // cl.time of acquiring item, for blinking
495 float item_gettime[32];
496 // last known STAT_ACTIVEWEAPON
498 // cl.time of changing STAT_ACTIVEWEAPON
500 // use pain anim frame if cl.time < this
503 // color shifts for damage, powerups
504 cshift_t cshifts[NUM_CSHIFTS];
506 cshift_t prev_cshifts[NUM_CSHIFTS];
508 // the client maintains its own idea of view angles, which are
509 // sent to the server each frame. The server sets punchangle when
510 // the view is temporarily offset, and an angle reset commands at the start
511 // of each level and after teleporting.
513 // mviewangles is read from demo
514 // viewangles is either client controlled or lerped from mviewangles
515 vec3_t mviewangles[2], viewangles;
516 // update by server, used by qc to do weapon recoil
517 vec3_t mpunchangle[2], punchangle;
518 // update by server, can be used by mods to kick view around
519 vec3_t mpunchvector[2], punchvector;
520 // update by server, used for lean+bob (0 is newest)
521 vec3_t mvelocity[2], velocity;
522 // update by server, can be used by mods for zooming
523 vec_t mviewzoom[2], viewzoom;
525 // client movement simulation
526 // these fields are only updated by CL_ClientMovement (called by CL_SendMove after parsing each network packet)
528 // indicates the queue has been updated and should be replayed
529 qboolean movement_replay;
530 // simulated data (this is valid even if cl.movement is false)
531 vec3_t movement_origin;
532 vec3_t movement_oldorigin;
533 vec3_t movement_velocity;
534 // queue of proposed moves
535 int movement_numqueue;
536 client_movementqueue_t movement_queue[64];
538 int servermovesequence;
540 // pitch drifting vars
547 // local amount for smoothing stepups
556 qboolean oldonground;
557 double lastongroundtime;
558 double hitgroundtime;
560 // don't change view angle, full screen, etc
562 // latched at intermission start
565 // the timestamp of the last two messages
568 // clients view of time, time should be between mtime[0] and mtime[1] to
569 // generate a lerp point for other data, oldtime is the previous frame's
570 // value of time, frametime is the difference between time and oldtime
571 double time, oldtime, frametime;
573 // copy of realtime from last recieved message, for net trouble icon
574 float last_received_message;
576 // information that is static for the entire time connected to a server
577 struct model_s *model_precache[MAX_MODELS];
578 struct sfx_s *sound_precache[MAX_SOUNDS];
580 // for display on solo scoreboard
582 // cl_entitites[cl.viewentity] = player
584 // the real player entity (normally same as viewentity,
585 // different than viewentity if mod uses chasecam or other tricks)
587 // max players that can be in this game
589 // type of game (deathmatch, coop, singleplayer)
592 // models and sounds used by engine code (particularly cl_parse.c)
594 model_t *model_bolt2;
595 model_t *model_bolt3;
598 sfx_t *sfx_knighthit;
605 // refresh related state
607 // cl_entitites[0].model
608 struct model_s *worldmodel;
614 int cdtrack, looptrack;
619 scoreboard_t *scores;
621 // protocol version of the server we're connected to
622 protocolversion_t protocol;
624 // entity database stuff
625 // latest received entity frame numbers
626 #define LATESTFRAMENUMS 3
627 int latestframenums[LATESTFRAMENUMS];
628 entityframe_database_t *entitydatabase;
629 entityframe4_database_t *entitydatabase4;
636 extern cvar_t cl_name;
637 extern cvar_t cl_color;
638 extern cvar_t cl_rate;
639 extern cvar_t cl_pmodel;
640 extern cvar_t cl_playermodel;
641 extern cvar_t cl_playerskin;
643 extern cvar_t cl_upspeed;
644 extern cvar_t cl_forwardspeed;
645 extern cvar_t cl_backspeed;
646 extern cvar_t cl_sidespeed;
648 extern cvar_t cl_movespeedkey;
650 extern cvar_t cl_yawspeed;
651 extern cvar_t cl_pitchspeed;
653 extern cvar_t cl_anglespeedkey;
655 extern cvar_t cl_autofire;
657 extern cvar_t cl_shownet;
658 extern cvar_t cl_nolerp;
660 extern cvar_t cl_pitchdriftspeed;
661 extern cvar_t lookspring;
662 extern cvar_t lookstrafe;
663 extern cvar_t sensitivity;
665 extern cvar_t freelook;
667 extern cvar_t m_pitch;
669 extern cvar_t m_forward;
670 extern cvar_t m_side;
672 extern cvar_t r_draweffects;
674 extern cvar_t cl_explosions_alpha_start;
675 extern cvar_t cl_explosions_alpha_end;
676 extern cvar_t cl_explosions_size_start;
677 extern cvar_t cl_explosions_size_end;
678 extern cvar_t cl_explosions_lifetime;
679 extern cvar_t cl_stainmaps;
680 extern cvar_t cl_stainmaps_clearonload;
682 extern cvar_t cl_prydoncursor;
684 extern vec3_t cl_playerstandmins;
685 extern vec3_t cl_playerstandmaxs;
686 extern vec3_t cl_playercrouchmins;
687 extern vec3_t cl_playercrouchmaxs;
689 // these are updated by CL_ClearState
690 extern int cl_num_entities;
691 extern int cl_num_static_entities;
692 extern int cl_num_temp_entities;
693 extern int cl_num_brushmodel_entities;
695 extern mempool_t *cl_mempool;
696 extern entity_t *cl_entities;
697 extern qbyte *cl_entities_active;
698 extern entity_t *cl_static_entities;
699 extern entity_t *cl_temp_entities;
700 extern int *cl_brushmodel_entities;
701 extern cl_effect_t *cl_effects;
702 extern beam_t *cl_beams;
703 extern dlight_t *cl_dlights;
704 extern lightstyle_t *cl_lightstyle;
707 extern client_state_t cl;
709 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);
710 extern void CL_DecayLights (void);
712 //=============================================================================
718 void CL_Shutdown (void);
721 void CL_EstablishConnection(const char *host);
723 void CL_Disconnect (void);
724 void CL_Disconnect_f (void);
726 void CL_BoundingBoxForEntity(entity_render_t *ent);
728 extern cvar_t cl_beams_polygons;
729 extern cvar_t cl_beams_relative;
730 extern cvar_t cl_beams_lightatend;
737 int down[2]; // key nums holding it down
738 int state; // low bit is down state
742 extern kbutton_t in_mlook, in_klook;
743 extern kbutton_t in_strafe;
744 extern kbutton_t in_speed;
746 void CL_InitInput (void);
747 void CL_SendCmd (void);
748 void CL_SendMove (void);
750 void CL_ValidateState(entity_state_t *s);
751 void CL_MoveLerpEntityStates(entity_t *ent);
752 void CL_LerpUpdate(entity_t *e);
753 void CL_ParseTEnt (void);
754 void CL_RelinkBeams (void);
756 void CL_ClearTempEntities (void);
757 entity_t *CL_NewTempEntity (void);
759 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate);
761 void CL_ClearState (void);
762 void CL_ExpandEntities(int num);
765 int CL_ReadFromServer (void);
766 void CL_WriteToServer (void);
768 extern qboolean cl_ignoremousemove;
771 float CL_KeyState (kbutton_t *key);
772 const char *Key_KeynumToString (int keynum);
773 int Key_StringToKeynum (const char *str);
778 void CL_StopPlayback(void);
779 void CL_ReadDemoMessage(void);
780 void CL_WriteDemoMessage(void);
782 void CL_NextDemo(void);
783 void CL_Stop_f(void);
784 void CL_Record_f(void);
785 void CL_PlayDemo_f(void);
786 void CL_TimeDemo_f(void);
791 void CL_Parse_Init(void);
792 void CL_Parse_Shutdown(void);
793 void CL_ParseServerMessage(void);
794 void CL_Parse_DumpPacket(void);
799 void V_StartPitchDrift (void);
800 void V_StopPitchDrift (void);
803 float V_CalcRoll (vec3_t angles, vec3_t velocity);
804 void V_UpdateBlends (void);
805 void V_ParseDamage (void);
811 extern cvar_t cl_particles;
812 extern cvar_t cl_particles_quality;
813 extern cvar_t cl_particles_size;
814 extern cvar_t cl_particles_bloodshowers;
815 extern cvar_t cl_particles_blood;
816 extern cvar_t cl_particles_blood_alpha;
817 extern cvar_t cl_particles_blood_bloodhack;
818 extern cvar_t cl_particles_bulletimpacts;
819 extern cvar_t cl_particles_explosions_bubbles;
820 extern cvar_t cl_particles_explosions_smoke;
821 extern cvar_t cl_particles_explosions_sparks;
822 extern cvar_t cl_particles_explosions_shell;
823 extern cvar_t cl_particles_smoke;
824 extern cvar_t cl_particles_smoke_alpha;
825 extern cvar_t cl_particles_smoke_alphafade;
826 extern cvar_t cl_particles_sparks;
827 extern cvar_t cl_particles_bubbles;
828 extern cvar_t cl_decals;
829 extern cvar_t cl_decals_time;
830 extern cvar_t cl_decals_fadetime;
832 void CL_Particles_Clear(void);
833 void CL_Particles_Init(void);
834 void CL_Particles_Shutdown(void);
836 void CL_ParseParticleEffect (void);
837 void CL_RunParticleEffect (vec3_t org, vec3_t dir, int color, int count);
838 void CL_RocketTrail (vec3_t start, vec3_t end, int type, int color, entity_t *ent);
839 void CL_SparkShower (vec3_t org, vec3_t dir, int count, vec_t gravityscale);
840 void CL_Smoke (vec3_t org, vec3_t dir, int count);
841 void CL_BulletMark (vec3_t org);
842 void CL_PlasmaBurn (vec3_t org);
843 void CL_BloodPuff (vec3_t org, vec3_t vel, int count);
844 void CL_Stardust (vec3_t mins, vec3_t maxs, int count);
845 void CL_FlameCube (vec3_t mins, vec3_t maxs, int count);
846 void CL_Flames (vec3_t org, vec3_t vel, int count);
847 void CL_BloodShower (vec3_t mins, vec3_t maxs, float velspeed, int count);
848 void CL_ParticleCube (vec3_t mins, vec3_t maxs, vec3_t dir, int count, int colorbase, int gravity, int randomvel);
849 void CL_ParticleRain (vec3_t mins, vec3_t maxs, vec3_t dir, int count, int colorbase, int type);
850 void CL_EntityParticles (entity_t *ent);
851 void CL_BlobExplosion (vec3_t org);
852 void CL_ParticleExplosion (vec3_t org);
853 void CL_ParticleExplosion2 (vec3_t org, int colorStart, int colorLength);
854 void CL_LavaSplash (vec3_t org);
855 void CL_TeleportSplash (vec3_t org);
856 void CL_BeamParticle (const vec3_t start, const vec3_t end, vec_t radius, float red, float green, float blue, float alpha, float lifetime);
857 void CL_Tei_Smoke(const vec3_t pos, const vec3_t dir, int count);
858 void CL_Tei_PlasmaHit(const vec3_t pos, const vec3_t dir, int count);
859 void CL_MoveParticles(void);
860 void R_MoveExplosions(void);
861 void R_NewExplosion(vec3_t org);
863 #include "cl_screen.h"
868 int x, y, width, height;
871 // these are set for water warping before
872 // fov_x/fov_y are calculated
873 float fovscale_x, fovscale_y;
876 matrix4x4_t viewentitymatrix;
878 // which color components to allow (for anaglyph glasses)
881 // fullscreen color blend
884 // whether to call S_ExtraUpdate during render to reduce sound chop
885 qboolean extraupdate;
887 // client gameworld time for rendering time based effects
891 entity_render_t *worldentity;
893 // same as worldentity->model
896 // renderable entities (excluding world)
897 entity_render_t **entities;
901 // 2D art drawing queue
902 // TODO: get rid of this
905 int maxdrawqueuesize;