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_numclusterpvsbytes;
132 int *static_clusterlist;
133 qbyte *static_clusterpvs;
137 typedef struct dlight_s
139 // destroy light after this time
142 // the entity that owns this light (can be NULL)
144 struct entity_render_s *ent;
146 // (worldlight: saved to .rtlights file)
148 // worldlight orientation
150 // (worldlight: saved to .rtlights file)
152 // dlight orientation/scaling/location
156 // (worldlight: saved to .rtlights file)
158 // cubemap number to use on this light
161 // cubemap name to use on this light
163 // (worldlight: saved to .rtlights file)
164 char cubemapname[64];
165 // make light flash while selected
168 // brightness (not really radius anymore)
169 // (worldlight: saved to .rtlights file)
171 // drop radius this much each second
174 // light style which controls intensity of this light
175 // (worldlight: saved to .rtlights file)
178 // (worldlight: saved to .rtlights file)
181 // (worldlight: saved to .rtlights file)
183 // linked list of world lights
185 struct dlight_s *next;
186 // embedded rtlight struct for renderer
192 typedef struct frameblend_s
199 // LordHavoc: this struct is intended for the renderer but some fields are
200 // used by the client.
201 typedef struct entity_render_s
207 // transform matrix for model to world
209 // transform matrix for world to model
210 matrix4x4_t inversematrix;
211 // opacity (alpha) of the model
213 // size the model is shown
218 // current uninterpolated animation frame (for things which do not use interpolation)
220 // entity shirt and pants colors
222 // light, particles, etc
229 // interpolated animation
231 // frame that the model is interpolating from
233 // frame that the model is interpolating to
235 // interpolation factor, usually computed from frame2time
237 // time frame1 began playing (for framegroup animations)
239 // time frame2 began playing (for framegroup animations)
242 // calculated by the renderer (but not persistent)
244 // if visframe == r_framecount, it is visible
246 // calculated during R_AddModelEntities
248 // 4 frame numbers (-1 if not used) and their blending scalers (0-1), if interpolation is not desired, use frame instead
249 frameblend_t frameblend[4];
251 // caching results of static light traces (this is semi-persistent)
252 double entlightstime;
253 vec3_t entlightsorigin;
256 unsigned short entlights[MAXENTLIGHTS];
260 typedef struct entity_persistent_s
269 // muzzleflash fading
272 // interpolated movement
274 // start time of move
276 // time difference from start to end of move
278 // the move itself, start and end
286 typedef struct entity_s
288 // baseline state (default values)
289 entity_state_t state_baseline;
290 // previous state (interpolating from this)
291 entity_state_t state_previous;
292 // current state (interpolating to this)
293 entity_state_t state_current;
295 // used for regenerating parts of render
296 entity_persistent_t persistent;
298 // the only data the renderer should know about
299 entity_render_t render;
307 // intended velocities
316 char map[MAX_STYLESTRING];
321 char name[MAX_SCOREBOARDNAME];
323 int colors; // two 4 bit fields
329 int percent; // 0-256
332 #define CSHIFT_CONTENTS 0
333 #define CSHIFT_DAMAGE 1
334 #define CSHIFT_BONUS 2
335 #define CSHIFT_POWERUP 3
336 #define CSHIFT_VCSHIFT 4
337 #define NUM_CSHIFTS 5
339 #define NAME_LENGTH 64
343 // client_state_t should hold all pieces of the client state
346 #define SIGNONS 4 // signon messages to receive before connected
349 #define MAX_DEMONAME 16
353 ca_dedicated, // a dedicated server with no ability to start a client
354 ca_disconnected, // full screen console with no connection
355 ca_connected // valid netcon, talking to a server
360 // the client_static_t structure is persistent through an arbitrary number
361 // of server connections
368 // -1 = don't play demos
370 // list of demos in loop
371 char demos[MAX_DEMOS][MAX_DEMONAME];
372 // the actively playing demo (set by CL_PlayDemo_f)
375 // demo recording info must be here, because record is started before
376 // entering a map (and clearing client_state_t)
377 qboolean demorecording;
378 qboolean demoplayback;
380 // -1 = use normal cd track
383 // to meter out one message a frame
385 // host_framecount at start
387 // realtime at second frame of timedemo (LordHavoc: changed to double)
389 // LordHavoc: for measuring maxfps
390 double td_minframetime;
391 // LordHavoc: for measuring minfps
392 double td_maxframetime;
393 // LordHavoc: pausedemo
396 qboolean connect_trying;
397 int connect_remainingtries;
398 double connect_nextsendtime;
399 lhnetsocket_t *connect_mysocket;
400 lhnetaddress_t connect_address;
402 // connection information
405 // network connection
407 // writing buffer to send to server
412 extern client_static_t cls;
415 // the client_state_t structure is wiped completely at every
420 // true if playing in a local game and no one else is connected
423 // when connecting to the server throw out the first couple move messages
424 // so the player doesn't accidentally do something the first frame
427 // send a clc_nop periodically until connected
430 // last command sent to the server
433 // information for local display
435 int stats[MAX_CL_STATS];
436 // inventory bit flags
438 // cl.time of acquiring item, for blinking
439 float item_gettime[32];
440 // cl.time of changing STAT_ACTIVEWEAPON
442 // use pain anim frame if cl.time < this
445 // color shifts for damage, powerups
446 cshift_t cshifts[NUM_CSHIFTS];
448 cshift_t prev_cshifts[NUM_CSHIFTS];
450 // the client maintains its own idea of view angles, which are
451 // sent to the server each frame. The server sets punchangle when
452 // the view is temporarily offset, and an angle reset commands at the start
453 // of each level and after teleporting.
455 // during demo playback viewangles is lerped between these
456 vec3_t mviewangles[2];
457 // either client controlled, or lerped from demo mviewangles
460 // update by server, used for lean+bob (0 is newest)
462 // lerped between mvelocity[0] and [1]
467 // LordHavoc: origin view kick
470 // pitch drifting vars
478 // local amount for smoothing stepups
486 // don't change view angle, full screen, etc
488 // latched at intermission start
491 // the timestamp of the last two messages
494 // clients view of time, time should be between mtime[0] and mtime[1] to
495 // generate a lerp point for other data, oldtime is the previous frame's
496 // value of time, frametime is the difference between time and oldtime
497 double time, oldtime, frametime;
499 // copy of realtime from last recieved message, for net trouble icon
500 float last_received_message;
502 // information that is static for the entire time connected to a server
503 struct model_s *model_precache[MAX_MODELS];
504 struct sfx_s *sound_precache[MAX_SOUNDS];
506 // for display on solo scoreboard
508 // cl_entitites[cl.viewentity] = player
510 // the real player entity (normally same as viewentity,
511 // different than viewentity if mod uses chasecam or other tricks)
513 // max players that can be in this game
515 // type of game (deathmatch, coop, singleplayer)
518 // refresh related state
520 // cl_entitites[0].model
521 struct model_s *worldmodel;
527 int cdtrack, looptrack;
532 scoreboard_t *scores;
534 // LordHavoc: sniping zoom, QC controlled
537 float viewzoomold, viewzoomnew;
539 // protocol version of the server we're connected to
542 // entity database stuff
543 // latest received entity frame number
545 entityframe_database_t *entitydatabase;
546 entityframe4_database_t *entitydatabase4;
550 extern mempool_t *cl_scores_mempool;
555 extern cvar_t cl_name;
556 extern cvar_t cl_color;
557 extern cvar_t cl_rate;
558 extern cvar_t cl_pmodel;
560 extern cvar_t cl_upspeed;
561 extern cvar_t cl_forwardspeed;
562 extern cvar_t cl_backspeed;
563 extern cvar_t cl_sidespeed;
565 extern cvar_t cl_movespeedkey;
567 extern cvar_t cl_yawspeed;
568 extern cvar_t cl_pitchspeed;
570 extern cvar_t cl_anglespeedkey;
572 extern cvar_t cl_autofire;
574 extern cvar_t cl_shownet;
575 extern cvar_t cl_nolerp;
577 extern cvar_t cl_pitchdriftspeed;
578 extern cvar_t lookspring;
579 extern cvar_t lookstrafe;
580 extern cvar_t sensitivity;
582 extern cvar_t freelook;
584 extern cvar_t m_pitch;
586 extern cvar_t m_forward;
587 extern cvar_t m_side;
589 extern cvar_t r_draweffects;
591 extern cvar_t cl_explosions_alpha_start;
592 extern cvar_t cl_explosions_alpha_end;
593 extern cvar_t cl_explosions_size_start;
594 extern cvar_t cl_explosions_size_end;
595 extern cvar_t cl_explosions_lifetime;
596 extern cvar_t cl_stainmaps;
597 extern cvar_t cl_stainmapsclearonload;
599 // these are updated by CL_ClearState
600 extern int cl_num_entities;
601 extern int cl_num_static_entities;
602 extern int cl_num_temp_entities;
603 extern int cl_num_brushmodel_entities;
605 extern mempool_t *cl_entities_mempool;
606 extern entity_t *cl_entities;
607 extern qbyte *cl_entities_active;
608 extern entity_t *cl_static_entities;
609 extern entity_t *cl_temp_entities;
610 extern entity_render_t **cl_brushmodel_entities;
611 extern cl_effect_t *cl_effects;
612 extern beam_t *cl_beams;
613 extern dlight_t *cl_dlights;
614 extern lightstyle_t *cl_lightstyle;
617 extern client_state_t cl;
619 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);
620 extern void CL_DecayLights (void);
622 //=============================================================================
630 void CL_EstablishConnection(const char *host);
632 void CL_Disconnect (void);
633 void CL_Disconnect_f (void);
635 void CL_BoundingBoxForEntity(entity_render_t *ent);
637 extern cvar_t cl_beams_polygons;
638 extern cvar_t cl_beams_relative;
639 extern cvar_t cl_beams_lightatend;
646 int down[2]; // key nums holding it down
647 int state; // low bit is down state
651 extern kbutton_t in_mlook, in_klook;
652 extern kbutton_t in_strafe;
653 extern kbutton_t in_speed;
655 void CL_InitInput (void);
656 void CL_SendCmd (usercmd_t *cmd);
657 void CL_SendMove (usercmd_t *cmd);
659 void CL_ValidateState(entity_state_t *s);
660 void CL_MoveLerpEntityStates(entity_t *ent);
661 void CL_LerpUpdate(entity_t *e);
662 void CL_ParseTEnt (void);
663 void CL_RelinkBeams (void);
665 void CL_ClearTempEntities (void);
666 entity_t *CL_NewTempEntity (void);
668 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate);
670 void CL_ClearState (void);
673 int CL_ReadFromServer (void);
674 void CL_WriteToServer (usercmd_t *cmd);
675 void CL_BaseMove (usercmd_t *cmd);
678 float CL_KeyState (kbutton_t *key);
679 const char *Key_KeynumToString (int keynum);
684 void CL_StopPlayback(void);
685 void CL_ReadDemoMessage(void);
686 void CL_WriteDemoMessage(void);
688 void CL_NextDemo(void);
689 void CL_Stop_f(void);
690 void CL_Record_f(void);
691 void CL_PlayDemo_f(void);
692 void CL_TimeDemo_f(void);
697 void CL_Parse_Init(void);
698 void CL_ParseServerMessage(void);
699 void CL_Parse_DumpPacket(void);
704 void V_StartPitchDrift (void);
705 void V_StopPitchDrift (void);
708 float V_CalcRoll (vec3_t angles, vec3_t velocity);
709 void V_UpdateBlends (void);
710 void V_ParseDamage (void);
716 void CL_InitTEnts (void);
722 void CL_Particles_Clear(void);
723 void CL_Particles_Init(void);
725 void CL_ParseParticleEffect (void);
726 void CL_RunParticleEffect (vec3_t org, vec3_t dir, int color, int count);
727 void CL_RocketTrail (vec3_t start, vec3_t end, int type, int color, entity_t *ent);
728 void CL_SparkShower (vec3_t org, vec3_t dir, int count);
729 void CL_PlasmaBurn (vec3_t org);
730 void CL_BloodPuff (vec3_t org, vec3_t vel, int count);
731 void CL_Stardust (vec3_t mins, vec3_t maxs, int count);
732 void CL_FlameCube (vec3_t mins, vec3_t maxs, int count);
733 void CL_Flames (vec3_t org, vec3_t vel, int count);
734 void CL_BloodShower (vec3_t mins, vec3_t maxs, float velspeed, int count);
735 void CL_ParticleCube (vec3_t mins, vec3_t maxs, vec3_t dir, int count, int colorbase, int gravity, int randomvel);
736 void CL_ParticleRain (vec3_t mins, vec3_t maxs, vec3_t dir, int count, int colorbase, int type);
737 void CL_EntityParticles (entity_t *ent);
738 void CL_BlobExplosion (vec3_t org);
739 void CL_ParticleExplosion (vec3_t org);
740 void CL_ParticleExplosion2 (vec3_t org, int colorStart, int colorLength);
741 void CL_LavaSplash (vec3_t org);
742 void CL_TeleportSplash (vec3_t org);
743 void CL_BeamParticle (const vec3_t start, const vec3_t end, vec_t radius, float red, float green, float blue, float alpha, float lifetime);
744 void CL_Tei_Smoke(const vec3_t pos, const vec3_t dir, int count);
745 void CL_Tei_PlasmaHit(const vec3_t pos, const vec3_t dir, int count);
746 void CL_MoveParticles(void);
747 void R_MoveExplosions(void);
748 void R_NewExplosion(vec3_t org);
750 #include "cl_screen.h"
755 int x, y, width, height;
758 // these are set for water warping before
759 // fov_x/fov_y are calculated
760 float fovscale_x, fovscale_y;
763 matrix4x4_t viewentitymatrix;
765 // which color components to allow (for anaglyph glasses)
768 // fullscreen color blend
771 entity_render_t **entities;
777 int maxdrawqueuesize;
783 extern mempool_t *cl_refdef_mempool;