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
30 // this is the maximum number of input packets that can be lost without a
32 #define CL_MAX_USERCMDS 16
34 // flags for rtlight rendering
35 #define LIGHTFLAG_NORMALMODE 1
36 #define LIGHTFLAG_REALTIMEMODE 2
38 typedef struct effect_s
47 // these are for interpolation
57 // draw this as lightning polygons, or a model?
59 struct model_s *model;
65 typedef struct rtlight_s
67 // shadow volumes are done entirely in model space, so there are no matrices for dealing with them... they just use the origin
69 // note that the world to light matrices are inversely scaled (divided) by lightradius
72 // matrix for transforming light filter coordinates to world coordinates
73 matrix4x4_t matrix_lighttoworld;
74 // matrix for transforming world coordinates to light filter coordinates
75 matrix4x4_t matrix_worldtolight;
76 // typically 1 1 1, can be lower (dim) or higher (overbright)
78 // size of the light (remove?)
82 // light style to monitor for brightness
84 // whether light should render shadows
86 // intensity of corona to render
88 // radius scale of corona to render (1.0 means same as light radius)
89 vec_t coronasizescale;
90 // ambient intensity to render
92 // diffuse intensity to render
94 // specular intensity to render
99 // generated properties
100 // used only for shadow volumes
107 // squared cullradius
110 // rendering properties, updated each time a light is rendered
111 // this is rtlight->color * d_lightstylevalue
113 // this is R_Shadow_Cubemap(rtlight->cubemapname)
114 rtexture_t *currentcubemap;
117 // true if this light should be compiled as a static light
119 // true if this is a compiled world light, cleared if the light changes
121 // premade shadow volumes to render for world entity
122 shadowmesh_t *static_meshchain_shadow;
123 // used for visibility testing (more exact than bbox)
125 int static_numleafpvsbytes;
126 int *static_leaflist;
127 unsigned char *static_leafpvs;
128 // surfaces seen by light
129 int static_numsurfaces;
130 int *static_surfacelist;
131 // flag bits indicating which triangles of the world model should cast
132 // shadows, and which ones should be lit
134 // this avoids redundantly scanning the triangles in each surface twice
135 // for whether they should cast shadows, once in culling and once in the
136 // actual shadowmarklist production.
137 int static_numshadowtrispvsbytes;
138 unsigned char *static_shadowtrispvs;
139 // this allows the lighting batch code to skip backfaces andother culled
140 // triangles not relevant for lighting
141 // (important on big surfaces such as terrain)
142 int static_numlighttrispvsbytes;
143 unsigned char *static_lighttrispvs;
147 typedef struct dlight_s
149 // destroy light after this time
152 // the entity that owns this light (can be NULL)
154 struct entity_render_s *ent;
156 // (worldlight: saved to .rtlights file)
158 // worldlight orientation
160 // (worldlight: saved to .rtlights file)
162 // dlight orientation/scaling/location
166 // (worldlight: saved to .rtlights file)
168 // cubemap name to use on this light
169 // (worldlight: saved to .rtlights file)
170 char cubemapname[64];
171 // make light flash while selected
174 // brightness (not really radius anymore)
175 // (worldlight: saved to .rtlights file)
177 // drop intensity this much each second
180 // intensity value which is dropped over time
183 // initial values for intensity to modify
187 // light style which controls intensity of this light
188 // (worldlight: saved to .rtlights file)
191 // (worldlight: saved to .rtlights file)
194 // (worldlight: saved to .rtlights file)
196 // radius scale of corona to render (1.0 means same as light radius)
197 // (worldlight: saved to .rtlights file)
198 vec_t coronasizescale;
199 // ambient intensity to render
200 // (worldlight: saved to .rtlights file)
202 // diffuse intensity to render
203 // (worldlight: saved to .rtlights file)
205 // specular intensity to render
206 // (worldlight: saved to .rtlights file)
209 // (worldlight: saved to .rtlights file)
211 // linked list of world lights
213 struct dlight_s *next;
214 // embedded rtlight struct for renderer
220 typedef struct frameblend_s
227 // LordHavoc: this struct is intended for the renderer but some fields are
228 // used by the client.
229 typedef struct entity_render_s
235 // transform matrix for model to world
237 // transform matrix for world to model
238 matrix4x4_t inversematrix;
239 // opacity (alpha) of the model
241 // size the model is shown
246 // current uninterpolated animation frame (for things which do not use interpolation)
248 // number of the entity represents, or 0 for non-network entities
250 // entity shirt and pants colors (-1 if not colormapped)
252 // literal colors for renderer
253 vec3_t colormap_pantscolor;
254 vec3_t colormap_shirtcolor;
255 // light, particles, etc
257 // qw CTF flags and other internal-use-only effect bits
264 // colormod tinting of models
267 // interpolated animation
269 // frame that the model is interpolating from
271 // frame that the model is interpolating to
273 // interpolation factor, usually computed from frame2time
275 // time frame1 began playing (for framegroup animations)
277 // time frame2 began playing (for framegroup animations)
280 // calculated by the renderer (but not persistent)
282 // calculated during R_AddModelEntities
284 // 4 frame numbers (-1 if not used) and their blending scalers (0-1), if interpolation is not desired, use frame instead
285 frameblend_t frameblend[4];
287 // current lighting from map
288 vec3_t modellight_ambient;
289 vec3_t modellight_diffuse; // q3bsp
290 vec3_t modellight_lightdir; // q3bsp
292 // last time visible during trace culling
293 double last_trace_visibility;
297 typedef struct entity_persistent_s
303 qboolean trail_allowed; // set to false by teleports, true by update code, prevents bad lerps
305 // muzzleflash fading
308 // interpolated movement
310 // start time of move
312 // time difference from start to end of move
314 // the move itself, start and end
322 typedef struct entity_s
324 // baseline state (default values)
325 entity_state_t state_baseline;
326 // previous state (interpolating from this)
327 entity_state_t state_previous;
328 // current state (interpolating to this)
329 entity_state_t state_current;
331 // used for regenerating parts of render
332 entity_persistent_t persistent;
334 // the only data the renderer should know about
335 entity_render_t render;
339 typedef struct usercmd_s
343 // intended velocities
348 vec3_t cursor_screen;
351 vec3_t cursor_impact;
352 vec3_t cursor_normal;
353 vec_t cursor_fraction;
354 int cursor_entitynumber;
358 int msec; // for qw moves
362 qboolean applied; // if false we're still accumulating a move
363 qboolean predicted; // if true the sequence should be sent as 0
366 typedef struct lightstyle_s
369 char map[MAX_STYLESTRING];
372 typedef struct scoreboard_s
374 char name[MAX_SCOREBOARDNAME];
376 int colors; // two 4 bit fields
379 char qw_userinfo[MAX_USERINFO_STRING];
385 char qw_skin[MAX_QPATH];
388 typedef struct cshift_s
391 float percent; // 0-256
394 #define CSHIFT_CONTENTS 0
395 #define CSHIFT_DAMAGE 1
396 #define CSHIFT_BONUS 2
397 #define CSHIFT_POWERUP 3
398 #define CSHIFT_VCSHIFT 4
399 #define NUM_CSHIFTS 5
401 #define NAME_LENGTH 64
405 // client_state_t should hold all pieces of the client state
408 #define SIGNONS 4 // signon messages to receive before connected
411 #define MAX_DEMONAME 16
413 typedef enum cactive_e
415 ca_dedicated, // a dedicated server with no ability to start a client
416 ca_disconnected, // full screen console with no connection
417 ca_connected // valid netcon, talking to a server
421 typedef enum qw_downloadtype_e
431 typedef enum capturevideoformat_e
433 CAPTUREVIDEOFORMAT_AVI_I420
435 capturevideoformat_t;
437 typedef struct capturevideostate_s
441 // for AVI saving some values have to be written after capture ends
442 fs_offset_t videofile_totalframes_offset1;
443 fs_offset_t videofile_totalframes_offset2;
444 fs_offset_t videofile_totalsampleframes_offset;
449 capturevideoformat_t format;
452 int soundsampleframe; // for AVI saving
453 unsigned char *buffer;
454 sizebuf_t riffbuffer;
455 unsigned char riffbufferdata[128];
456 // note: riffindex buffer has an allocated ->data member, not static like most!
457 sizebuf_t riffindexbuffer;
459 fs_offset_t riffstackstartoffset[4];
460 short rgbtoyuvscaletable[3][3][256];
461 unsigned char yuvnormalizetable[3][256];
466 #define CL_MAX_DOWNLOADACKS 4
468 typedef struct cl_downloadack_s
475 // the client_static_t structure is persistent through an arbitrary number
476 // of server connections
478 typedef struct client_static_s
482 // all client memory allocations go in these pools
483 mempool_t *levelmempool;
484 mempool_t *permanentmempool;
487 // -1 = don't play demos
489 // list of demos in loop
490 char demos[MAX_DEMOS][MAX_DEMONAME];
491 // the actively playing demo (set by CL_PlayDemo_f)
494 // demo recording info must be here, because record is started before
495 // entering a map (and clearing client_state_t)
496 qboolean demorecording;
497 qboolean demoplayback;
499 // -1 = use normal cd track
502 // to meter out one message a frame
504 // host_framecount at start
506 // realtime at second frame of timedemo (LordHavoc: changed to double)
508 double td_onesecondnexttime;
509 double td_onesecondframes;
510 double td_onesecondminframes;
511 double td_onesecondmaxframes;
512 double td_onesecondavgframes;
513 int td_onesecondavgcount;
514 // LordHavoc: pausedemo
517 qboolean connect_trying;
518 int connect_remainingtries;
519 double connect_nextsendtime;
520 lhnetsocket_t *connect_mysocket;
521 lhnetaddress_t connect_address;
522 // protocol version of the server we're connected to
523 // (kept outside client_state_t because it's used between levels)
524 protocolversion_t protocol;
526 // connection information
529 // network connection
532 // download information
533 // (note: qw_download variables are also used)
534 cl_downloadack_t dp_downloadack[CL_MAX_DOWNLOADACKS];
536 // input sequence numbers are not reset on level change, only connect
538 int servermovesequence;
540 // quakeworld stuff below
542 // value of "qport" cvar at time of connection
544 // copied from cls.netcon->qw. variables every time they change, or set by demos (which have no cls.netcon)
545 int qw_incoming_sequence;
546 int qw_outgoing_sequence;
548 // current file download buffer (only saved when file is completed)
549 char qw_downloadname[MAX_QPATH];
550 unsigned char *qw_downloadmemory;
551 int qw_downloadmemorycursize;
552 int qw_downloadmemorymaxsize;
553 int qw_downloadnumber;
554 int qw_downloadpercent;
555 qw_downloadtype_t qw_downloadtype;
556 // transfer rate display
557 double qw_downloadspeedtime;
558 int qw_downloadspeedcount;
559 int qw_downloadspeedrate;
561 // current file upload buffer (for uploading screenshots to server)
562 unsigned char *qw_uploaddata;
567 // this normally contains the following keys in quakeworld:
568 // password spectator name team skin topcolor bottomcolor rate noaim msg *ver *ip
569 char userinfo[MAX_USERINFO_STRING];
571 // video capture stuff
572 capturevideostate_t capturevideo;
576 extern client_static_t cls;
578 typedef struct client_movementqueue_s
589 client_movementqueue_t;
595 qboolean drawenginesbar;
596 qboolean drawcrosshair;
601 PARTICLE_BILLBOARD = 0,
603 PARTICLE_ORIENTED_DOUBLESIDED = 2,
616 typedef struct particletype_s
619 porientation_t orientation;
626 pt_alphastatic, pt_static, pt_spark, pt_beam, pt_rain, pt_raindecal, pt_snow, pt_bubble, pt_blood, pt_smoke, pt_decal, pt_entityparticle, pt_total
630 typedef struct particle_s
632 particletype_t *type;
635 vec3_t vel; // velocity of particle, or orientation of decal, or end point of beam
637 float sizeincrease; // rate of size change per second
638 float alpha; // 0-255
639 float alphafade; // how much alpha reduces per second
640 float time2; // used for snow fluttering and decal fade
641 float bounce; // how much bounce-back from a surface the particle hits (0 = no physics, 1 = stop and slide, 2 = keep bouncing forever, 1.5 is typical)
642 float gravity; // how much gravity affects this particle (1.0 = normal gravity, 0.0 = none)
643 float airfriction; // how much air friction affects this object (objects with a low mass/size ratio tend to get more air friction)
644 float liquidfriction; // how much liquid friction affects this object (objects with a low mass/size ratio tend to get more liquid friction)
645 unsigned char color[4];
646 unsigned int owner; // decal stuck to this entity
647 model_t *ownermodel; // model the decal is stuck to (used to make sure the entity is still alive)
648 vec3_t relativeorigin; // decal at this location in entity's coordinate space
649 vec3_t relativedirection; // decal oriented this way relative to entity's coordinate space
650 float delayedcollisions; // time that p->bounce becomes active
654 typedef enum cl_parsingtextmode_e
656 CL_PARSETEXTMODE_NONE,
657 CL_PARSETEXTMODE_PING,
658 CL_PARSETEXTMODE_STATUS,
659 CL_PARSETEXTMODE_STATUS_PLAYERID,
660 CL_PARSETEXTMODE_STATUS_PLAYERIP
662 cl_parsingtextmode_t;
664 typedef struct cl_locnode_s
666 struct cl_locnode_s *next;
673 // the client_state_t structure is wiped completely at every
676 typedef struct client_state_s
678 // true if playing in a local game and no one else is connected
681 // send a clc_nop periodically until connected
684 // current input being accumulated by mouse/joystick/etc input
686 // latest moves sent to the server that have not been confirmed yet
687 usercmd_t movecmd[CL_MAX_USERCMDS];
689 // information for local display
691 int stats[MAX_CL_STATS];
692 // last known inventory bit flags, for blinking
694 // cl.time of acquiring item, for blinking
695 float item_gettime[32];
696 // last known STAT_ACTIVEWEAPON
698 // cl.time of changing STAT_ACTIVEWEAPON
700 // use pain anim frame if cl.time < this
702 // for stair smoothing
704 double stairsmoothtime;
706 // color shifts for damage, powerups
707 cshift_t cshifts[NUM_CSHIFTS];
709 cshift_t prev_cshifts[NUM_CSHIFTS];
711 // the client maintains its own idea of view angles, which are
712 // sent to the server each frame. The server sets punchangle when
713 // the view is temporarily offset, and an angle reset commands at the start
714 // of each level and after teleporting.
716 // mviewangles is read from demo
717 // viewangles is either client controlled or lerped from mviewangles
718 vec3_t mviewangles[2], viewangles;
719 // update by server, used by qc to do weapon recoil
720 vec3_t mpunchangle[2], punchangle;
721 // update by server, can be used by mods to kick view around
722 vec3_t mpunchvector[2], punchvector;
723 // update by server, used for lean+bob (0 is newest)
724 vec3_t mvelocity[2], velocity;
725 // update by server, can be used by mods for zooming
726 vec_t mviewzoom[2], viewzoom;
727 // if true interpolation the mviewangles and other interpolation of the
728 // player is disabled until the next network packet
729 // this is used primarily by teleporters, and when spectating players
730 // special checking of the old fixangle[1] is used to differentiate
731 // between teleporting and spectating
732 qboolean fixangle[2];
734 // client movement simulation
735 // these fields are only updated by CL_ClientMovement (called by CL_SendMove after parsing each network packet)
736 // set by CL_ClientMovement_Replay functions
737 qboolean movement_predicted;
738 // if true the CL_ClientMovement_Replay function will update origin, etc
739 qboolean movement_replay;
740 // this is set true by svc_time parsing and causes a new movement to be
741 // queued for prediction purposes
742 qboolean movement_needupdate;
743 // timestamps of latest two predicted moves for interpolation
744 double movement_time[4];
745 // simulated data (this is valid even if cl.movement is false)
746 vec3_t movement_origin;
747 vec3_t movement_oldorigin;
748 vec3_t movement_velocity;
749 // queue of proposed moves
750 int movement_numqueue;
751 client_movementqueue_t movement_queue[256];
752 // whether the replay should allow a jump at the first sequence
753 qboolean movement_replay_canjump;
755 // pitch drifting vars
762 //[515]: added for csqc purposes
763 float sensitivityscale;
764 csqc_vidvars_t csqc_vidvars; //[515]: these parms must be set to true by default
765 qboolean csqc_wantsmousemove;
766 struct model_s *csqc_model_precache[MAX_MODELS];
768 // local amount for smoothing stepups
777 qboolean oldonground;
778 double lastongroundtime;
779 double hitgroundtime;
781 // don't change view angle, full screen, etc
783 // latched at intermission start
784 double completed_time;
786 // the timestamp of the last two messages
789 // clients view of time, time should be between mtime[0] and mtime[1] to
790 // generate a lerp point for other data, oldtime is the previous frame's
791 // value of time, frametime is the difference between time and oldtime
792 // note: cl.time may be beyond cl.mtime[0] if packet loss is occuring, it
793 // is only forcefully limited when a packet is received
794 double time, oldtime;
795 // how long it has been since the previous client frame in real time
796 // (not game time, for that use cl.time - cl.oldtime)
797 double realframetime;
799 // copy of realtime from last recieved message, for net trouble icon
800 float last_received_message;
802 // information that is static for the entire time connected to a server
803 struct model_s *model_precache[MAX_MODELS];
804 struct sfx_s *sound_precache[MAX_SOUNDS];
806 // FIXME: this is a lot of memory to be keeping around, this really should be dynamically allocated and freed somehow
807 char model_name[MAX_MODELS][MAX_QPATH];
808 char sound_name[MAX_SOUNDS][MAX_QPATH];
810 // for display on solo scoreboard
812 // cl_entitites[cl.viewentity] = player
814 // the real player entity (normally same as viewentity,
815 // different than viewentity if mod uses chasecam or other tricks)
817 // max players that can be in this game
819 // type of game (deathmatch, coop, singleplayer)
822 // models and sounds used by engine code (particularly cl_parse.c)
824 model_t *model_bolt2;
825 model_t *model_bolt3;
828 sfx_t *sfx_knighthit;
834 // indicates that the file "sound/misc/talk2.wav" was found (for use by team chat messages)
835 qboolean foundtalk2wav;
837 // refresh related state
839 // cl_entitites[0].model
840 struct model_s *worldmodel;
846 int cdtrack, looptrack;
851 scoreboard_t *scores;
853 // keep track of svc_print parsing state (analyzes ping reports and status reports)
854 cl_parsingtextmode_t parsingtextmode;
855 int parsingtextplayerindex;
856 // set by scoreboard code when sending ping command, this causes the next ping results to be hidden
857 // (which could eat the wrong ping report if the player issues one
858 // manually, but they would still see a ping report, just a later one
859 // caused by the scoreboard code rather than the one they intentionally
861 int parsingtextexpectingpingforscores;
863 // entity database stuff
864 // latest received entity frame numbers
865 #define LATESTFRAMENUMS 3
866 int latestframenums[LATESTFRAMENUMS];
867 entityframe_database_t *entitydatabase;
868 entityframe4_database_t *entitydatabase4;
869 entityframeqw_database_t *entitydatabaseqw;
871 // keep track of quake entities because they need to be killed if they get stale
873 unsigned char isquakeentity[MAX_EDICTS];
875 // bounding boxes for clientside movement
876 vec3_t playerstandmins;
877 vec3_t playerstandmaxs;
878 vec3_t playercrouchmins;
879 vec3_t playercrouchmaxs;
882 int max_static_entities;
883 int max_temp_entities;
888 int max_brushmodel_entities;
892 unsigned char *entities_active;
893 entity_t *static_entities;
894 entity_t *temp_entities;
895 cl_effect_t *effects;
898 lightstyle_t *lightstyle;
899 int *brushmodel_entities;
900 particle_t *particles;
903 int num_static_entities;
904 int num_temp_entities;
905 int num_brushmodel_entities;
913 // cl_serverextension_download feature
914 int loadmodel_current;
915 int downloadmodel_current;
917 int loadsound_current;
918 int downloadsound_current;
920 qboolean downloadcsqc;
922 qboolean loadfinished;
926 // local copy of the server infostring
927 char qw_serverinfo[MAX_SERVERINFO_STRING];
929 // time of last qw "pings" command sent to server while showing scores
930 double last_ping_request;
932 // used during connect
935 // updated from serverinfo
938 // unused: indicates whether the player is spectating
939 // use cl.scores[cl.playerentity].qw_spectator instead
940 //qboolean qw_spectator;
942 // movement parameters for client prediction
943 float qw_movevars_gravity;
944 float qw_movevars_stopspeed;
945 float qw_movevars_maxspeed; // can change during play
946 float qw_movevars_spectatormaxspeed;
947 float qw_movevars_accelerate;
948 float qw_movevars_airaccelerate;
949 float qw_movevars_wateraccelerate;
950 float qw_movevars_friction;
951 float qw_movevars_waterfriction;
952 float qw_movevars_entgravity; // can change during play
954 // models used by qw protocol
955 int qw_modelindex_spike;
956 int qw_modelindex_player;
957 int qw_modelindex_flag;
958 int qw_modelindex_s_explod;
960 vec3_t qw_intermission_origin;
961 vec3_t qw_intermission_angles;
963 // 255 is the most nails the QW protocol could send
965 vec_t qw_nails[255][6];
969 int qw_validsequence;
971 int qw_deltasequence[QW_UPDATE_BACKUP];
975 // collision culling data
978 // loc file stuff (points and boxes describing locations in the level)
979 cl_locnode_t *locnodes;
980 // this is updated to cl.movement_origin whenever health is < 1
981 // used by %d print in say/say_team messages if cl_locs_enable is on
982 vec3_t lastdeathorigin;
989 extern cvar_t cl_name;
990 extern cvar_t cl_color;
991 extern cvar_t cl_rate;
992 extern cvar_t cl_pmodel;
993 extern cvar_t cl_playermodel;
994 extern cvar_t cl_playerskin;
996 extern cvar_t rcon_password;
997 extern cvar_t rcon_address;
999 extern cvar_t cl_upspeed;
1000 extern cvar_t cl_forwardspeed;
1001 extern cvar_t cl_backspeed;
1002 extern cvar_t cl_sidespeed;
1004 extern cvar_t cl_movespeedkey;
1006 extern cvar_t cl_yawspeed;
1007 extern cvar_t cl_pitchspeed;
1009 extern cvar_t cl_anglespeedkey;
1011 extern cvar_t cl_autofire;
1013 extern cvar_t cl_shownet;
1014 extern cvar_t cl_nolerp;
1015 extern cvar_t cl_nettimesyncfactor;
1016 extern cvar_t cl_nettimesyncboundmode;
1017 extern cvar_t cl_nettimesyncboundtolerance;
1019 extern cvar_t cl_pitchdriftspeed;
1020 extern cvar_t lookspring;
1021 extern cvar_t lookstrafe;
1022 extern cvar_t sensitivity;
1024 extern cvar_t freelook;
1026 extern cvar_t m_pitch;
1027 extern cvar_t m_yaw;
1028 extern cvar_t m_forward;
1029 extern cvar_t m_side;
1031 extern cvar_t cl_autodemo;
1032 extern cvar_t cl_autodemo_nameformat;
1034 extern cvar_t r_draweffects;
1036 extern cvar_t cl_explosions_alpha_start;
1037 extern cvar_t cl_explosions_alpha_end;
1038 extern cvar_t cl_explosions_size_start;
1039 extern cvar_t cl_explosions_size_end;
1040 extern cvar_t cl_explosions_lifetime;
1041 extern cvar_t cl_stainmaps;
1042 extern cvar_t cl_stainmaps_clearonload;
1044 extern cvar_t cl_prydoncursor;
1046 extern cvar_t cl_locs_enable;
1048 extern client_state_t cl;
1050 extern void CL_AllocLightFlash (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);
1052 cl_locnode_t *CL_Locs_FindNearest(const vec3_t point);
1053 void CL_Locs_FindLocationName(char *buffer, size_t buffersize, vec3_t point);
1055 //=============================================================================
1061 void CL_Shutdown (void);
1062 void CL_Init (void);
1064 void CL_EstablishConnection(const char *host);
1066 void CL_Disconnect (void);
1067 void CL_Disconnect_f (void);
1069 void CL_UpdateRenderEntity(entity_render_t *ent);
1070 void CL_UpdateViewEntities(void);
1075 typedef struct kbutton_s
1077 int down[2]; // key nums holding it down
1078 int state; // low bit is down state
1082 extern kbutton_t in_mlook, in_klook;
1083 extern kbutton_t in_strafe;
1084 extern kbutton_t in_speed;
1086 void CL_InitInput (void);
1087 void CL_SendMove (void);
1089 void CL_ValidateState(entity_state_t *s);
1090 void CL_MoveLerpEntityStates(entity_t *ent);
1091 void CL_LerpUpdate(entity_t *e);
1092 void CL_ParseTEnt (void);
1093 void CL_NewBeam (int ent, vec3_t start, vec3_t end, model_t *m, int lightning);
1094 void CL_RelinkBeams (void);
1095 void CL_Beam_CalculatePositions (const beam_t *b, vec3_t start, vec3_t end);
1096 void CL_ClientMovement_Replay(void);
1098 void CL_ClearTempEntities (void);
1099 entity_t *CL_NewTempEntity (void);
1101 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate);
1103 void CL_ClearState (void);
1104 void CL_ExpandEntities(int num);
1105 void CL_SetInfo(const char *key, const char *value, qboolean send, qboolean allowstarkey, qboolean allowmodel, qboolean quiet);
1108 void CL_UpdateWorld (void);
1109 void CL_WriteToServer (void);
1110 void CL_Input (void);
1111 extern qboolean cl_ignoremousemove;
1114 float CL_KeyState (kbutton_t *key);
1115 const char *Key_KeynumToString (int keynum);
1116 int Key_StringToKeynum (const char *str);
1121 void CL_StopPlayback(void);
1122 void CL_ReadDemoMessage(void);
1123 void CL_WriteDemoMessage(sizebuf_t *mesage);
1125 void CL_NextDemo(void);
1126 void CL_Stop_f(void);
1127 void CL_Record_f(void);
1128 void CL_PlayDemo_f(void);
1129 void CL_TimeDemo_f(void);
1134 void CL_Parse_Init(void);
1135 void CL_Parse_Shutdown(void);
1136 void CL_ParseServerMessage(void);
1137 void CL_Parse_DumpPacket(void);
1138 void CL_Parse_ErrorCleanUp(void);
1139 void QW_CL_StartUpload(unsigned char *data, int size);
1140 extern cvar_t qport;
1145 void V_StartPitchDrift (void);
1146 void V_StopPitchDrift (void);
1149 float V_CalcRoll (vec3_t angles, vec3_t velocity);
1150 void V_UpdateBlends (void);
1151 void V_ParseDamage (void);
1157 extern cvar_t cl_particles;
1158 extern cvar_t cl_particles_quality;
1159 extern cvar_t cl_particles_size;
1160 extern cvar_t cl_particles_quake;
1161 extern cvar_t cl_particles_blood;
1162 extern cvar_t cl_particles_blood_alpha;
1163 extern cvar_t cl_particles_blood_bloodhack;
1164 extern cvar_t cl_particles_bulletimpacts;
1165 extern cvar_t cl_particles_explosions_smoke;
1166 extern cvar_t cl_particles_explosions_sparks;
1167 extern cvar_t cl_particles_explosions_shell;
1168 extern cvar_t cl_particles_rain;
1169 extern cvar_t cl_particles_snow;
1170 extern cvar_t cl_particles_smoke;
1171 extern cvar_t cl_particles_smoke_alpha;
1172 extern cvar_t cl_particles_smoke_alphafade;
1173 extern cvar_t cl_particles_sparks;
1174 extern cvar_t cl_particles_bubbles;
1175 extern cvar_t cl_decals;
1176 extern cvar_t cl_decals_time;
1177 extern cvar_t cl_decals_fadetime;
1179 void CL_Particles_Clear(void);
1180 void CL_Particles_Init(void);
1181 void CL_Particles_Shutdown(void);
1183 typedef enum effectnameindex_s
1187 EFFECT_TE_GUNSHOTQUAD,
1189 EFFECT_TE_SPIKEQUAD,
1190 EFFECT_TE_SUPERSPIKE,
1191 EFFECT_TE_SUPERSPIKEQUAD,
1193 EFFECT_TE_KNIGHTSPIKE,
1194 EFFECT_TE_EXPLOSION,
1195 EFFECT_TE_EXPLOSIONQUAD,
1196 EFFECT_TE_TAREXPLOSION,
1198 EFFECT_TE_LAVASPLASH,
1199 EFFECT_TE_SMALLFLASH,
1204 EFFECT_TE_PLASMABURN,
1206 EFFECT_TE_TEI_SMOKE,
1207 EFFECT_TE_TEI_BIGEXPLOSION,
1208 EFFECT_TE_TEI_PLASMAHIT,
1214 EFFECT_TR_SLIGHTBLOOD,
1215 EFFECT_TR_KNIGHTSPIKE,
1216 EFFECT_TR_VORESPIKE,
1217 EFFECT_TR_NEHAHRASMOKE,
1218 EFFECT_TR_NEXUIZPLASMA,
1219 EFFECT_TR_GLOWTRAIL,
1220 EFFECT_SVC_PARTICLE,
1225 int CL_ParticleEffectIndexForName(const char *name);
1226 const char *CL_ParticleEffectNameForIndex(int i);
1227 void CL_ParticleEffect(int effectindex, float pcount, const vec3_t originmins, const vec3_t originmaxs, const vec3_t velocitymins, const vec3_t velocitymaxs, entity_t *ent, int palettecolor);
1228 void CL_ParticleTrail(int effectindex, float pcount, const vec3_t originmins, const vec3_t originmaxs, const vec3_t velocitymins, const vec3_t velocitymaxs, entity_t *ent, int palettecolor, qboolean spawndlight, qboolean spawnparticles);
1229 void CL_ParseParticleEffect (void);
1230 void CL_ParticleCube (const vec3_t mins, const vec3_t maxs, const vec3_t dir, int count, int colorbase, vec_t gravity, vec_t randomvel);
1231 void CL_ParticleRain (const vec3_t mins, const vec3_t maxs, const vec3_t dir, int count, int colorbase, int type);
1232 void CL_EntityParticles (const entity_t *ent);
1233 void CL_ParticleExplosion (const vec3_t org);
1234 void CL_ParticleExplosion2 (const vec3_t org, int colorStart, int colorLength);
1235 void CL_MoveParticles(void);
1236 void R_MoveExplosions(void);
1237 void R_NewExplosion(const vec3_t org);
1239 void Debug_PolygonBegin(const char *picname, int flags, qboolean draw2d, float linewidth);
1240 void Debug_PolygonVertex(float x, float y, float z, float s, float t, float r, float g, float b, float a);
1241 void Debug_PolygonEnd(void);
1243 #include "cl_screen.h"
1245 extern qboolean sb_showscores;
1247 #define NUMCROSSHAIRS 32
1248 extern cachepic_t *r_crosshairs[NUMCROSSHAIRS+1];
1250 float FogPoint_World(const vec3_t p);
1251 float FogPoint_Model(const vec3_t p);
1253 typedef struct r_refdef_stats_s
1256 int entities_surfaces;
1257 int entities_triangles;
1262 int meshes_elements;
1265 int lights_scissored;
1266 int lights_lighttriangles;
1267 int lights_shadowtriangles;
1268 int lights_dynamicshadowtriangles;
1270 int bloom_copypixels;
1271 int bloom_drawpixels;
1275 typedef struct r_refdef_s
1277 // these fields define the basic rendering information for the world
1278 // but not the view, which could change multiple times in one rendered
1279 // frame (for example when rendering textures for certain effects)
1281 // these are set for water warping before
1282 // frustum_x/frustum_y are calculated
1283 float frustumscale_x, frustumscale_y;
1285 // minimum visible distance (pixels closer than this disappear)
1287 // maximum visible distance (pixels further than this disappear in 16bpp modes,
1288 // in 32bpp an infinite-farclip matrix is used instead)
1291 // fullscreen color blend
1294 // whether to call S_ExtraUpdate during render to reduce sound chop
1295 qboolean extraupdate;
1297 // client gameworld time for rendering time based effects
1301 entity_render_t *worldentity;
1303 // same as worldentity->model
1304 model_t *worldmodel;
1306 // renderable entities (excluding world)
1307 entity_render_t **entities;
1311 // renderable dynamic lights
1312 rtlight_t lights[MAX_DLIGHTS];
1315 // 8.8bit fixed point intensities for light styles
1316 // controls intensity of dynamic lights and lightmap layers
1317 unsigned short lightstylevalue[256]; // 8.8 fraction of base light value
1321 vec_t fograngerecip;
1322 vec_t fogmasktabledistmultiplier;
1323 #define FOGMASKTABLEWIDTH 1024
1324 float fogmasktable[FOGMASKTABLEWIDTH];
1329 qboolean fogenabled;
1330 qboolean oldgl_fogenable;
1332 qboolean draw2dstage;
1334 // true during envmap command capture
1337 // brightness of world lightmaps and related lighting
1338 // (often reduced when world rtlights are enabled)
1339 float lightmapintensity;
1340 // whether to draw world lights realtime, dlights realtime, and their shadows
1342 qboolean rtworldshadows;
1344 qboolean rtdlightshadows;
1345 float polygonfactor;
1346 float polygonoffset;
1347 float shadowpolygonfactor;
1348 float shadowpolygonoffset;
1350 // rendering stats for r_speeds display
1351 // (these are incremented in many places)
1352 r_refdef_stats_t stats;
1356 typedef struct r_view_s
1358 // view information (changes multiple times per frame)
1359 // if any of these variables change then r_viewcache must be regenerated
1360 // by calling R_View_Update
1361 // (which also updates viewport, scissor, colormask)
1363 // it is safe and expected to copy this into a structure on the stack and
1364 // call the renderer recursively, then restore from the stack afterward
1365 // (as long as R_View_Update is called)
1367 // eye position information
1374 mplane_t frustum[5];
1375 float frustum_x, frustum_y;
1376 vec3_t frustumcorner[4];
1378 // screen area to render in
1386 // which color components to allow (for anaglyph glasses)
1389 // global RGB color multiplier for rendering, this is required by HDR
1394 typedef struct r_viewcache_s
1396 // these properties are generated by R_View_Update()
1398 // which entities are currently visible for this viewpoint
1399 // (the used range is 0...r_refdef.numentities)
1400 unsigned char entityvisible[MAX_EDICTS];
1401 // flag arrays used for visibility checking on world model
1402 // (all other entities have no per-surface/per-leaf visibility checks)
1403 // TODO: dynamic resize according to r_refdef.worldmodel->brush.num_clusters
1404 unsigned char world_pvsbits[(32768+7)>>3];
1405 // TODO: dynamic resize according to r_refdef.worldmodel->brush.num_leafs
1406 unsigned char world_leafvisible[32768];
1407 // TODO: dynamic resize according to r_refdef.worldmodel->num_surfaces
1408 unsigned char world_surfacevisible[262144];
1409 // if true, the view is currently in a leaf without pvs data
1410 qboolean world_novis;
1414 extern r_refdef_t r_refdef;
1415 extern r_view_t r_view;
1416 extern r_viewcache_t r_viewcache;