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 typedef struct effect_s
47 // these are for interpolation
57 // draw this as lightning polygons, or a model?
59 struct model_s *model;
62 // if this beam is owned by an entity, this is the beam start relative to
63 // that entity's matrix for per frame start updates
66 // indicates whether relativestart is valid
67 int relativestartvalid;
71 typedef struct rtlight_s
73 // shadow volumes are done entirely in model space, so there are no matrices for dealing with them... they just use the origin
75 // note that the world to light matrices are inversely scaled (divided) by lightradius
78 // matrix for transforming world coordinates to light filter coordinates
79 matrix4x4_t matrix_worldtolight;
80 // typically 1 1 1, can be lower (dim) or higher (overbright)
82 // size of the light (remove?)
86 // light style to monitor for brightness
88 // whether light should render shadows
90 // intensity of corona to render
92 // radius scale of corona to render (1.0 means same as light radius)
93 vec_t coronasizescale;
94 // ambient intensity to render
96 // diffuse intensity to render
98 // specular intensity to render
103 // generated properties
104 // used only for shadow volumes
111 // squared cullradius
114 // rendering properties, updated each time a light is rendered
115 // this is rtlight->color * d_lightstylevalue
117 // this is R_Shadow_Cubemap(rtlight->cubemapname)
118 rtexture_t *currentcubemap;
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 unsigned char *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 (-1 if not colormapped)
248 // literal colors for renderer
249 vec3_t colormap_pantscolor;
250 vec3_t colormap_shirtcolor;
251 // light, particles, etc
258 // colormod tinting of models
261 // interpolated animation
263 // frame that the model is interpolating from
265 // frame that the model is interpolating to
267 // interpolation factor, usually computed from frame2time
269 // time frame1 began playing (for framegroup animations)
271 // time frame2 began playing (for framegroup animations)
274 // calculated by the renderer (but not persistent)
276 // if visframe == r_framecount, it is visible
278 // calculated during R_AddModelEntities
280 // 4 frame numbers (-1 if not used) and their blending scalers (0-1), if interpolation is not desired, use frame instead
281 frameblend_t frameblend[4];
283 // caching results of static light traces (this is semi-persistent)
284 double entlightstime;
285 vec3_t entlightsorigin;
288 unsigned short entlights[MAXENTLIGHTS];
292 typedef struct entity_persistent_s
301 // muzzleflash fading
304 // interpolated movement
306 // start time of move
308 // time difference from start to end of move
310 // the move itself, start and end
318 typedef struct entity_s
321 // baseline state (default values)
322 entity_state_t state_baseline;
323 // previous state (interpolating from this)
324 entity_state_t state_previous;
325 // current state (interpolating to this)
326 entity_state_t state_current;
328 // used for regenerating parts of render
329 entity_persistent_t persistent;
331 // the only data the renderer should know about
332 entity_render_t render;
336 typedef struct usercmd_s
340 // intended velocities
345 vec3_t cursor_screen;
348 vec3_t cursor_impact;
349 vec3_t cursor_normal;
350 vec_t cursor_fraction;
351 int cursor_entitynumber;
360 typedef struct lightstyle_s
363 char map[MAX_STYLESTRING];
366 typedef struct scoreboard_s
368 char name[MAX_SCOREBOARDNAME];
370 int colors; // two 4 bit fields
373 typedef struct cshift_s
376 int percent; // 0-256
379 #define CSHIFT_CONTENTS 0
380 #define CSHIFT_DAMAGE 1
381 #define CSHIFT_BONUS 2
382 #define CSHIFT_POWERUP 3
383 #define CSHIFT_VCSHIFT 4
384 #define NUM_CSHIFTS 5
386 #define NAME_LENGTH 64
390 // client_state_t should hold all pieces of the client state
393 #define SIGNONS 4 // signon messages to receive before connected
396 #define MAX_DEMONAME 16
400 ca_dedicated, // a dedicated server with no ability to start a client
401 ca_disconnected, // full screen console with no connection
402 ca_connected // valid netcon, talking to a server
407 // the client_static_t structure is persistent through an arbitrary number
408 // of server connections
410 typedef struct client_static_s
415 // -1 = don't play demos
417 // list of demos in loop
418 char demos[MAX_DEMOS][MAX_DEMONAME];
419 // the actively playing demo (set by CL_PlayDemo_f)
422 // demo recording info must be here, because record is started before
423 // entering a map (and clearing client_state_t)
424 qboolean demorecording;
425 qboolean demoplayback;
427 // -1 = use normal cd track
430 // to meter out one message a frame
432 // host_framecount at start
434 // realtime at second frame of timedemo (LordHavoc: changed to double)
436 // LordHavoc: for measuring maxfps
437 double td_minframetime;
438 // LordHavoc: for measuring minfps
439 double td_maxframetime;
440 // LordHavoc: pausedemo
443 qboolean connect_trying;
444 int connect_remainingtries;
445 double connect_nextsendtime;
446 lhnetsocket_t *connect_mysocket;
447 lhnetaddress_t connect_address;
449 // connection information
452 // network connection
457 extern client_static_t cls;
459 typedef struct client_movementqueue_s
469 client_movementqueue_t;
475 qboolean drawenginesbar;
476 qboolean drawcrosshair;
480 // the client_state_t structure is wiped completely at every
483 typedef struct client_state_s
485 // true if playing in a local game and no one else is connected
488 // when connecting to the server throw out the first couple move messages
489 // so the player doesn't accidentally do something the first frame
492 // send a clc_nop periodically until connected
495 // current input to send to the server
498 // information for local display
500 int stats[MAX_CL_STATS];
501 // last known inventory bit flags, for blinking
503 // cl.time of acquiring item, for blinking
504 float item_gettime[32];
505 // last known STAT_ACTIVEWEAPON
507 // cl.time of changing STAT_ACTIVEWEAPON
509 // use pain anim frame if cl.time < this
512 // color shifts for damage, powerups
513 cshift_t cshifts[NUM_CSHIFTS];
515 cshift_t prev_cshifts[NUM_CSHIFTS];
517 // the client maintains its own idea of view angles, which are
518 // sent to the server each frame. The server sets punchangle when
519 // the view is temporarily offset, and an angle reset commands at the start
520 // of each level and after teleporting.
522 // mviewangles is read from demo
523 // viewangles is either client controlled or lerped from mviewangles
524 vec3_t mviewangles[2], viewangles;
525 // update by server, used by qc to do weapon recoil
526 vec3_t mpunchangle[2], punchangle;
527 // update by server, can be used by mods to kick view around
528 vec3_t mpunchvector[2], punchvector;
529 // update by server, used for lean+bob (0 is newest)
530 vec3_t mvelocity[2], velocity;
531 // update by server, can be used by mods for zooming
532 vec_t mviewzoom[2], viewzoom;
534 // client movement simulation
535 // these fields are only updated by CL_ClientMovement (called by CL_SendMove after parsing each network packet)
537 // this is set true by svc_time parsing and causes a new movement to be
538 // queued for prediction purposes
539 qboolean movement_needupdate;
540 // indicates the queue has been updated and should be replayed
541 qboolean movement_replay;
542 // simulated data (this is valid even if cl.movement is false)
543 vec3_t movement_origin;
544 vec3_t movement_oldorigin;
545 vec3_t movement_velocity;
546 // queue of proposed moves
547 int movement_numqueue;
548 client_movementqueue_t movement_queue[64];
550 int servermovesequence;
552 // pitch drifting vars
559 //[515]: added for csqc purposes
560 float sensitivityscale;
561 csqc_vidvars_t csqc_vidvars; //[515]: these parms must be set to true by default
562 qboolean csqc_wantsmousemove;
563 struct model_s *csqc_model_precache[MAX_MODELS];
565 // local amount for smoothing stepups
574 qboolean oldonground;
575 double lastongroundtime;
576 double hitgroundtime;
578 // don't change view angle, full screen, etc
580 // latched at intermission start
583 // the timestamp of the last two messages
586 // clients view of time, time should be between mtime[0] and mtime[1] to
587 // generate a lerp point for other data, oldtime is the previous frame's
588 // value of time, frametime is the difference between time and oldtime
589 double time, oldtime, frametime;
591 // copy of realtime from last recieved message, for net trouble icon
592 float last_received_message;
594 // information that is static for the entire time connected to a server
595 struct model_s *model_precache[MAX_MODELS];
596 struct sfx_s *sound_precache[MAX_SOUNDS];
598 // for display on solo scoreboard
600 // cl_entitites[cl.viewentity] = player
602 // the real player entity (normally same as viewentity,
603 // different than viewentity if mod uses chasecam or other tricks)
605 // max players that can be in this game
607 // type of game (deathmatch, coop, singleplayer)
610 // models and sounds used by engine code (particularly cl_parse.c)
612 model_t *model_bolt2;
613 model_t *model_bolt3;
616 sfx_t *sfx_knighthit;
623 // refresh related state
625 // cl_entitites[0].model
626 struct model_s *worldmodel;
632 int cdtrack, looptrack;
637 scoreboard_t *scores;
639 // protocol version of the server we're connected to
640 protocolversion_t protocol;
642 // entity database stuff
643 // latest received entity frame numbers
644 #define LATESTFRAMENUMS 3
645 int latestframenums[LATESTFRAMENUMS];
646 entityframe_database_t *entitydatabase;
647 entityframe4_database_t *entitydatabase4;
654 extern cvar_t cl_name;
655 extern cvar_t cl_color;
656 extern cvar_t cl_rate;
657 extern cvar_t cl_pmodel;
658 extern cvar_t cl_playermodel;
659 extern cvar_t cl_playerskin;
661 extern cvar_t cl_upspeed;
662 extern cvar_t cl_forwardspeed;
663 extern cvar_t cl_backspeed;
664 extern cvar_t cl_sidespeed;
666 extern cvar_t cl_movespeedkey;
668 extern cvar_t cl_yawspeed;
669 extern cvar_t cl_pitchspeed;
671 extern cvar_t cl_anglespeedkey;
673 extern cvar_t cl_autofire;
675 extern cvar_t csqc_progname; //[515]: csqc crc check and right csprogs name according to progs.dat
676 extern cvar_t csqc_progcrc;
678 extern cvar_t cl_shownet;
679 extern cvar_t cl_nolerp;
681 extern cvar_t cl_pitchdriftspeed;
682 extern cvar_t lookspring;
683 extern cvar_t lookstrafe;
684 extern cvar_t sensitivity;
686 extern cvar_t freelook;
688 extern cvar_t m_pitch;
690 extern cvar_t m_forward;
691 extern cvar_t m_side;
693 extern cvar_t r_draweffects;
695 extern cvar_t cl_explosions_alpha_start;
696 extern cvar_t cl_explosions_alpha_end;
697 extern cvar_t cl_explosions_size_start;
698 extern cvar_t cl_explosions_size_end;
699 extern cvar_t cl_explosions_lifetime;
700 extern cvar_t cl_stainmaps;
701 extern cvar_t cl_stainmaps_clearonload;
703 extern cvar_t cl_prydoncursor;
705 extern vec3_t cl_playerstandmins;
706 extern vec3_t cl_playerstandmaxs;
707 extern vec3_t cl_playercrouchmins;
708 extern vec3_t cl_playercrouchmaxs;
710 extern mempool_t *cl_mempool;
712 extern int cl_max_entities;
713 extern int cl_max_csqcentities;
714 extern int cl_max_static_entities;
715 extern int cl_max_temp_entities;
716 extern int cl_max_effects;
717 extern int cl_max_beams;
718 extern int cl_max_dlights;
719 extern int cl_max_lightstyle;
720 extern int cl_max_brushmodel_entities;
721 extern int cl_activedlights;
723 extern entity_t *cl_entities;
724 extern entity_t *cl_csqcentities; //[515]: csqc
725 extern unsigned char *cl_entities_active;
726 extern unsigned char *cl_csqcentities_active; //[515]: csqc
727 extern entity_t *cl_static_entities;
728 extern entity_t *cl_temp_entities;
729 extern cl_effect_t *cl_effects;
730 extern beam_t *cl_beams;
731 extern dlight_t *cl_dlights;
732 extern lightstyle_t *cl_lightstyle;
733 extern int *cl_brushmodel_entities;
735 // these are updated by CL_ClearState
736 extern int cl_num_entities;
737 extern int cl_num_csqcentities; //[515]: csqc
738 extern int cl_num_static_entities;
739 extern int cl_num_temp_entities;
740 extern int cl_num_brushmodel_entities;
743 extern client_state_t cl;
745 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);
747 //=============================================================================
753 void CL_Shutdown (void);
756 void CL_EstablishConnection(const char *host);
758 void CL_Disconnect (void);
759 void CL_Disconnect_f (void);
761 void CL_BoundingBoxForEntity(entity_render_t *ent);
763 extern cvar_t cl_beams_polygons;
764 extern cvar_t cl_beams_relative;
765 extern cvar_t cl_beams_lightatend;
770 typedef struct kbutton_s
772 int down[2]; // key nums holding it down
773 int state; // low bit is down state
777 extern kbutton_t in_mlook, in_klook;
778 extern kbutton_t in_strafe;
779 extern kbutton_t in_speed;
781 void CL_InitInput (void);
782 void CL_SendCmd (void);
783 void CL_SendMove (void);
785 void CL_ValidateState(entity_state_t *s);
786 void CL_MoveLerpEntityStates(entity_t *ent);
787 void CL_LerpUpdate(entity_t *e);
788 void CL_ParseTEnt (void);
789 void CL_RelinkBeams (void);
791 void CL_ClearTempEntities (void);
792 entity_t *CL_NewTempEntity (void);
794 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate);
796 void CL_ClearState (void);
797 void CL_ExpandEntities(int num);
800 int CL_ReadFromServer (void);
801 void CL_WriteToServer (void);
803 extern qboolean cl_ignoremousemove;
806 float CL_KeyState (kbutton_t *key);
807 const char *Key_KeynumToString (int keynum);
808 int Key_StringToKeynum (const char *str);
813 void CL_StopPlayback(void);
814 void CL_ReadDemoMessage(void);
815 void CL_WriteDemoMessage(void);
817 void CL_NextDemo(void);
818 void CL_Stop_f(void);
819 void CL_Record_f(void);
820 void CL_PlayDemo_f(void);
821 void CL_TimeDemo_f(void);
826 void CL_Parse_Init(void);
827 void CL_Parse_Shutdown(void);
828 void CL_ParseServerMessage(void);
829 void CL_Parse_DumpPacket(void);
834 void V_StartPitchDrift (void);
835 void V_StopPitchDrift (void);
838 float V_CalcRoll (vec3_t angles, vec3_t velocity);
839 void V_UpdateBlends (void);
840 void V_ParseDamage (void);
846 extern cvar_t cl_particles;
847 extern cvar_t cl_particles_quality;
848 extern cvar_t cl_particles_size;
849 extern cvar_t cl_particles_quake;
850 extern cvar_t cl_particles_bloodshowers;
851 extern cvar_t cl_particles_blood;
852 extern cvar_t cl_particles_blood_alpha;
853 extern cvar_t cl_particles_blood_bloodhack;
854 extern cvar_t cl_particles_bulletimpacts;
855 extern cvar_t cl_particles_explosions_bubbles;
856 extern cvar_t cl_particles_explosions_smoke;
857 extern cvar_t cl_particles_explosions_sparks;
858 extern cvar_t cl_particles_explosions_shell;
859 extern cvar_t cl_particles_smoke;
860 extern cvar_t cl_particles_smoke_alpha;
861 extern cvar_t cl_particles_smoke_alphafade;
862 extern cvar_t cl_particles_sparks;
863 extern cvar_t cl_particles_bubbles;
864 extern cvar_t cl_decals;
865 extern cvar_t cl_decals_time;
866 extern cvar_t cl_decals_fadetime;
868 void CL_Particles_Clear(void);
869 void CL_Particles_Init(void);
870 void CL_Particles_Shutdown(void);
872 void CL_ParseParticleEffect (void);
873 void CL_RunParticleEffect (vec3_t org, vec3_t dir, int color, int count);
874 void CL_RocketTrail (vec3_t start, vec3_t end, int type, int color, entity_t *ent);
875 void CL_SparkShower (vec3_t org, vec3_t dir, int count, vec_t gravityscale);
876 void CL_Smoke (vec3_t org, vec3_t dir, int count);
877 void CL_BulletMark (vec3_t org);
878 void CL_PlasmaBurn (vec3_t org);
879 void CL_BloodPuff (vec3_t org, vec3_t vel, int count);
880 void CL_Stardust (vec3_t mins, vec3_t maxs, int count);
881 void CL_FlameCube (vec3_t mins, vec3_t maxs, int count);
882 void CL_Flames (vec3_t org, vec3_t vel, int count);
883 void CL_BloodShower (vec3_t mins, vec3_t maxs, float velspeed, int count);
884 void CL_ParticleCube (vec3_t mins, vec3_t maxs, vec3_t dir, int count, int colorbase, int gravity, int randomvel);
885 void CL_ParticleRain (vec3_t mins, vec3_t maxs, vec3_t dir, int count, int colorbase, int type);
886 void CL_EntityParticles (entity_t *ent);
887 void CL_BlobExplosion (vec3_t org);
888 void CL_ParticleExplosion (vec3_t org);
889 void CL_ParticleExplosion2 (vec3_t org, int colorStart, int colorLength);
890 void CL_LavaSplash (vec3_t org);
891 void CL_TeleportSplash (vec3_t org);
892 void CL_BeamParticle (const vec3_t start, const vec3_t end, vec_t radius, float red, float green, float blue, float alpha, float lifetime);
893 void CL_Tei_Smoke(const vec3_t pos, const vec3_t dir, int count);
894 void CL_Tei_PlasmaHit(const vec3_t pos, const vec3_t dir, int count);
895 void CL_MoveParticles(void);
896 void R_MoveExplosions(void);
897 void R_NewExplosion(vec3_t org);
899 #include "cl_screen.h"
901 typedef struct refdef_s
904 int x, y, width, height;
905 float frustum_x, frustum_y;
907 // these are set for water warping before
908 // frustum_x/frustum_y are calculated
909 float frustumscale_x, frustumscale_y;
912 matrix4x4_t viewentitymatrix;
914 // which color components to allow (for anaglyph glasses)
917 // fullscreen color blend
920 // whether to call S_ExtraUpdate during render to reduce sound chop
921 qboolean extraupdate;
923 // client gameworld time for rendering time based effects
927 entity_render_t *worldentity;
929 // same as worldentity->model
932 // renderable entities (excluding world)
933 entity_render_t **entities;
937 // renderable dynamic lights
938 dlight_t *lights[MAX_DLIGHTS];
941 // 8.8bit fixed point intensities for light styles
942 // controls intensity of dynamic lights and lightmap layers
943 unsigned short lightstylevalue[256]; // 8.8 fraction of base light value
945 // 2D art drawing queue
946 // TODO: get rid of this
947 unsigned char *drawqueue;
949 int maxdrawqueuesize;
953 extern refdef_t r_refdef;