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 struct model_s *model;
69 // stop lighting after this time
73 // brightness (not really radius anymore)
75 // drop this each second
77 // the entity that spawned this light (can be NULL if it will never be replaced)
78 //entity_render_t *ent;
82 typedef struct frameblend_s
89 // LordHavoc: disregard the following warning, entlights stuff is semi-persistent...
90 // LordHavoc: nothing in this structure is persistent, it may be overwritten by the client every frame, for persistent data use entity_lerp_t.
91 typedef struct entity_render_s
97 // transform matrix for model to world
99 // transform matrix for world to model
100 matrix4x4_t inversematrix;
101 // opacity (alpha) of the model
103 // size the model is shown
108 // current uninterpolated animation frame (for things which do not use interpolation)
110 // entity shirt and pants colors
112 // light, particles, etc
119 // these are copied from the persistent data
121 // frame that the model is interpolating from
123 // frame that the model is interpolating to
125 // interpolation factor, usually computed from frame2time
127 // time frame1 began playing (for framegroup animations)
129 // time frame2 began playing (for framegroup animations)
132 // calculated by the renderer (but not persistent)
134 // if visframe == r_framecount, it is visible
136 // calculated during R_AddModelEntities
138 // 4 frame numbers (-1 if not used) and their blending scalers (0-1), if interpolation is not desired, use frame instead
139 frameblend_t frameblend[4];
141 // caching results of static light traces (this is semi-persistent)
142 double entlightstime;
143 vec3_t entlightsorigin;
146 unsigned short entlights[MAXENTLIGHTS];
150 typedef struct entity_persistent_s
160 // muzzleflash fading
163 // interpolated movement
165 // start time of move
167 // time difference from start to end of move
169 // the move itself, start and end
175 // interpolated animation
177 // lerp resets when model changes
179 // frame that the model is interpolating from
181 // frame that the model is interpolating to
183 // interpolation factor, usually computed from frame2time
185 // time frame1 began playing (for framegroup animations)
187 // time frame2 began playing (for framegroup animations)
192 typedef struct entity_s
194 // baseline state (default values)
195 entity_state_t state_baseline;
196 // previous state (interpolating from this)
197 entity_state_t state_previous;
198 // current state (interpolating to this)
199 entity_state_t state_current;
201 // used for regenerating parts of render
202 entity_persistent_t persistent;
204 // the only data the renderer should know about
205 entity_render_t render;
213 // intended velocities
222 char map[MAX_STYLESTRING];
227 char name[MAX_SCOREBOARDNAME];
230 int colors; // two 4 bit fields
236 int percent; // 0-256
239 #define CSHIFT_CONTENTS 0
240 #define CSHIFT_DAMAGE 1
241 #define CSHIFT_BONUS 2
242 #define CSHIFT_POWERUP 3
243 #define NUM_CSHIFTS 4
245 #define NAME_LENGTH 64
249 // client_state_t should hold all pieces of the client state
252 #define SIGNONS 4 // signon messages to receive before connected
254 #define MAX_MAPSTRING 2048
256 #define MAX_DEMONAME 16
260 ca_dedicated, // a dedicated server with no ability to start a client
261 ca_disconnected, // full screen console with no connection
262 ca_connected // valid netcon, talking to a server
267 // the client_static_t structure is persistent through an arbitrary number
268 // of server connections
274 // personalization data sent to server
275 char mapstring[MAX_QPATH];
276 // to restart a level
277 //char spawnparms[MAX_MAPSTRING];
280 // -1 = don't play demos
282 // list of demos in loop
283 char demos[MAX_DEMOS][MAX_DEMONAME];
285 // demo recording info must be here, because record is started before
286 // entering a map (and clearing client_state_t)
287 qboolean demorecording;
288 qboolean demoplayback;
290 // -1 = use normal cd track
293 // to meter out one message a frame
295 // host_framecount at start
297 // realtime at second frame of timedemo (LordHavoc: changed to double)
299 // LordHavoc: pausedemo
303 // connection information
307 struct qsocket_s *netcon;
308 // writing buffer to send to server
313 extern client_static_t cls;
316 // the client_state_t structure is wiped completely at every
321 // when connecting to the server throw out the first couple move messages
322 // so the player doesn't accidentally do something the first frame
325 // send a clc_nop periodically until connected
328 // last command sent to the server
331 // information for local display
333 int stats[MAX_CL_STATS];
334 // inventory bit flags
336 // cl.time of acquiring item, for blinking
337 float item_gettime[32];
338 // use pain anim frame if cl.time < this
341 // color shifts for damage, powerups
342 cshift_t cshifts[NUM_CSHIFTS];
344 cshift_t prev_cshifts[NUM_CSHIFTS];
346 // the client maintains its own idea of view angles, which are
347 // sent to the server each frame. The server sets punchangle when
348 // the view is temporarily offset, and an angle reset commands at the start
349 // of each level and after teleporting.
351 // during demo playback viewangles is lerped between these
352 vec3_t mviewangles[2];
353 // either client controlled, or lerped from demo mviewangles
356 // update by server, used for lean+bob (0 is newest)
358 // lerped between mvelocity[0] and [1]
363 // LordHavoc: origin view kick
366 // pitch drifting vars
374 // local amount for smoothing stepups
382 // don't change view angle, full screen, etc
384 // latched at intermission start
387 // the timestamp of the last two messages
390 // clients view of time, time should be between mtime[0] and mtime[1] to
391 // generate a lerp point for other data, oldtime is the previous frame's
392 // value of time, frametime is the difference between time and oldtime
393 double time, oldtime, frametime;
395 // copy of realtime from last recieved message, for net trouble icon
396 float last_received_message;
398 // information that is static for the entire time connected to a server
399 struct model_s *model_precache[MAX_MODELS];
400 struct sfx_s *sound_precache[MAX_SOUNDS];
402 // for display on solo scoreboard
404 // cl_entitites[cl.viewentity] = player
406 // the real player entity (normally same as viewentity,
407 // different than viewentity if mod uses chasecam or other tricks)
409 // max players that can be in this game
411 // type of game (deathmatch, coop, singleplayer)
414 // refresh related state
416 // cl_entitites[0].model
417 struct model_s *worldmodel;
423 int cdtrack, looptrack;
428 scoreboard_t *scores;
430 // used by view code for setting up eye position
431 vec3_t viewentorigin;
432 // LordHavoc: sniping zoom, QC controlled
435 float viewzoomold, viewzoomnew;
437 // entity database stuff
438 vec3_t viewentoriginold, viewentoriginnew;
439 entity_database_t entitydatabase;
443 extern mempool_t *cl_scores_mempool;
448 extern cvar_t cl_name;
449 extern cvar_t cl_color;
450 extern cvar_t cl_pmodel;
452 extern cvar_t cl_upspeed;
453 extern cvar_t cl_forwardspeed;
454 extern cvar_t cl_backspeed;
455 extern cvar_t cl_sidespeed;
457 extern cvar_t cl_movespeedkey;
459 extern cvar_t cl_yawspeed;
460 extern cvar_t cl_pitchspeed;
462 extern cvar_t cl_anglespeedkey;
464 extern cvar_t cl_autofire;
466 extern cvar_t cl_shownet;
467 extern cvar_t cl_nolerp;
469 extern cvar_t cl_pitchdriftspeed;
470 extern cvar_t lookspring;
471 extern cvar_t lookstrafe;
472 extern cvar_t sensitivity;
474 extern cvar_t freelook;
476 extern cvar_t m_pitch;
478 extern cvar_t m_forward;
479 extern cvar_t m_side;
481 extern cvar_t r_draweffects;
483 extern cvar_t cl_explosions;
484 extern cvar_t cl_stainmaps;
486 // these are updated by
487 extern int cl_num_entities;
488 extern int cl_num_static_entities;
489 extern int cl_num_temp_entities;
490 extern int cl_num_brushmodel_entities;
492 extern entity_t *cl_entities;
493 extern qbyte *cl_entities_active;
494 extern entity_t *cl_static_entities;
495 extern entity_t *cl_temp_entities;
496 extern entity_render_t **cl_brushmodel_entities;
497 extern cl_effect_t *cl_effects;
498 extern beam_t *cl_beams;
499 extern dlight_t *cl_dlights;
500 extern lightstyle_t *cl_lightstyle;
503 extern client_state_t cl;
505 extern void CL_AllocDlight (entity_render_t *ent, vec3_t org, float radius, float red, float green, float blue, float decay, float lifetime);
506 extern void CL_DecayLights (void);
508 //=============================================================================
516 void CL_EstablishConnection (char *host);
518 void CL_Disconnect (void);
519 void CL_Disconnect_f (void);
526 int down[2]; // key nums holding it down
527 int state; // low bit is down state
531 extern kbutton_t in_mlook, in_klook;
532 extern kbutton_t in_strafe;
533 extern kbutton_t in_speed;
535 void CL_InitInput (void);
536 void CL_SendCmd (void);
537 void CL_SendMove (usercmd_t *cmd);
539 void CL_LerpUpdate(entity_t *e);
540 void CL_ParseTEnt (void);
541 void CL_RelinkBeams (void);
543 void CL_ClearTempEntities (void);
544 entity_t *CL_NewTempEntity (void);
546 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate);
548 void CL_ClearState (void);
551 int CL_ReadFromServer (void);
552 void CL_WriteToServer (usercmd_t *cmd);
553 void CL_BaseMove (usercmd_t *cmd);
556 float CL_KeyState (kbutton_t *key);
557 char *Key_KeynumToString (int keynum);
562 void CL_StopPlayback (void);
563 int CL_GetMessage (void);
565 void CL_NextDemo (void);
566 void CL_Stop_f (void);
567 void CL_Record_f (void);
568 void CL_PlayDemo_f (void);
569 void CL_TimeDemo_f (void);
574 void CL_Parse_Init(void);
575 void CL_ParseServerMessage(void);
576 void CL_BitProfile_f(void);
581 void V_StartPitchDrift (void);
582 void V_StopPitchDrift (void);
585 float V_CalcRoll (vec3_t angles, vec3_t velocity);
586 void V_UpdateBlends (void);
587 void V_ParseDamage (void);
593 void CL_InitTEnts (void);
599 #define PARTICLE_INVALID 0
600 #define PARTICLE_BILLBOARD 1
601 #define PARTICLE_UPRIGHT_FACING 2
602 #define PARTICLE_ORIENTED_DOUBLESIDED 3
604 void CL_Particles_Clear(void);
605 void CL_Particles_Init(void);
607 void CL_ParseParticleEffect (void);
608 void CL_RunParticleEffect (vec3_t org, vec3_t dir, int color, int count);
609 void CL_RocketTrail (vec3_t start, vec3_t end, int type, entity_t *ent);
610 void CL_RocketTrail2 (vec3_t start, vec3_t end, int color, entity_t *ent);
611 void CL_SparkShower (vec3_t org, vec3_t dir, int count);
612 void CL_PlasmaBurn (vec3_t org);
613 void CL_BloodPuff (vec3_t org, vec3_t vel, int count);
614 void CL_Stardust (vec3_t mins, vec3_t maxs, int count);
615 void CL_FlameCube (vec3_t mins, vec3_t maxs, int count);
616 void CL_Flames (vec3_t org, vec3_t vel, int count);
617 void CL_BloodShower (vec3_t mins, vec3_t maxs, float velspeed, int count);
618 void CL_ParticleCube (vec3_t mins, vec3_t maxs, vec3_t dir, int count, int colorbase, int gravity, int randomvel);
619 void CL_ParticleRain (vec3_t mins, vec3_t maxs, vec3_t dir, int count, int colorbase, int type);
620 void CL_EntityParticles (entity_t *ent);
621 void CL_BlobExplosion (vec3_t org);
622 void CL_ParticleExplosion (vec3_t org, int smoke);
623 void CL_ParticleExplosion2 (vec3_t org, int colorStart, int colorLength);
624 void CL_LavaSplash (vec3_t org);
625 void CL_TeleportSplash (vec3_t org);
626 void CL_MoveParticles(void);
627 void R_MoveExplosions(void);
628 void R_NewExplosion(vec3_t org);
630 #include "cl_screen.h"
635 int x, y, width, height;
642 // fullscreen color blend
646 entity_render_t viewent;
648 entity_render_t **entities;
654 int maxdrawqueuesize;
660 extern mempool_t *cl_refdef_mempool;