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;
77 // stop lighting after this time
81 // brightness (not really radius anymore)
83 // drop this each second
85 // the entity that owns this light (can be NULL)
86 struct entity_render_s *ent;
90 typedef struct frameblend_s
97 // LordHavoc: disregard the following warning, entlights stuff is semi-persistent...
98 // LordHavoc: nothing in this structure is persistent, it may be overwritten by the client every frame, for persistent data use entity_lerp_t.
99 typedef struct entity_render_s
105 // transform matrix for model to world
107 // transform matrix for world to model
108 matrix4x4_t inversematrix;
109 // opacity (alpha) of the model
111 // size the model is shown
116 // current uninterpolated animation frame (for things which do not use interpolation)
118 // entity shirt and pants colors
120 // light, particles, etc
127 // these are copied from the persistent data
129 // frame that the model is interpolating from
131 // frame that the model is interpolating to
133 // interpolation factor, usually computed from frame2time
135 // time frame1 began playing (for framegroup animations)
137 // time frame2 began playing (for framegroup animations)
140 // calculated by the renderer (but not persistent)
142 // if visframe == r_framecount, it is visible
144 // calculated during R_AddModelEntities
146 // 4 frame numbers (-1 if not used) and their blending scalers (0-1), if interpolation is not desired, use frame instead
147 frameblend_t frameblend[4];
149 // caching results of static light traces (this is semi-persistent)
150 double entlightstime;
151 vec3_t entlightsorigin;
154 unsigned short entlights[MAXENTLIGHTS];
158 typedef struct entity_persistent_s
168 // muzzleflash fading
171 // interpolated movement
173 // start time of move
175 // time difference from start to end of move
177 // the move itself, start and end
183 // interpolated animation
185 // lerp resets when model changes
187 // frame that the model is interpolating from
189 // frame that the model is interpolating to
191 // interpolation factor, usually computed from frame2time
193 // time frame1 began playing (for framegroup animations)
195 // time frame2 began playing (for framegroup animations)
200 typedef struct entity_s
202 // baseline state (default values)
203 entity_state_t state_baseline;
204 // previous state (interpolating from this)
205 entity_state_t state_previous;
206 // current state (interpolating to this)
207 entity_state_t state_current;
209 // used for regenerating parts of render
210 entity_persistent_t persistent;
212 // the only data the renderer should know about
213 entity_render_t render;
221 // intended velocities
230 char map[MAX_STYLESTRING];
235 char name[MAX_SCOREBOARDNAME];
237 int colors; // two 4 bit fields
243 int percent; // 0-256
246 #define CSHIFT_CONTENTS 0
247 #define CSHIFT_DAMAGE 1
248 #define CSHIFT_BONUS 2
249 #define CSHIFT_POWERUP 3
250 #define NUM_CSHIFTS 4
252 #define NAME_LENGTH 64
256 // client_state_t should hold all pieces of the client state
259 #define SIGNONS 4 // signon messages to receive before connected
262 #define MAX_DEMONAME 16
266 ca_dedicated, // a dedicated server with no ability to start a client
267 ca_disconnected, // full screen console with no connection
268 ca_connected // valid netcon, talking to a server
273 // the client_static_t structure is persistent through an arbitrary number
274 // of server connections
281 // -1 = don't play demos
283 // list of demos in loop
284 char demos[MAX_DEMOS][MAX_DEMONAME];
286 // demo recording info must be here, because record is started before
287 // entering a map (and clearing client_state_t)
288 qboolean demorecording;
289 qboolean demoplayback;
291 // -1 = use normal cd track
294 // to meter out one message a frame
296 // host_framecount at start
298 // realtime at second frame of timedemo (LordHavoc: changed to double)
300 // LordHavoc: pausedemo
303 qboolean connect_trying;
304 int connect_remainingtries;
305 double connect_nextsendtime;
306 lhnetsocket_t *connect_mysocket;
307 lhnetaddress_t connect_address;
309 // connection information
312 // network connection
314 // writing buffer to send to server
319 extern client_static_t cls;
322 // the client_state_t structure is wiped completely at every
327 // when connecting to the server throw out the first couple move messages
328 // so the player doesn't accidentally do something the first frame
331 // send a clc_nop periodically until connected
334 // last command sent to the server
337 // information for local display
339 int stats[MAX_CL_STATS];
340 // inventory bit flags
342 // cl.time of acquiring item, for blinking
343 float item_gettime[32];
344 // use pain anim frame if cl.time < this
347 // color shifts for damage, powerups
348 cshift_t cshifts[NUM_CSHIFTS];
350 cshift_t prev_cshifts[NUM_CSHIFTS];
352 // the client maintains its own idea of view angles, which are
353 // sent to the server each frame. The server sets punchangle when
354 // the view is temporarily offset, and an angle reset commands at the start
355 // of each level and after teleporting.
357 // during demo playback viewangles is lerped between these
358 vec3_t mviewangles[2];
359 // either client controlled, or lerped from demo mviewangles
362 // update by server, used for lean+bob (0 is newest)
364 // lerped between mvelocity[0] and [1]
369 // LordHavoc: origin view kick
372 // pitch drifting vars
380 // local amount for smoothing stepups
388 // don't change view angle, full screen, etc
390 // latched at intermission start
393 // the timestamp of the last two messages
396 // clients view of time, time should be between mtime[0] and mtime[1] to
397 // generate a lerp point for other data, oldtime is the previous frame's
398 // value of time, frametime is the difference between time and oldtime
399 double time, oldtime, frametime;
401 // copy of realtime from last recieved message, for net trouble icon
402 float last_received_message;
404 // information that is static for the entire time connected to a server
405 struct model_s *model_precache[MAX_MODELS];
406 struct sfx_s *sound_precache[MAX_SOUNDS];
408 // for display on solo scoreboard
410 // cl_entitites[cl.viewentity] = player
412 // the real player entity (normally same as viewentity,
413 // different than viewentity if mod uses chasecam or other tricks)
415 // max players that can be in this game
417 // type of game (deathmatch, coop, singleplayer)
420 // refresh related state
422 // cl_entitites[0].model
423 struct model_s *worldmodel;
429 int cdtrack, looptrack;
434 scoreboard_t *scores;
436 // LordHavoc: sniping zoom, QC controlled
439 float viewzoomold, viewzoomnew;
441 // entity database stuff
442 entity_database_t entitydatabase;
446 extern mempool_t *cl_scores_mempool;
451 extern cvar_t cl_name;
452 extern cvar_t cl_color;
453 extern cvar_t cl_pmodel;
455 extern cvar_t cl_upspeed;
456 extern cvar_t cl_forwardspeed;
457 extern cvar_t cl_backspeed;
458 extern cvar_t cl_sidespeed;
460 extern cvar_t cl_movespeedkey;
462 extern cvar_t cl_yawspeed;
463 extern cvar_t cl_pitchspeed;
465 extern cvar_t cl_anglespeedkey;
467 extern cvar_t cl_autofire;
469 extern cvar_t cl_shownet;
470 extern cvar_t cl_nolerp;
472 extern cvar_t cl_pitchdriftspeed;
473 extern cvar_t lookspring;
474 extern cvar_t lookstrafe;
475 extern cvar_t sensitivity;
477 extern cvar_t freelook;
479 extern cvar_t m_pitch;
481 extern cvar_t m_forward;
482 extern cvar_t m_side;
484 extern cvar_t r_draweffects;
486 extern cvar_t cl_explosions;
487 extern cvar_t cl_stainmaps;
489 // these are updated by CL_ClearState
490 extern int cl_num_entities;
491 extern int cl_num_static_entities;
492 extern int cl_num_temp_entities;
493 extern int cl_num_brushmodel_entities;
495 extern entity_t *cl_entities;
496 extern qbyte *cl_entities_active;
497 extern entity_t *cl_static_entities;
498 extern entity_t *cl_temp_entities;
499 extern entity_render_t **cl_brushmodel_entities;
500 extern cl_effect_t *cl_effects;
501 extern beam_t *cl_beams;
502 extern dlight_t *cl_dlights;
503 extern lightstyle_t *cl_lightstyle;
506 extern client_state_t cl;
508 extern void CL_AllocDlight (entity_render_t *ent, vec3_t org, float radius, float red, float green, float blue, float decay, float lifetime);
509 extern void CL_DecayLights (void);
511 //=============================================================================
519 void CL_EstablishConnection(const char *host);
521 void CL_Disconnect (void);
522 void CL_Disconnect_f (void);
524 void CL_BoundingBoxForEntity(entity_render_t *ent);
531 int down[2]; // key nums holding it down
532 int state; // low bit is down state
536 extern kbutton_t in_mlook, in_klook;
537 extern kbutton_t in_strafe;
538 extern kbutton_t in_speed;
540 void CL_InitInput (void);
541 void CL_SendCmd (void);
542 void CL_SendMove (usercmd_t *cmd);
544 void CL_LerpUpdate(entity_t *e);
545 void CL_ParseTEnt (void);
546 void CL_RelinkBeams (void);
548 void CL_ClearTempEntities (void);
549 entity_t *CL_NewTempEntity (void);
551 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate);
553 void CL_ClearState (void);
556 int CL_ReadFromServer (void);
557 void CL_WriteToServer (usercmd_t *cmd);
558 void CL_BaseMove (usercmd_t *cmd);
561 float CL_KeyState (kbutton_t *key);
562 char *Key_KeynumToString (int keynum);
567 void CL_StopPlayback(void);
568 void CL_ReadDemoMessage(void);
569 void CL_WriteDemoMessage(void);
571 void CL_NextDemo(void);
572 void CL_Stop_f(void);
573 void CL_Record_f(void);
574 void CL_PlayDemo_f(void);
575 void CL_TimeDemo_f(void);
580 void CL_Parse_Init(void);
581 void CL_ParseServerMessage(void);
582 void CL_Parse_DumpPacket(void);
587 void V_StartPitchDrift (void);
588 void V_StopPitchDrift (void);
591 float V_CalcRoll (vec3_t angles, vec3_t velocity);
592 void V_UpdateBlends (void);
593 void V_ParseDamage (void);
599 void CL_InitTEnts (void);
605 void CL_Particles_Clear(void);
606 void CL_Particles_Init(void);
608 void CL_ParseParticleEffect (void);
609 void CL_RunParticleEffect (vec3_t org, vec3_t dir, int color, int count);
610 void CL_RocketTrail (vec3_t start, vec3_t end, int type, entity_t *ent);
611 void CL_RocketTrail2 (vec3_t start, vec3_t end, int color, entity_t *ent);
612 void CL_SparkShower (vec3_t org, vec3_t dir, int count);
613 void CL_PlasmaBurn (vec3_t org);
614 void CL_BloodPuff (vec3_t org, vec3_t vel, int count);
615 void CL_Stardust (vec3_t mins, vec3_t maxs, int count);
616 void CL_FlameCube (vec3_t mins, vec3_t maxs, int count);
617 void CL_Flames (vec3_t org, vec3_t vel, int count);
618 void CL_BloodShower (vec3_t mins, vec3_t maxs, float velspeed, int count);
619 void CL_ParticleCube (vec3_t mins, vec3_t maxs, vec3_t dir, int count, int colorbase, int gravity, int randomvel);
620 void CL_ParticleRain (vec3_t mins, vec3_t maxs, vec3_t dir, int count, int colorbase, int type);
621 void CL_EntityParticles (entity_t *ent);
622 void CL_BlobExplosion (vec3_t org);
623 void CL_ParticleExplosion (vec3_t org);
624 void CL_ParticleExplosion2 (vec3_t org, int colorStart, int colorLength);
625 void CL_LavaSplash (vec3_t org);
626 void CL_TeleportSplash (vec3_t org);
627 void CL_BeamParticle (const vec3_t start, const vec3_t end, vec_t radius, float red, float green, float blue, float alpha, float lifetime);
628 void CL_Tei_Smoke(const vec3_t pos, const vec3_t dir, int count);
629 void CL_Tei_PlasmaHit(const vec3_t pos, const vec3_t dir, int count);
630 void CL_MoveParticles(void);
631 void R_MoveExplosions(void);
632 void R_NewExplosion(vec3_t org);
634 #include "cl_screen.h"
639 int x, y, width, height;
646 // fullscreen color blend
649 entity_render_t **entities;
655 int maxdrawqueuesize;
661 extern mempool_t *cl_refdef_mempool;
665 void Host_PerformSpawnServerAndLoadGame(void);