X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=client.h;h=99a85af37c1736f5a39c3b3b2e79508735bbf9e2;hb=668a437d46dfad040c8e32398fd7cb916345f7d1;hp=130f26f01a72130437a154a53b6e1fcf60d340ea;hpb=06d8455f84631224fb6bb29ab1bd56e3f849a086;p=xonotic%2Fdarkplaces.git diff --git a/client.h b/client.h index 130f26f0..99a85af3 100644 --- a/client.h +++ b/client.h @@ -8,7 +8,7 @@ of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of -MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. @@ -19,6 +19,121 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ // client.h +#ifndef CLIENT_H +#define CLIENT_H + +typedef struct frameblend_s +{ + int frame; + float lerp; +} +frameblend_t; + +#define MAXENTLIGHTS 128 + +// LordHavoc: disregard the following warning, entlights stuff is semi-persistent... +// LordHavoc: nothing in this structure is persistent, it may be overwritten by the client every frame, for persistent data use entity_lerp_t. +typedef struct entity_render_s +{ + // location + vec3_t origin; + // orientation + vec3_t angles; + // opacity (alpha) of the model + float alpha; + // size the model is shown + float scale; + + // NULL = no model + model_t *model; + // current uninterpolated animation frame (for things which do not use interpolation) + int frame; + // entity shirt and pants colors + int colormap; + // light, particles, etc + int effects; + // for Alias models + int skinnum; + // render flags + int flags; + + // these are copied from the persistent data + + // frame that the model is interpolating from + int frame1; + // frame that the model is interpolating to + int frame2; + // interpolation factor, usually computed from frame2time + double framelerp; + // time frame1 began playing (for framegroup animations) + double frame1time; + // time frame2 began playing (for framegroup animations) + double frame2time; + + // calculated by the renderer (but not persistent) + + // if visframe == r_framecount, it is visible + int visframe; + // calculated during R_AddModelEntities + vec3_t mins, maxs; + // 4 frame numbers (-1 if not used) and their blending scalers (0-1), if interpolation is not desired, use frame instead + frameblend_t frameblend[4]; + + // caching results of static light traces (this is semi-persistent) + double entlightstime; + vec3_t entlightsorigin; + int numentlights; + unsigned short entlights[MAXENTLIGHTS]; +} +entity_render_t; + +typedef struct entity_persistent_s +{ + // particles + + // trail rendering + vec3_t trail_origin; + float trail_time; + + // effects + + // muzzleflash fading + float muzzleflash; + + // interpolated animation + + // lerp resets when model changes + int modelindex; + // frame that the model is interpolating from + int frame1; + // frame that the model is interpolating to + int frame2; + // interpolation factor, usually computed from frame2time + double framelerp; + // time frame1 began playing (for framegroup animations) + double frame1time; + // time frame2 began playing (for framegroup animations) + double frame2time; +} +entity_persistent_t; + +typedef struct entity_s +{ + // baseline state (default values) + entity_state_t state_baseline; + // previous state (interpolating from this) + entity_state_t state_previous; + // current state (interpolating to this) + entity_state_t state_current; + + // used for regenerating parts of render + entity_persistent_t persistent; + + // the only data the renderer should know about + entity_render_t render; +} +entity_t; + typedef struct { vec3_t viewangles; @@ -64,8 +179,6 @@ typedef struct #define SIGNONS 4 // signon messages to receive before connected -#include "r_light.h" - #define MAX_BEAMS 24 typedef struct { @@ -89,14 +202,14 @@ typedef enum cactive_t; // -// the client_static_t structure is persistant through an arbitrary number +// the client_static_t structure is persistent through an arbitrary number // of server connections // typedef struct { cactive_t state; -// personalization data sent to server +// personalization data sent to server char mapstring[MAX_QPATH]; char spawnparms[MAX_MAPSTRING]; // to restart a level @@ -110,7 +223,7 @@ typedef struct qboolean demoplayback; qboolean timedemo; int forcetrack; // -1 = use normal cd track - FILE *demofile; + QFile *demofile; int td_lastframe; // to meter out one message a frame int td_startframe; // host_framecount at start double td_starttime; // realtime at second frame of timedemo (LordHavoc: changed to double) @@ -134,8 +247,9 @@ typedef struct { int movemessages; // since connecting to this server // throw out the first couple, so the player - // doesn't accidentally do something the + // doesn't accidentally do something the // first frame + float sendnoptime; // send a clc_nop periodically until connected usercmd_t cmd; // last command sent to the server // information for local display @@ -154,7 +268,7 @@ typedef struct vec3_t mviewangles[2]; // during demo playback viewangles is lerped // between these vec3_t viewangles; - + vec3_t mvelocity[2]; // update by server, used for lean+bob // (0 is newest) vec3_t velocity; // lerped between mvelocity[0] and [1] @@ -179,7 +293,7 @@ typedef struct int intermission; // don't change view angle, full screen, etc int completed_time; // latched at intermission start - double mtime[2]; // the timestamp of last two messages + double mtime[2]; // the timestamp of last two messages double time; // clients view of time, should be between // servertime and oldservertime to generate // a lerp point for other data @@ -204,7 +318,6 @@ typedef struct // refresh related state struct model_s *worldmodel; // cl_entitites[0].model -// int num_entities; // held in cl_entities array int num_statics; // held in cl_staticentities array entity_t viewent; // the gun model @@ -212,9 +325,18 @@ typedef struct // frag scoreboard scoreboard_t *scores; // [cl.maxclients] + + vec3_t viewentorigin; + float viewzoom; // LordHavoc: sniping zoom, QC controlled + float viewzoomold, viewzoomnew; // for interpolation + + // entity database stuff + vec3_t viewentoriginold, viewentoriginnew; + entity_database_t entitydatabase; } client_state_t; +extern mempool_t *cl_scores_mempool; // // cvars @@ -263,34 +385,23 @@ extern client_state_t cl; extern entity_t cl_entities[MAX_EDICTS]; extern entity_t cl_static_entities[MAX_STATIC_ENTITIES]; extern lightstyle_t cl_lightstyle[MAX_LIGHTSTYLES]; -extern dlight_t cl_dlights[MAX_DLIGHTS]; extern entity_t cl_temp_entities[MAX_TEMP_ENTITIES]; extern beam_t cl_beams[MAX_BEAMS]; +#include "cl_light.h" + //============================================================================= // // cl_main // -void CL_AllocDlight (entity_t *ent, vec3_t org, float radius, float red, float green, float blue, float decay, float lifetime); -void CL_DecayLights (void); void CL_Init (void); void CL_EstablishConnection (char *host); -void CL_Signon1 (void); -void CL_Signon2 (void); -void CL_Signon3 (void); -void CL_Signon4 (void); void CL_Disconnect (void); void CL_Disconnect_f (void); -void CL_NextDemo (void); - -// LordHavoc: raised this from 256 to the maximum possible number of entities visible -#define MAX_VISEDICTS (MAX_EDICTS + MAX_STATIC_ENTITIES + MAX_TEMP_ENTITIES) -extern int cl_numvisedicts; -extern entity_t *cl_visedicts[MAX_VISEDICTS]; // // cl_input @@ -310,9 +421,9 @@ void CL_InitInput (void); void CL_SendCmd (void); void CL_SendMove (usercmd_t *cmd); +void CL_LerpUpdate(entity_t *e); void CL_ParseTEnt (void); void CL_UpdateTEnts (void); -void CL_DoEffects (void); entity_t *CL_NewTempEntity (void); @@ -335,6 +446,7 @@ char *Key_KeynumToString (int keynum); void CL_StopPlayback (void); int CL_GetMessage (void); +void CL_NextDemo (void); void CL_Stop_f (void); void CL_Record_f (void); void CL_PlayDemo_f (void); @@ -343,7 +455,8 @@ void CL_TimeDemo_f (void); // // cl_parse.c // -void CL_ParseServerMessage (void); +void CL_Parse_Init(void); +void CL_ParseServerMessage(void); void CL_BitProfile_f(void); // @@ -352,15 +465,85 @@ void CL_BitProfile_f(void); void V_StartPitchDrift (void); void V_StopPitchDrift (void); -void V_RenderView (void); +void V_Init (void); +float V_CalcRoll (vec3_t angles, vec3_t velocity); void V_UpdateBlends (void); -void V_Register (void); void V_ParseDamage (void); -void V_SetContentsColor (int contents); // // cl_tent // void CL_InitTEnts (void); -void CL_SignonReply (void); + +// +// cl_part +// + +#define PARTICLE_INVALID 0 +#define PARTICLE_BILLBOARD 1 +#define PARTICLE_UPRIGHT_FACING 2 +#define PARTICLE_ORIENTED_DOUBLESIDED 3 + +void CL_Particles_Clear(void); +void CL_Particles_Init(void); + +void CL_ParseParticleEffect (void); +void CL_RunParticleEffect (vec3_t org, vec3_t dir, int color, int count); +void CL_RocketTrail (vec3_t start, vec3_t end, int type, entity_t *ent); +void CL_RocketTrail2 (vec3_t start, vec3_t end, int color, entity_t *ent); +void CL_SparkShower (vec3_t org, vec3_t dir, int count); +void CL_PlasmaBurn (vec3_t org); +void CL_BloodPuff (vec3_t org, vec3_t vel, int count); +void CL_Stardust (vec3_t mins, vec3_t maxs, int count); +void CL_FlameCube (vec3_t mins, vec3_t maxs, int count); +void CL_Flames (vec3_t org, vec3_t vel, int count); +void CL_BloodShower (vec3_t mins, vec3_t maxs, float velspeed, int count); +void CL_ParticleCube (vec3_t mins, vec3_t maxs, vec3_t dir, int count, int colorbase, int gravity, int randomvel); +void CL_ParticleRain (vec3_t mins, vec3_t maxs, vec3_t dir, int count, int colorbase, int type); +void CL_EntityParticles (entity_t *ent); +void CL_BlobExplosion (vec3_t org); +void CL_ParticleExplosion (vec3_t org, int smoke); +void CL_ParticleExplosion2 (vec3_t org, int colorStart, int colorLength); +void CL_LavaSplash (vec3_t org); +void CL_TeleportSplash (vec3_t org); +void CL_MoveParticles(void); +void R_MoveExplosions(void); +void R_NewExplosion(vec3_t org); + +#include "cl_screen.h" + +#define MAX_VISEDICTS (MAX_EDICTS + MAX_STATIC_ENTITIES + MAX_TEMP_ENTITIES) + +typedef struct +{ + // area to render in + int x, y, width, height; + float fov_x, fov_y; + + // view point + vec3_t vieworg; + vec3_t viewangles; + + // fullscreen color blend + float viewblend[4]; + + // weapon model + entity_render_t viewent; + + int numentities; + entity_render_t **entities; + + qbyte drawqueue[MAX_DRAWQUEUE]; + int drawqueuesize; +} +refdef_t; + +refdef_t r_refdef; + +extern mempool_t *cl_refdef_mempool; + +#include "cgamevm.h" + +#endif +