/* Copyright (C) 1996-1997 Id Software, Inc. This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 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. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ // client.h #ifndef CLIENT_H #define CLIENT_H #include "matrixlib.h" // LordHavoc: 256 dynamic lights #define MAX_DLIGHTS 256 // LordHavoc: this affects the lighting scale of the whole game #define LIGHTOFFSET 1024.0f // max lights shining on one entity #define MAXENTLIGHTS 128 extern int cl_max_entities; extern int cl_max_static_entities; extern int cl_max_temp_entities; extern int cl_max_effects; extern int cl_max_beams; typedef struct effect_s { int active; vec3_t origin; float starttime; float framerate; int modelindex; int startframe; int endframe; // these are for interpolation int frame; double frame1time; double frame2time; } cl_effect_t; typedef struct { int entity; struct model_s *model; float endtime; vec3_t start, end; } beam_t; typedef struct { // location vec3_t origin; // stop lighting after this time float die; // color of light vec3_t color; // brightness (not really radius anymore) float radius; // drop this each second float decay; // the entity that owns this light (can be NULL) struct entity_render_s *ent; } dlight_t; typedef struct frameblend_s { int frame; float lerp; } frameblend_t; // 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; // transform matrix for model to world matrix4x4_t matrix; // transform matrix for world to model matrix4x4_t inversematrix; // 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 entlightsframe; 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 movement // start time of move float lerpstarttime; // time difference from start to end of move float lerpdeltatime; // the move itself, start and end float oldorigin[3]; float oldangles[3]; float neworigin[3]; float newangles[3]; // 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; // intended velocities float forwardmove; float sidemove; float upmove; } usercmd_t; typedef struct { int length; char map[MAX_STYLESTRING]; } lightstyle_t; typedef struct { char name[MAX_SCOREBOARDNAME]; float entertime; int frags; int colors; // two 4 bit fields } scoreboard_t; typedef struct { int destcolor[3]; int percent; // 0-256 } cshift_t; #define CSHIFT_CONTENTS 0 #define CSHIFT_DAMAGE 1 #define CSHIFT_BONUS 2 #define CSHIFT_POWERUP 3 #define NUM_CSHIFTS 4 #define NAME_LENGTH 64 // // client_state_t should hold all pieces of the client state // #define SIGNONS 4 // signon messages to receive before connected #define MAX_DEMOS 8 #define MAX_DEMONAME 16 typedef enum { ca_dedicated, // a dedicated server with no ability to start a client ca_disconnected, // full screen console with no connection ca_connected // valid netcon, talking to a server } cactive_t; // // the client_static_t structure is persistent through an arbitrary number // of server connections // typedef struct { cactive_t state; // demo loop control // -1 = don't play demos int demonum; // list of demos in loop char demos[MAX_DEMOS][MAX_DEMONAME]; // demo recording info must be here, because record is started before // entering a map (and clearing client_state_t) qboolean demorecording; qboolean demoplayback; qboolean timedemo; // -1 = use normal cd track int forcetrack; QFile *demofile; // to meter out one message a frame int td_lastframe; // host_framecount at start int td_startframe; // realtime at second frame of timedemo (LordHavoc: changed to double) double td_starttime; // LordHavoc: pausedemo qboolean demopaused; // connection information // 0 to SIGNONS int signon; // network socket struct qsocket_s *netcon; // writing buffer to send to server sizebuf_t message; } client_static_t; extern client_static_t cls; // // the client_state_t structure is wiped completely at every // server signon // typedef struct { // when connecting to the server throw out the first couple move messages // so the player doesn't accidentally do something the first frame int movemessages; // send a clc_nop periodically until connected float sendnoptime; // last command sent to the server usercmd_t cmd; // information for local display // health, etc int stats[MAX_CL_STATS]; // inventory bit flags int items; // cl.time of acquiring item, for blinking float item_gettime[32]; // use pain anim frame if cl.time < this float faceanimtime; // color shifts for damage, powerups cshift_t cshifts[NUM_CSHIFTS]; // and content types cshift_t prev_cshifts[NUM_CSHIFTS]; // the client maintains its own idea of view angles, which are // sent to the server each frame. The server sets punchangle when // the view is temporarily offset, and an angle reset commands at the start // of each level and after teleporting. // during demo playback viewangles is lerped between these vec3_t mviewangles[2]; // either client controlled, or lerped from demo mviewangles vec3_t viewangles; // update by server, used for lean+bob (0 is newest) vec3_t mvelocity[2]; // lerped between mvelocity[0] and [1] vec3_t velocity; // temporary offset vec3_t punchangle; // LordHavoc: origin view kick vec3_t punchvector; // pitch drifting vars float idealpitch; float pitchvel; qboolean nodrift; float driftmove; double laststop; float viewheight; // local amount for smoothing stepups //float crouch; // sent by server qboolean paused; qboolean onground; qboolean inwater; // don't change view angle, full screen, etc int intermission; // latched at intermission start int completed_time; // the timestamp of the last two messages double mtime[2]; // clients view of time, time should be between mtime[0] and mtime[1] to // generate a lerp point for other data, oldtime is the previous frame's // value of time, frametime is the difference between time and oldtime double time, oldtime, frametime; // copy of realtime from last recieved message, for net trouble icon float last_received_message; // information that is static for the entire time connected to a server struct model_s *model_precache[MAX_MODELS]; struct sfx_s *sound_precache[MAX_SOUNDS]; // for display on solo scoreboard char levelname[40]; // cl_entitites[cl.viewentity] = player int viewentity; // the real player entity (normally same as viewentity, // different than viewentity if mod uses chasecam or other tricks) int playerentity; // max players that can be in this game int maxclients; // type of game (deathmatch, coop, singleplayer) int gametype; // refresh related state // cl_entitites[0].model struct model_s *worldmodel; // the gun model entity_t viewent; // cd audio int cdtrack, looptrack; // frag scoreboard // [cl.maxclients] scoreboard_t *scores; // used by view code for setting up eye position vec3_t viewentorigin; // LordHavoc: sniping zoom, QC controlled float viewzoom; // for interpolation float viewzoomold, viewzoomnew; // entity database stuff vec3_t viewentoriginold, viewentoriginnew; entity_database_t entitydatabase; } client_state_t; extern mempool_t *cl_scores_mempool; // // cvars // extern cvar_t cl_name; extern cvar_t cl_color; extern cvar_t cl_pmodel; extern cvar_t cl_upspeed; extern cvar_t cl_forwardspeed; extern cvar_t cl_backspeed; extern cvar_t cl_sidespeed; extern cvar_t cl_movespeedkey; extern cvar_t cl_yawspeed; extern cvar_t cl_pitchspeed; extern cvar_t cl_anglespeedkey; extern cvar_t cl_autofire; extern cvar_t cl_shownet; extern cvar_t cl_nolerp; extern cvar_t cl_pitchdriftspeed; extern cvar_t lookspring; extern cvar_t lookstrafe; extern cvar_t sensitivity; extern cvar_t freelook; extern cvar_t m_pitch; extern cvar_t m_yaw; extern cvar_t m_forward; extern cvar_t m_side; extern cvar_t r_draweffects; extern cvar_t cl_explosions; extern cvar_t cl_stainmaps; // these are updated by CL_ClearState extern int cl_num_entities; extern int cl_num_static_entities; extern int cl_num_temp_entities; extern int cl_num_brushmodel_entities; extern entity_t *cl_entities; extern qbyte *cl_entities_active; extern entity_t *cl_static_entities; extern entity_t *cl_temp_entities; extern entity_render_t **cl_brushmodel_entities; extern cl_effect_t *cl_effects; extern beam_t *cl_beams; extern dlight_t *cl_dlights; extern lightstyle_t *cl_lightstyle; extern client_state_t cl; extern void CL_AllocDlight (entity_render_t *ent, vec3_t org, float radius, float red, float green, float blue, float decay, float lifetime); extern void CL_DecayLights (void); //============================================================================= // // cl_main // void CL_Init (void); void CL_EstablishConnection (char *host); void CL_Disconnect (void); void CL_Disconnect_f (void); void CL_BoundingBoxForEntity(entity_render_t *ent); // // cl_input // typedef struct { int down[2]; // key nums holding it down int state; // low bit is down state } kbutton_t; extern kbutton_t in_mlook, in_klook; extern kbutton_t in_strafe; extern kbutton_t in_speed; 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_RelinkBeams (void); void CL_ClearTempEntities (void); entity_t *CL_NewTempEntity (void); void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate); void CL_ClearState (void); int CL_ReadFromServer (void); void CL_WriteToServer (usercmd_t *cmd); void CL_BaseMove (usercmd_t *cmd); float CL_KeyState (kbutton_t *key); char *Key_KeynumToString (int keynum); // // cl_demo.c // 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); void CL_TimeDemo_f (void); // // cl_parse.c // void CL_Parse_Init(void); void CL_ParseServerMessage(void); void CL_Parse_DumpPacket(void); // // view // void V_StartPitchDrift (void); void V_StopPitchDrift (void); void V_Init (void); float V_CalcRoll (vec3_t angles, vec3_t velocity); void V_UpdateBlends (void); void V_ParseDamage (void); // // cl_tent // void CL_InitTEnts (void); // // cl_part // 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); void CL_ParticleExplosion2 (vec3_t org, int colorStart, int colorLength); void CL_LavaSplash (vec3_t org); void CL_TeleportSplash (vec3_t org); void CL_BeamParticle (const vec3_t start, const vec3_t end, vec_t radius, float red, float green, float blue, float alpha, float lifetime); void CL_Tei_Smoke(const vec3_t pos, const vec3_t dir, int count); void CL_Tei_PlasmaHit(const vec3_t pos, const vec3_t dir, int count); void CL_MoveParticles(void); void R_MoveExplosions(void); void R_NewExplosion(vec3_t org); #include "cl_screen.h" 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]; entity_render_t **entities; int numentities; int maxentities; qbyte *drawqueue; int drawqueuesize; int maxdrawqueuesize; } refdef_t; refdef_t r_refdef; extern mempool_t *cl_refdef_mempool; #include "cgamevm.h" void Host_PerformSpawnServerAndLoadGame(void); #endif