Lots of speedups and cleanups in client code, dynamically allocated cl_entities ...
[xonotic/darkplaces.git] / client.h
index 278bd92..2457c2f 100644 (file)
--- a/client.h
+++ b/client.h
@@ -22,6 +22,61 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 #ifndef CLIENT_H
 #define CLIENT_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 spawned this light (can be NULL if it will never be replaced)
+       //entity_render_t *ent;
+}
+dlight_t;
+
 typedef struct frameblend_s
 {
        int frame;
@@ -29,8 +84,6 @@ typedef struct frameblend_s
 }
 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
@@ -179,16 +232,6 @@ typedef struct
 
 #define        SIGNONS         4                       // signon messages to receive before connected
 
-#define        MAX_BEAMS       24
-typedef struct
-{
-       int             entity;
-       struct model_s  *model;
-       float   endtime;
-       vec3_t  start, end;
-}
-beam_t;
-
 #define        MAX_MAPSTRING   2048
 #define        MAX_DEMOS               8
 #define        MAX_DEMONAME    16
@@ -207,33 +250,44 @@ cactive_t;
 //
 typedef struct
 {
-       cactive_t       state;
+       cactive_t state;
 
 // personalization data sent to server
-       char            mapstring[MAX_QPATH];
-       char            spawnparms[MAX_MAPSTRING];      // to restart a level
+       char mapstring[MAX_QPATH];
+       // to restart a level
+       //char spawnparms[MAX_MAPSTRING];
 
 // demo loop control
-       int                     demonum;                // -1 = don't play demos
-       char            demos[MAX_DEMOS][MAX_DEMONAME];         // when not playing
+       // -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;
-       int                     forcetrack;                     // -1 = use normal cd track
-       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)
-       qboolean        demopaused;                     // LordHavoc: pausedemo
+       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
-       int                     signon;                 // 0 to SIGNONS
-       struct qsocket_s        *netcon;
-       sizebuf_t       message;                // writing buffer to send to server
+       // 0 to SIGNONS
+       int signon;
+       // network socket
+       struct qsocket_s *netcon;
+       // writing buffer to send to server
+       sizebuf_t message;
 }
 client_static_t;
 
@@ -245,93 +299,119 @@ extern client_static_t   cls;
 //
 typedef struct
 {
-       int                     movemessages;   // since connecting to this server
-                                                               // throw out the first couple, so the player
-                                                               // 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
+       // 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;
 
-// information for local display
-       int                     stats[MAX_CL_STATS];    // health, etc
-       int                     items;                  // inventory bit flags
-       float           item_gettime[32];       // cl.time of acquiring item, for blinking
-       float           faceanimtime;   // use anim frame if cl.time < this
+       // send a clc_nop periodically until connected
+       float sendnoptime;
+
+       // last command sent to the server
+       usercmd_t cmd;
 
-       cshift_t        cshifts[NUM_CSHIFTS];   // color shifts for damage, powerups
-       cshift_t        prev_cshifts[NUM_CSHIFTS];      // and content types
+// 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 temporarliy offset, and an angle reset commands at the start
+// the view is temporarily offset, and an angle reset commands at the start
 // of each level and after teleporting.
-       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]
+       // during demo playback viewangles is lerped between these
+       vec3_t mviewangles[2];
+       // either client controlled, or lerped from demo mviewangles
+       vec3_t viewangles;
 
-       vec3_t          punchangle;             // temporary offset
-       vec3_t          punchvector;    // LordHavoc: origin view kick
+       // update by server, used for lean+bob (0 is newest)
+       vec3_t mvelocity[2];
+       // lerped between mvelocity[0] and [1]
+       vec3_t velocity;
 
-// pitch drifting vars
-       float           idealpitch;
-       float           pitchvel;
-       qboolean        nodrift;
-       float           driftmove;
-       double          laststop;
+       // temporary offset
+       vec3_t punchangle;
+       // LordHavoc: origin view kick
+       vec3_t punchvector;
 
-       float           viewheight;
-       float           crouch;                 // local amount for smoothing stepups
+// pitch drifting vars
+       float idealpitch;
+       float pitchvel;
+       qboolean nodrift;
+       float driftmove;
+       double laststop;
 
-       qboolean        paused;                 // send over by server
-       qboolean        onground;
-       qboolean        inwater;
+       float viewheight;
+       // local amount for smoothing stepups
+       //float crouch;
 
-       int                     intermission;   // don't change view angle, full screen, etc
-       int                     completed_time; // latched at intermission start
+       // sent by server
+       qboolean paused;
+       qboolean onground;
+       qboolean inwater;
 
-       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
-       double          oldtime;                // previous cl.time, time-oldtime is used
-                                                               // to decay light values and smooth step ups
+       // don't change view angle, full screen, etc
+       int intermission;
+       // latched at intermission start
+       int completed_time;
 
-       double          frametime;
+       // 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;
 
-       float           last_received_message;  // (realtime) for net trouble icon
+       // 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];
+       struct model_s *model_precache[MAX_MODELS];
+       struct sfx_s *sound_precache[MAX_SOUNDS];
 
-       char            levelname[40];  // for display on solo scoreboard
-       int                     viewentity;             // cl_entitites[cl.viewentity] = player
-       int                     maxclients;
-       int                     gametype;
+       // for display on solo scoreboard
+       char levelname[40];
+       // cl_entitites[cl.viewentity] = player
+       int viewentity;
+       int maxclients;
+       int gametype;
 
 // refresh related state
-       struct model_s  *worldmodel;    // cl_entitites[0].model
-       int                     num_statics;    // held in cl_staticentities array
-       entity_t        viewent;                        // the gun model
 
-       int                     cdtrack, looptrack;     // cd audio
+       // cl_entitites[0].model
+       struct model_s *worldmodel;
+
+       // the gun model
+       entity_t viewent;
+
+       // cd audio
+       int cdtrack, looptrack;
 
 // frag scoreboard
-       scoreboard_t    *scores;                // [cl.maxclients]
 
-       vec3_t          viewentorigin;
-       float           viewzoom;                       // LordHavoc: sniping zoom, QC controlled
-       float           viewzoomold, viewzoomnew; // for interpolation
+       // [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;
+       vec3_t viewentoriginold, viewentoriginnew;
        entity_database_t entitydatabase;
 }
 client_state_t;
@@ -379,21 +459,26 @@ extern cvar_t r_draweffects;
 extern cvar_t cl_explosions;
 extern cvar_t cl_stainmaps;
 
+// these are updated by
+extern int cl_num_entities;
+extern int cl_num_static_entities;
+extern int cl_num_temp_entities;
+extern int cl_num_brushmodel_entities;
 
-// LordHavoc: raised these from 64 and 128 to 512 and 256
-#define        MAX_TEMP_ENTITIES       512                     // lightning bolts, effects, etc
-#define        MAX_STATIC_ENTITIES     256                     // torches, etc
+extern entity_t *cl_entities;
+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;
 
-// FIXME, allocate dynamically
-extern entity_t                cl_entities[MAX_EDICTS];
-extern entity_t                cl_static_entities[MAX_STATIC_ENTITIES];
-extern lightstyle_t    cl_lightstyle[MAX_LIGHTSTYLES];
-extern entity_t                cl_temp_entities[MAX_TEMP_ENTITIES];
-extern beam_t                  cl_beams[MAX_BEAMS];
+extern client_state_t cl;
 
-#include "cl_light.h"
+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);
 
 //=============================================================================
 
@@ -428,8 +513,9 @@ void CL_SendMove (usercmd_t *cmd);
 
 void CL_LerpUpdate(entity_t *e);
 void CL_ParseTEnt (void);
-void CL_UpdateTEnts (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);
@@ -518,8 +604,6 @@ 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
@@ -536,11 +620,13 @@ typedef struct
        // weapon model
        entity_render_t viewent;
 
-       int numentities;
        entity_render_t **entities;
+       int numentities;
+       int maxentities;
 
-       qbyte drawqueue[MAX_DRAWQUEUE];
+       qbyte *drawqueue;
        int drawqueuesize;
+       int maxdrawqueuesize;
 }
 refdef_t;