X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=client.h;h=a52d83e5291708bfa9db096a47714331cb6e2ed6;hp=a2fccefb2e17f8b69e260ba4e729658cc5d9dcfd;hb=7e1ac1e0df1ef15a3813b5cee9830996c960fc62;hpb=ae9ed9b6acd2b4f0052ae163904b13506a1199a0 diff --git a/client.h b/client.h index a2fccefb..a52d83e5 100644 --- a/client.h +++ b/client.h @@ -19,6 +19,66 @@ 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; @@ -26,13 +86,18 @@ typedef struct frameblend_s } frameblend_t; -// LordHavoc: nothing in this structure is persistant, it may be overwritten by the client every frame, for persistant data use entity_lerp_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 @@ -72,6 +137,13 @@ typedef struct entity_render_s 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; @@ -88,6 +160,18 @@ typedef struct entity_persistent_s // 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 @@ -167,17 +251,6 @@ 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 @@ -190,38 +263,44 @@ 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 - char mapstring[MAX_QPATH]; - char spawnparms[MAX_MAPSTRING]; // to restart a level + cactive_t state; // 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; @@ -233,94 +312,124 @@ 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; - cshift_t cshifts[NUM_CSHIFTS]; // color shifts for damage, powerups - cshift_t prev_cshifts[NUM_CSHIFTS]; // and content types + // 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 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]; - - char levelname[40]; // for display on solo scoreboard - int viewentity; // cl_entitites[cl.viewentity] = player - int maxclients; - int gametype; + 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 - 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 - 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; @@ -363,21 +472,32 @@ extern cvar_t m_yaw; extern cvar_t m_forward; extern cvar_t m_side; +extern cvar_t r_draweffects; -// 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 cvar_t cl_explosions; +extern cvar_t cl_stainmaps; -extern client_state_t cl; +// 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; -// 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 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; -#include "cl_light.h" + +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); //============================================================================= @@ -392,6 +512,8 @@ void CL_EstablishConnection (char *host); void CL_Disconnect (void); void CL_Disconnect_f (void); +void CL_BoundingBoxForEntity(entity_render_t *ent); + // // cl_input // @@ -412,8 +534,9 @@ 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); @@ -446,7 +569,6 @@ void CL_TimeDemo_f (void); // void CL_Parse_Init(void); void CL_ParseServerMessage(void); -void CL_BitProfile_f(void); // // view @@ -469,27 +591,6 @@ void CL_InitTEnts (void); // cl_part // -#define PARTICLE_INVALID 0 -#define PARTICLE_BILLBOARD 1 -#define PARTICLE_UPRIGHT_FACING 2 -#define PARTICLE_ORIENTED_DOUBLESIDED 3 - -/* -typedef struct renderparticle_s -{ - int tex; - int orientation; - int additive; - int dynlight; - float scalex; - float scaley; - float org[3]; - float dir[3]; - float color[4]; -} -renderparticle_t; -*/ - void CL_Particles_Clear(void); void CL_Particles_Init(void); @@ -508,7 +609,7 @@ void CL_ParticleCube (vec3_t mins, vec3_t maxs, vec3_t dir, int count, int color 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_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); @@ -516,17 +617,8 @@ void CL_MoveParticles(void); void R_MoveExplosions(void); void R_NewExplosion(vec3_t org); -// if contents is not zero, it will impact on content changes -// (leafs matching contents are considered empty, others are solid) -extern int traceline_endcontents; // set by TraceLine -// need to call this sometime before using TraceLine with hitbmodels -void TraceLine_ScanForBModels(void); -float TraceLine (vec3_t start, vec3_t end, vec3_t impact, vec3_t normal, int contents, int hitbmodels); - #include "cl_screen.h" -#define MAX_VISEDICTS (MAX_EDICTS + MAX_STATIC_ENTITIES + MAX_TEMP_ENTITIES) - typedef struct { // area to render in @@ -543,14 +635,13 @@ typedef struct // weapon model entity_render_t viewent; - int numentities; entity_render_t **entities; + int numentities; + int maxentities; - //int numparticles; - //struct renderparticle_s *particles; - - qbyte drawqueue[MAX_DRAWQUEUE]; + qbyte *drawqueue; int drawqueuesize; + int maxdrawqueuesize; } refdef_t; @@ -559,3 +650,8 @@ refdef_t r_refdef; extern mempool_t *cl_refdef_mempool; #include "cgamevm.h" + +void Host_PerformSpawnServerAndLoadGame(void); + +#endif +