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: this struct is intended for the renderer but some fields are
98 // used by the client.
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 // interpolated animation
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
167 // muzzleflash fading
170 // interpolated movement
172 // start time of move
174 // time difference from start to end of move
176 // the move itself, start and end
184 typedef struct entity_s
186 // baseline state (default values)
187 entity_state_t state_baseline;
188 // previous state (interpolating from this)
189 entity_state_t state_previous;
190 // current state (interpolating to this)
191 entity_state_t state_current;
193 // used for regenerating parts of render
194 entity_persistent_t persistent;
196 // the only data the renderer should know about
197 entity_render_t render;
205 // intended velocities
214 char map[MAX_STYLESTRING];
219 char name[MAX_SCOREBOARDNAME];
221 int colors; // two 4 bit fields
227 int percent; // 0-256
230 #define CSHIFT_CONTENTS 0
231 #define CSHIFT_DAMAGE 1
232 #define CSHIFT_BONUS 2
233 #define CSHIFT_POWERUP 3
234 #define NUM_CSHIFTS 4
236 #define NAME_LENGTH 64
240 // client_state_t should hold all pieces of the client state
243 #define SIGNONS 4 // signon messages to receive before connected
246 #define MAX_DEMONAME 16
250 ca_dedicated, // a dedicated server with no ability to start a client
251 ca_disconnected, // full screen console with no connection
252 ca_connected // valid netcon, talking to a server
257 // the client_static_t structure is persistent through an arbitrary number
258 // of server connections
265 // -1 = don't play demos
267 // list of demos in loop
268 char demos[MAX_DEMOS][MAX_DEMONAME];
270 // demo recording info must be here, because record is started before
271 // entering a map (and clearing client_state_t)
272 qboolean demorecording;
273 qboolean demoplayback;
275 // -1 = use normal cd track
278 // to meter out one message a frame
280 // host_framecount at start
282 // realtime at second frame of timedemo (LordHavoc: changed to double)
284 // LordHavoc: pausedemo
287 qboolean connect_trying;
288 int connect_remainingtries;
289 double connect_nextsendtime;
290 lhnetsocket_t *connect_mysocket;
291 lhnetaddress_t connect_address;
293 // connection information
296 // network connection
298 // writing buffer to send to server
303 extern client_static_t cls;
306 // the client_state_t structure is wiped completely at every
311 // true if playing in a local game and no one else is connected
314 // when connecting to the server throw out the first couple move messages
315 // so the player doesn't accidentally do something the first frame
318 // send a clc_nop periodically until connected
321 // last command sent to the server
324 // information for local display
326 int stats[MAX_CL_STATS];
327 // inventory bit flags
329 // cl.time of acquiring item, for blinking
330 float item_gettime[32];
331 // cl.time of changing STAT_ACTIVEWEAPON
333 // use pain anim frame if cl.time < this
336 // color shifts for damage, powerups
337 cshift_t cshifts[NUM_CSHIFTS];
339 cshift_t prev_cshifts[NUM_CSHIFTS];
341 // the client maintains its own idea of view angles, which are
342 // sent to the server each frame. The server sets punchangle when
343 // the view is temporarily offset, and an angle reset commands at the start
344 // of each level and after teleporting.
346 // during demo playback viewangles is lerped between these
347 vec3_t mviewangles[2];
348 // either client controlled, or lerped from demo mviewangles
351 // update by server, used for lean+bob (0 is newest)
353 // lerped between mvelocity[0] and [1]
358 // LordHavoc: origin view kick
361 // pitch drifting vars
369 // local amount for smoothing stepups
377 // don't change view angle, full screen, etc
379 // latched at intermission start
382 // the timestamp of the last two messages
385 // clients view of time, time should be between mtime[0] and mtime[1] to
386 // generate a lerp point for other data, oldtime is the previous frame's
387 // value of time, frametime is the difference between time and oldtime
388 double time, oldtime, frametime;
390 // copy of realtime from last recieved message, for net trouble icon
391 float last_received_message;
393 // information that is static for the entire time connected to a server
394 struct model_s *model_precache[MAX_MODELS];
395 struct sfx_s *sound_precache[MAX_SOUNDS];
397 // for display on solo scoreboard
399 // cl_entitites[cl.viewentity] = player
401 // the real player entity (normally same as viewentity,
402 // different than viewentity if mod uses chasecam or other tricks)
404 // max players that can be in this game
406 // type of game (deathmatch, coop, singleplayer)
409 // refresh related state
411 // cl_entitites[0].model
412 struct model_s *worldmodel;
418 int cdtrack, looptrack;
423 scoreboard_t *scores;
425 // LordHavoc: sniping zoom, QC controlled
428 float viewzoomold, viewzoomnew;
430 // protocol version of the server we're connected to
433 // entity database stuff
434 entity_database_t entitydatabase;
435 entity_database4_t *entitydatabase4;
439 extern mempool_t *cl_scores_mempool;
444 extern cvar_t cl_name;
445 extern cvar_t cl_color;
446 extern cvar_t cl_pmodel;
448 extern cvar_t cl_upspeed;
449 extern cvar_t cl_forwardspeed;
450 extern cvar_t cl_backspeed;
451 extern cvar_t cl_sidespeed;
453 extern cvar_t cl_movespeedkey;
455 extern cvar_t cl_yawspeed;
456 extern cvar_t cl_pitchspeed;
458 extern cvar_t cl_anglespeedkey;
460 extern cvar_t cl_autofire;
462 extern cvar_t cl_shownet;
463 extern cvar_t cl_nolerp;
465 extern cvar_t cl_pitchdriftspeed;
466 extern cvar_t lookspring;
467 extern cvar_t lookstrafe;
468 extern cvar_t sensitivity;
470 extern cvar_t freelook;
472 extern cvar_t m_pitch;
474 extern cvar_t m_forward;
475 extern cvar_t m_side;
477 extern cvar_t r_draweffects;
479 extern cvar_t cl_explosions;
480 extern cvar_t cl_stainmaps;
482 // these are updated by CL_ClearState
483 extern int cl_num_entities;
484 extern int cl_num_static_entities;
485 extern int cl_num_temp_entities;
486 extern int cl_num_brushmodel_entities;
488 extern entity_t *cl_entities;
489 extern qbyte *cl_entities_active;
490 extern entity_t *cl_static_entities;
491 extern entity_t *cl_temp_entities;
492 extern entity_render_t **cl_brushmodel_entities;
493 extern cl_effect_t *cl_effects;
494 extern beam_t *cl_beams;
495 extern dlight_t *cl_dlights;
496 extern lightstyle_t *cl_lightstyle;
499 extern client_state_t cl;
501 extern void CL_AllocDlight (entity_render_t *ent, vec3_t org, float radius, float red, float green, float blue, float decay, float lifetime);
502 extern void CL_DecayLights (void);
504 //=============================================================================
512 void CL_EstablishConnection(const char *host);
514 void CL_Disconnect (void);
515 void CL_Disconnect_f (void);
517 void CL_BoundingBoxForEntity(entity_render_t *ent);
519 extern cvar_t cl_beams_polygons;
520 extern cvar_t cl_beams_relative;
521 extern cvar_t cl_beams_lightatend;
528 int down[2]; // key nums holding it down
529 int state; // low bit is down state
533 extern kbutton_t in_mlook, in_klook;
534 extern kbutton_t in_strafe;
535 extern kbutton_t in_speed;
537 void CL_InitInput (void);
538 void CL_SendCmd (usercmd_t *cmd);
539 void CL_SendMove (usercmd_t *cmd);
541 void CL_LerpUpdate(entity_t *e);
542 void CL_ParseTEnt (void);
543 void CL_RelinkBeams (void);
545 void CL_ClearTempEntities (void);
546 entity_t *CL_NewTempEntity (void);
548 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate);
550 void CL_ClearState (void);
553 int CL_ReadFromServer (void);
554 void CL_WriteToServer (usercmd_t *cmd);
555 void CL_BaseMove (usercmd_t *cmd);
558 float CL_KeyState (kbutton_t *key);
559 char *Key_KeynumToString (int keynum);
564 void CL_StopPlayback(void);
565 void CL_ReadDemoMessage(void);
566 void CL_WriteDemoMessage(void);
568 void CL_NextDemo(void);
569 void CL_Stop_f(void);
570 void CL_Record_f(void);
571 void CL_PlayDemo_f(void);
572 void CL_TimeDemo_f(void);
577 void CL_Parse_Init(void);
578 void CL_ParseServerMessage(void);
579 void CL_Parse_DumpPacket(void);
584 void V_StartPitchDrift (void);
585 void V_StopPitchDrift (void);
588 float V_CalcRoll (vec3_t angles, vec3_t velocity);
589 void V_UpdateBlends (void);
590 void V_ParseDamage (void);
596 void CL_InitTEnts (void);
602 void CL_Particles_Clear(void);
603 void CL_Particles_Init(void);
605 void CL_ParseParticleEffect (void);
606 void CL_RunParticleEffect (vec3_t org, vec3_t dir, int color, int count);
607 void CL_RocketTrail (vec3_t start, vec3_t end, int type, entity_t *ent);
608 void CL_RocketTrail2 (vec3_t start, vec3_t end, int color, entity_t *ent);
609 void CL_SparkShower (vec3_t org, vec3_t dir, int count);
610 void CL_PlasmaBurn (vec3_t org);
611 void CL_BloodPuff (vec3_t org, vec3_t vel, int count);
612 void CL_Stardust (vec3_t mins, vec3_t maxs, int count);
613 void CL_FlameCube (vec3_t mins, vec3_t maxs, int count);
614 void CL_Flames (vec3_t org, vec3_t vel, int count);
615 void CL_BloodShower (vec3_t mins, vec3_t maxs, float velspeed, int count);
616 void CL_ParticleCube (vec3_t mins, vec3_t maxs, vec3_t dir, int count, int colorbase, int gravity, int randomvel);
617 void CL_ParticleRain (vec3_t mins, vec3_t maxs, vec3_t dir, int count, int colorbase, int type);
618 void CL_EntityParticles (entity_t *ent);
619 void CL_BlobExplosion (vec3_t org);
620 void CL_ParticleExplosion (vec3_t org);
621 void CL_ParticleExplosion2 (vec3_t org, int colorStart, int colorLength);
622 void CL_LavaSplash (vec3_t org);
623 void CL_TeleportSplash (vec3_t org);
624 void CL_BeamParticle (const vec3_t start, const vec3_t end, vec_t radius, float red, float green, float blue, float alpha, float lifetime);
625 void CL_Tei_Smoke(const vec3_t pos, const vec3_t dir, int count);
626 void CL_Tei_PlasmaHit(const vec3_t pos, const vec3_t dir, int count);
627 void CL_MoveParticles(void);
628 void R_MoveExplosions(void);
629 void R_NewExplosion(vec3_t org);
631 #include "cl_screen.h"
636 int x, y, width, height;
643 // fullscreen color blend
646 entity_render_t **entities;
652 int maxdrawqueuesize;
658 extern mempool_t *cl_refdef_mempool;
662 void Host_PerformSpawnServerAndLoadGame(void);