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;
87 // orientation/scaling/location
89 // cubemap number to use on this light
91 // light style which controls intensity of this light
100 typedef struct frameblend_s
107 // LordHavoc: this struct is intended for the renderer but some fields are
108 // used by the client.
109 typedef struct entity_render_s
115 // transform matrix for model to world
117 // transform matrix for world to model
118 matrix4x4_t inversematrix;
119 // opacity (alpha) of the model
121 // size the model is shown
126 // current uninterpolated animation frame (for things which do not use interpolation)
128 // entity shirt and pants colors
130 // light, particles, etc
137 // interpolated animation
139 // frame that the model is interpolating from
141 // frame that the model is interpolating to
143 // interpolation factor, usually computed from frame2time
145 // time frame1 began playing (for framegroup animations)
147 // time frame2 began playing (for framegroup animations)
150 // calculated by the renderer (but not persistent)
152 // if visframe == r_framecount, it is visible
154 // calculated during R_AddModelEntities
156 // 4 frame numbers (-1 if not used) and their blending scalers (0-1), if interpolation is not desired, use frame instead
157 frameblend_t frameblend[4];
159 // caching results of static light traces (this is semi-persistent)
160 double entlightstime;
161 vec3_t entlightsorigin;
164 unsigned short entlights[MAXENTLIGHTS];
168 typedef struct entity_persistent_s
177 // muzzleflash fading
180 // interpolated movement
182 // start time of move
184 // time difference from start to end of move
186 // the move itself, start and end
194 typedef struct entity_s
196 // baseline state (default values)
197 entity_state_t state_baseline;
198 // previous state (interpolating from this)
199 entity_state_t state_previous;
200 // current state (interpolating to this)
201 entity_state_t state_current;
203 // used for regenerating parts of render
204 entity_persistent_t persistent;
206 // the only data the renderer should know about
207 entity_render_t render;
215 // intended velocities
224 char map[MAX_STYLESTRING];
229 char name[MAX_SCOREBOARDNAME];
231 int colors; // two 4 bit fields
237 int percent; // 0-256
240 #define CSHIFT_CONTENTS 0
241 #define CSHIFT_DAMAGE 1
242 #define CSHIFT_BONUS 2
243 #define CSHIFT_POWERUP 3
244 #define CSHIFT_VCSHIFT 4
245 #define NUM_CSHIFTS 5
247 #define NAME_LENGTH 64
251 // client_state_t should hold all pieces of the client state
254 #define SIGNONS 4 // signon messages to receive before connected
257 #define MAX_DEMONAME 16
261 ca_dedicated, // a dedicated server with no ability to start a client
262 ca_disconnected, // full screen console with no connection
263 ca_connected // valid netcon, talking to a server
268 // the client_static_t structure is persistent through an arbitrary number
269 // of server connections
276 // -1 = don't play demos
278 // list of demos in loop
279 char demos[MAX_DEMOS][MAX_DEMONAME];
281 // demo recording info must be here, because record is started before
282 // entering a map (and clearing client_state_t)
283 qboolean demorecording;
284 qboolean demoplayback;
286 // -1 = use normal cd track
289 // to meter out one message a frame
291 // host_framecount at start
293 // realtime at second frame of timedemo (LordHavoc: changed to double)
295 // LordHavoc: pausedemo
298 qboolean connect_trying;
299 int connect_remainingtries;
300 double connect_nextsendtime;
301 lhnetsocket_t *connect_mysocket;
302 lhnetaddress_t connect_address;
304 // connection information
307 // network connection
309 // writing buffer to send to server
314 extern client_static_t cls;
317 // the client_state_t structure is wiped completely at every
322 // true if playing in a local game and no one else is connected
325 // when connecting to the server throw out the first couple move messages
326 // so the player doesn't accidentally do something the first frame
329 // send a clc_nop periodically until connected
332 // last command sent to the server
335 // information for local display
337 int stats[MAX_CL_STATS];
338 // inventory bit flags
340 // cl.time of acquiring item, for blinking
341 float item_gettime[32];
342 // cl.time of changing STAT_ACTIVEWEAPON
344 // use pain anim frame if cl.time < this
347 // color shifts for damage, powerups
348 cshift_t cshifts[NUM_CSHIFTS];
350 cshift_t prev_cshifts[NUM_CSHIFTS];
352 // the client maintains its own idea of view angles, which are
353 // sent to the server each frame. The server sets punchangle when
354 // the view is temporarily offset, and an angle reset commands at the start
355 // of each level and after teleporting.
357 // during demo playback viewangles is lerped between these
358 vec3_t mviewangles[2];
359 // either client controlled, or lerped from demo mviewangles
362 // update by server, used for lean+bob (0 is newest)
364 // lerped between mvelocity[0] and [1]
369 // LordHavoc: origin view kick
372 // pitch drifting vars
380 // local amount for smoothing stepups
388 // don't change view angle, full screen, etc
390 // latched at intermission start
393 // the timestamp of the last two messages
396 // clients view of time, time should be between mtime[0] and mtime[1] to
397 // generate a lerp point for other data, oldtime is the previous frame's
398 // value of time, frametime is the difference between time and oldtime
399 double time, oldtime, frametime;
401 // copy of realtime from last recieved message, for net trouble icon
402 float last_received_message;
404 // information that is static for the entire time connected to a server
405 struct model_s *model_precache[MAX_MODELS];
406 struct sfx_s *sound_precache[MAX_SOUNDS];
408 // for display on solo scoreboard
410 // cl_entitites[cl.viewentity] = player
412 // the real player entity (normally same as viewentity,
413 // different than viewentity if mod uses chasecam or other tricks)
415 // max players that can be in this game
417 // type of game (deathmatch, coop, singleplayer)
420 // refresh related state
422 // cl_entitites[0].model
423 struct model_s *worldmodel;
429 int cdtrack, looptrack;
434 scoreboard_t *scores;
436 // LordHavoc: sniping zoom, QC controlled
439 float viewzoomold, viewzoomnew;
441 // protocol version of the server we're connected to
444 // entity database stuff
445 entity_database_t entitydatabase;
446 entity_database4_t *entitydatabase4;
450 extern mempool_t *cl_scores_mempool;
455 extern cvar_t cl_name;
456 extern cvar_t cl_color;
457 extern cvar_t cl_pmodel;
459 extern cvar_t cl_upspeed;
460 extern cvar_t cl_forwardspeed;
461 extern cvar_t cl_backspeed;
462 extern cvar_t cl_sidespeed;
464 extern cvar_t cl_movespeedkey;
466 extern cvar_t cl_yawspeed;
467 extern cvar_t cl_pitchspeed;
469 extern cvar_t cl_anglespeedkey;
471 extern cvar_t cl_autofire;
473 extern cvar_t cl_shownet;
474 extern cvar_t cl_nolerp;
476 extern cvar_t cl_pitchdriftspeed;
477 extern cvar_t lookspring;
478 extern cvar_t lookstrafe;
479 extern cvar_t sensitivity;
481 extern cvar_t freelook;
483 extern cvar_t m_pitch;
485 extern cvar_t m_forward;
486 extern cvar_t m_side;
488 extern cvar_t r_draweffects;
490 extern cvar_t cl_explosions;
491 extern cvar_t cl_stainmaps;
493 // these are updated by CL_ClearState
494 extern int cl_num_entities;
495 extern int cl_num_static_entities;
496 extern int cl_num_temp_entities;
497 extern int cl_num_brushmodel_entities;
499 extern entity_t *cl_entities;
500 extern qbyte *cl_entities_active;
501 extern entity_t *cl_static_entities;
502 extern entity_t *cl_temp_entities;
503 extern entity_render_t **cl_brushmodel_entities;
504 extern cl_effect_t *cl_effects;
505 extern beam_t *cl_beams;
506 extern dlight_t *cl_dlights;
507 extern lightstyle_t *cl_lightstyle;
510 extern client_state_t cl;
512 extern void CL_AllocDlight (entity_render_t *ent, matrix4x4_t *matrix, float radius, float red, float green, float blue, float decay, float lifetime, int cubemapnum, int style, int shadowenable, vec_t corona);
513 extern void CL_DecayLights (void);
515 //=============================================================================
523 void CL_EstablishConnection(const char *host);
525 void CL_Disconnect (void);
526 void CL_Disconnect_f (void);
528 void CL_BoundingBoxForEntity(entity_render_t *ent);
530 extern cvar_t cl_beams_polygons;
531 extern cvar_t cl_beams_relative;
532 extern cvar_t cl_beams_lightatend;
539 int down[2]; // key nums holding it down
540 int state; // low bit is down state
544 extern kbutton_t in_mlook, in_klook;
545 extern kbutton_t in_strafe;
546 extern kbutton_t in_speed;
548 void CL_InitInput (void);
549 void CL_SendCmd (usercmd_t *cmd);
550 void CL_SendMove (usercmd_t *cmd);
552 void CL_LerpUpdate(entity_t *e);
553 void CL_ParseTEnt (void);
554 void CL_RelinkBeams (void);
556 void CL_ClearTempEntities (void);
557 entity_t *CL_NewTempEntity (void);
559 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate);
561 void CL_ClearState (void);
564 int CL_ReadFromServer (void);
565 void CL_WriteToServer (usercmd_t *cmd);
566 void CL_BaseMove (usercmd_t *cmd);
569 float CL_KeyState (kbutton_t *key);
570 const char *Key_KeynumToString (int keynum);
575 void CL_StopPlayback(void);
576 void CL_ReadDemoMessage(void);
577 void CL_WriteDemoMessage(void);
579 void CL_NextDemo(void);
580 void CL_Stop_f(void);
581 void CL_Record_f(void);
582 void CL_PlayDemo_f(void);
583 void CL_TimeDemo_f(void);
588 void CL_Parse_Init(void);
589 void CL_ParseServerMessage(void);
590 void CL_Parse_DumpPacket(void);
595 void V_StartPitchDrift (void);
596 void V_StopPitchDrift (void);
599 float V_CalcRoll (vec3_t angles, vec3_t velocity);
600 void V_UpdateBlends (void);
601 void V_ParseDamage (void);
607 void CL_InitTEnts (void);
613 void CL_Particles_Clear(void);
614 void CL_Particles_Init(void);
616 void CL_ParseParticleEffect (void);
617 void CL_RunParticleEffect (vec3_t org, vec3_t dir, int color, int count);
618 void CL_RocketTrail (vec3_t start, vec3_t end, int type, entity_t *ent);
619 void CL_RocketTrail2 (vec3_t start, vec3_t end, int color, entity_t *ent);
620 void CL_SparkShower (vec3_t org, vec3_t dir, int count);
621 void CL_PlasmaBurn (vec3_t org);
622 void CL_BloodPuff (vec3_t org, vec3_t vel, int count);
623 void CL_Stardust (vec3_t mins, vec3_t maxs, int count);
624 void CL_FlameCube (vec3_t mins, vec3_t maxs, int count);
625 void CL_Flames (vec3_t org, vec3_t vel, int count);
626 void CL_BloodShower (vec3_t mins, vec3_t maxs, float velspeed, int count);
627 void CL_ParticleCube (vec3_t mins, vec3_t maxs, vec3_t dir, int count, int colorbase, int gravity, int randomvel);
628 void CL_ParticleRain (vec3_t mins, vec3_t maxs, vec3_t dir, int count, int colorbase, int type);
629 void CL_EntityParticles (entity_t *ent);
630 void CL_BlobExplosion (vec3_t org);
631 void CL_ParticleExplosion (vec3_t org);
632 void CL_ParticleExplosion2 (vec3_t org, int colorStart, int colorLength);
633 void CL_LavaSplash (vec3_t org);
634 void CL_TeleportSplash (vec3_t org);
635 void CL_BeamParticle (const vec3_t start, const vec3_t end, vec_t radius, float red, float green, float blue, float alpha, float lifetime);
636 void CL_Tei_Smoke(const vec3_t pos, const vec3_t dir, int count);
637 void CL_Tei_PlasmaHit(const vec3_t pos, const vec3_t dir, int count);
638 void CL_MoveParticles(void);
639 void R_MoveExplosions(void);
640 void R_NewExplosion(vec3_t org);
642 #include "cl_screen.h"
647 int x, y, width, height;
651 matrix4x4_t viewentitymatrix;
653 // fullscreen color blend
656 entity_render_t **entities;
662 int maxdrawqueuesize;
668 extern mempool_t *cl_refdef_mempool;