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 struct model_s *model;
69 // stop lighting after this time
73 // brightness (not really radius anymore)
75 // drop this each second
77 // the entity that owns this light (can be NULL)
78 struct entity_render_s *ent;
82 typedef struct frameblend_s
89 // LordHavoc: disregard the following warning, entlights stuff is semi-persistent...
90 // LordHavoc: nothing in this structure is persistent, it may be overwritten by the client every frame, for persistent data use entity_lerp_t.
91 typedef struct entity_render_s
97 // transform matrix for model to world
99 // transform matrix for world to model
100 matrix4x4_t inversematrix;
101 // opacity (alpha) of the model
103 // size the model is shown
108 // current uninterpolated animation frame (for things which do not use interpolation)
110 // entity shirt and pants colors
112 // light, particles, etc
119 // these are copied from the persistent data
121 // frame that the model is interpolating from
123 // frame that the model is interpolating to
125 // interpolation factor, usually computed from frame2time
127 // time frame1 began playing (for framegroup animations)
129 // time frame2 began playing (for framegroup animations)
132 // calculated by the renderer (but not persistent)
134 // if visframe == r_framecount, it is visible
136 // calculated during R_AddModelEntities
138 // 4 frame numbers (-1 if not used) and their blending scalers (0-1), if interpolation is not desired, use frame instead
139 frameblend_t frameblend[4];
141 // caching results of static light traces (this is semi-persistent)
142 double entlightstime;
143 vec3_t entlightsorigin;
146 unsigned short entlights[MAXENTLIGHTS];
150 typedef struct entity_persistent_s
160 // muzzleflash fading
163 // interpolated movement
165 // start time of move
167 // time difference from start to end of move
169 // the move itself, start and end
175 // interpolated animation
177 // lerp resets when model changes
179 // frame that the model is interpolating from
181 // frame that the model is interpolating to
183 // interpolation factor, usually computed from frame2time
185 // time frame1 began playing (for framegroup animations)
187 // time frame2 began playing (for framegroup animations)
192 typedef struct entity_s
194 // baseline state (default values)
195 entity_state_t state_baseline;
196 // previous state (interpolating from this)
197 entity_state_t state_previous;
198 // current state (interpolating to this)
199 entity_state_t state_current;
201 // used for regenerating parts of render
202 entity_persistent_t persistent;
204 // the only data the renderer should know about
205 entity_render_t render;
213 // intended velocities
222 char map[MAX_STYLESTRING];
227 char name[MAX_SCOREBOARDNAME];
230 int colors; // two 4 bit fields
236 int percent; // 0-256
239 #define CSHIFT_CONTENTS 0
240 #define CSHIFT_DAMAGE 1
241 #define CSHIFT_BONUS 2
242 #define CSHIFT_POWERUP 3
243 #define NUM_CSHIFTS 4
245 #define NAME_LENGTH 64
249 // client_state_t should hold all pieces of the client state
252 #define SIGNONS 4 // signon messages to receive before connected
255 #define MAX_DEMONAME 16
259 ca_dedicated, // a dedicated server with no ability to start a client
260 ca_disconnected, // full screen console with no connection
261 ca_connected // valid netcon, talking to a server
266 // the client_static_t structure is persistent through an arbitrary number
267 // of server connections
274 // -1 = don't play demos
276 // list of demos in loop
277 char demos[MAX_DEMOS][MAX_DEMONAME];
279 // demo recording info must be here, because record is started before
280 // entering a map (and clearing client_state_t)
281 qboolean demorecording;
282 qboolean demoplayback;
284 // -1 = use normal cd track
287 // to meter out one message a frame
289 // host_framecount at start
291 // realtime at second frame of timedemo (LordHavoc: changed to double)
293 // LordHavoc: pausedemo
297 // connection information
301 struct qsocket_s *netcon;
302 // writing buffer to send to server
307 extern client_static_t cls;
310 // the client_state_t structure is wiped completely at every
315 // when connecting to the server throw out the first couple move messages
316 // so the player doesn't accidentally do something the first frame
319 // send a clc_nop periodically until connected
322 // last command sent to the server
325 // information for local display
327 int stats[MAX_CL_STATS];
328 // inventory bit flags
330 // cl.time of acquiring item, for blinking
331 float item_gettime[32];
332 // use pain anim frame if cl.time < this
335 // color shifts for damage, powerups
336 cshift_t cshifts[NUM_CSHIFTS];
338 cshift_t prev_cshifts[NUM_CSHIFTS];
340 // the client maintains its own idea of view angles, which are
341 // sent to the server each frame. The server sets punchangle when
342 // the view is temporarily offset, and an angle reset commands at the start
343 // of each level and after teleporting.
345 // during demo playback viewangles is lerped between these
346 vec3_t mviewangles[2];
347 // either client controlled, or lerped from demo mviewangles
350 // update by server, used for lean+bob (0 is newest)
352 // lerped between mvelocity[0] and [1]
357 // LordHavoc: origin view kick
360 // pitch drifting vars
368 // local amount for smoothing stepups
376 // don't change view angle, full screen, etc
378 // latched at intermission start
381 // the timestamp of the last two messages
384 // clients view of time, time should be between mtime[0] and mtime[1] to
385 // generate a lerp point for other data, oldtime is the previous frame's
386 // value of time, frametime is the difference between time and oldtime
387 double time, oldtime, frametime;
389 // copy of realtime from last recieved message, for net trouble icon
390 float last_received_message;
392 // information that is static for the entire time connected to a server
393 struct model_s *model_precache[MAX_MODELS];
394 struct sfx_s *sound_precache[MAX_SOUNDS];
396 // for display on solo scoreboard
398 // cl_entitites[cl.viewentity] = player
400 // the real player entity (normally same as viewentity,
401 // different than viewentity if mod uses chasecam or other tricks)
403 // max players that can be in this game
405 // type of game (deathmatch, coop, singleplayer)
408 // refresh related state
410 // cl_entitites[0].model
411 struct model_s *worldmodel;
417 int cdtrack, looptrack;
422 scoreboard_t *scores;
424 // used by view code for setting up eye position
425 vec3_t viewentorigin;
426 // LordHavoc: sniping zoom, QC controlled
429 float viewzoomold, viewzoomnew;
431 // entity database stuff
432 vec3_t viewentoriginold, viewentoriginnew;
433 entity_database_t entitydatabase;
437 extern mempool_t *cl_scores_mempool;
442 extern cvar_t cl_name;
443 extern cvar_t cl_color;
444 extern cvar_t cl_pmodel;
446 extern cvar_t cl_upspeed;
447 extern cvar_t cl_forwardspeed;
448 extern cvar_t cl_backspeed;
449 extern cvar_t cl_sidespeed;
451 extern cvar_t cl_movespeedkey;
453 extern cvar_t cl_yawspeed;
454 extern cvar_t cl_pitchspeed;
456 extern cvar_t cl_anglespeedkey;
458 extern cvar_t cl_autofire;
460 extern cvar_t cl_shownet;
461 extern cvar_t cl_nolerp;
463 extern cvar_t cl_pitchdriftspeed;
464 extern cvar_t lookspring;
465 extern cvar_t lookstrafe;
466 extern cvar_t sensitivity;
468 extern cvar_t freelook;
470 extern cvar_t m_pitch;
472 extern cvar_t m_forward;
473 extern cvar_t m_side;
475 extern cvar_t r_draweffects;
477 extern cvar_t cl_explosions;
478 extern cvar_t cl_stainmaps;
480 // these are updated by CL_ClearState
481 extern int cl_num_entities;
482 extern int cl_num_static_entities;
483 extern int cl_num_temp_entities;
484 extern int cl_num_brushmodel_entities;
486 extern entity_t *cl_entities;
487 extern qbyte *cl_entities_active;
488 extern entity_t *cl_static_entities;
489 extern entity_t *cl_temp_entities;
490 extern entity_render_t **cl_brushmodel_entities;
491 extern cl_effect_t *cl_effects;
492 extern beam_t *cl_beams;
493 extern dlight_t *cl_dlights;
494 extern lightstyle_t *cl_lightstyle;
497 extern client_state_t cl;
499 extern void CL_AllocDlight (entity_render_t *ent, vec3_t org, float radius, float red, float green, float blue, float decay, float lifetime);
500 extern void CL_DecayLights (void);
502 //=============================================================================
510 void CL_EstablishConnection (char *host);
512 void CL_Disconnect (void);
513 void CL_Disconnect_f (void);
515 void CL_BoundingBoxForEntity(entity_render_t *ent);
522 int down[2]; // key nums holding it down
523 int state; // low bit is down state
527 extern kbutton_t in_mlook, in_klook;
528 extern kbutton_t in_strafe;
529 extern kbutton_t in_speed;
531 void CL_InitInput (void);
532 void CL_SendCmd (void);
533 void CL_SendMove (usercmd_t *cmd);
535 void CL_LerpUpdate(entity_t *e);
536 void CL_ParseTEnt (void);
537 void CL_RelinkBeams (void);
539 void CL_ClearTempEntities (void);
540 entity_t *CL_NewTempEntity (void);
542 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate);
544 void CL_ClearState (void);
547 int CL_ReadFromServer (void);
548 void CL_WriteToServer (usercmd_t *cmd);
549 void CL_BaseMove (usercmd_t *cmd);
552 float CL_KeyState (kbutton_t *key);
553 char *Key_KeynumToString (int keynum);
558 void CL_StopPlayback (void);
559 int CL_GetMessage (void);
561 void CL_NextDemo (void);
562 void CL_Stop_f (void);
563 void CL_Record_f (void);
564 void CL_PlayDemo_f (void);
565 void CL_TimeDemo_f (void);
570 void CL_Parse_Init(void);
571 void CL_ParseServerMessage(void);
572 void CL_Parse_DumpPacket(void);
577 void V_StartPitchDrift (void);
578 void V_StopPitchDrift (void);
581 float V_CalcRoll (vec3_t angles, vec3_t velocity);
582 void V_UpdateBlends (void);
583 void V_ParseDamage (void);
589 void CL_InitTEnts (void);
595 void CL_Particles_Clear(void);
596 void CL_Particles_Init(void);
598 void CL_ParseParticleEffect (void);
599 void CL_RunParticleEffect (vec3_t org, vec3_t dir, int color, int count);
600 void CL_RocketTrail (vec3_t start, vec3_t end, int type, entity_t *ent);
601 void CL_RocketTrail2 (vec3_t start, vec3_t end, int color, entity_t *ent);
602 void CL_SparkShower (vec3_t org, vec3_t dir, int count);
603 void CL_PlasmaBurn (vec3_t org);
604 void CL_BloodPuff (vec3_t org, vec3_t vel, int count);
605 void CL_Stardust (vec3_t mins, vec3_t maxs, int count);
606 void CL_FlameCube (vec3_t mins, vec3_t maxs, int count);
607 void CL_Flames (vec3_t org, vec3_t vel, int count);
608 void CL_BloodShower (vec3_t mins, vec3_t maxs, float velspeed, int count);
609 void CL_ParticleCube (vec3_t mins, vec3_t maxs, vec3_t dir, int count, int colorbase, int gravity, int randomvel);
610 void CL_ParticleRain (vec3_t mins, vec3_t maxs, vec3_t dir, int count, int colorbase, int type);
611 void CL_EntityParticles (entity_t *ent);
612 void CL_BlobExplosion (vec3_t org);
613 void CL_ParticleExplosion (vec3_t org);
614 void CL_ParticleExplosion2 (vec3_t org, int colorStart, int colorLength);
615 void CL_LavaSplash (vec3_t org);
616 void CL_TeleportSplash (vec3_t org);
617 void CL_BeamParticle (const vec3_t start, const vec3_t end, vec_t radius, float red, float green, float blue, float alpha, float lifetime);
618 void CL_Tei_Smoke(const vec3_t pos, const vec3_t dir, int count);
619 void CL_Tei_PlasmaHit(const vec3_t pos, const vec3_t dir, int count);
620 void CL_MoveParticles(void);
621 void R_MoveExplosions(void);
622 void R_NewExplosion(vec3_t org);
624 #include "cl_screen.h"
629 int x, y, width, height;
636 // fullscreen color blend
639 entity_render_t **entities;
645 int maxdrawqueuesize;
651 extern mempool_t *cl_refdef_mempool;
655 void Host_PerformSpawnServerAndLoadGame(void);