// 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;
+// flags for rtlight rendering
+#define LIGHTFLAG_NORMALMODE 1
+#define LIGHTFLAG_REALTIMEMODE 2
typedef struct effect_s
{
}
cl_effect_t;
-typedef struct
+typedef struct beam_s
{
int entity;
// draw this as lightning polygons, or a model?
typedef struct rtlight_s
{
- // shadow volumes are done entirely in model space, so there are no matrices for dealing with them... they just use the origin
+ // shadow volumes are done entirely in model space, so there are no matrices for dealing with them... they just use the origin
// note that the world to light matrices are inversely scaled (divided) by lightradius
// core properties
// matrix for transforming world coordinates to light filter coordinates
matrix4x4_t matrix_worldtolight;
- // based on worldtolight this transforms -1 to +1 to 0 to 1 for purposes
- // of attenuation texturing in full 3D (Z result often ignored)
- matrix4x4_t matrix_worldtoattenuationxyz;
- // this transforms only the Z to S, and T is always 0.5
- matrix4x4_t matrix_worldtoattenuationz;
// typically 1 1 1, can be lower (dim) or higher (overbright)
vec3_t color;
// size of the light (remove?)
vec_t radius;
// light filter
char cubemapname[64];
+ // light style to monitor for brightness
+ int style;
// whether light should render shadows
int shadow;
// intensity of corona to render
vec_t corona;
- // light style to monitor for brightness
- int style;
-
+ // radius scale of corona to render (1.0 means same as light radius)
+ vec_t coronasizescale;
+ // ambient intensity to render
+ vec_t ambientscale;
+ // diffuse intensity to render
+ vec_t diffusescale;
+ // specular intensity to render
+ vec_t specularscale;
+ // LIGHTFLAG_* flags
+ int flags;
+
// generated properties
// used only for shadow volumes
vec3_t shadoworigin;
// squared cullradius
//vec_t cullradius2;
+ // rendering properties, updated each time a light is rendered
+ // this is rtlight->color * d_lightstylevalue
+ vec3_t currentcolor;
+ // this is R_Shadow_Cubemap(rtlight->cubemapname)
+ rtexture_t *currentcubemap;
+
// lightmap renderer stuff (remove someday!)
// the size of the light
vec_t lightmap_cullradius;
int isstatic;
// true if this is a compiled world light, cleared if the light changes
int compiled;
- // premade shadow volumes and lit surfaces to render for world entity
+ // premade shadow volumes to render for world entity
shadowmesh_t *static_meshchain_shadow;
- shadowmesh_t *static_meshchain_light;
// used for visibility testing (more exact than bbox)
- int static_numclusters;
- int static_numclusterpvsbytes;
- int *static_clusterlist;
- qbyte *static_clusterpvs;
+ int static_numleafs;
+ int static_numleafpvsbytes;
+ int *static_leaflist;
+ unsigned char *static_leafpvs;
+ // surfaces seen by light
+ int static_numsurfaces;
+ int *static_surfacelist;
}
rtlight_t;
// corona intensity
// (worldlight: saved to .rtlights file)
vec_t corona;
+ // radius scale of corona to render (1.0 means same as light radius)
+ // (worldlight: saved to .rtlights file)
+ vec_t coronasizescale;
+ // ambient intensity to render
+ // (worldlight: saved to .rtlights file)
+ vec_t ambientscale;
+ // diffuse intensity to render
+ // (worldlight: saved to .rtlights file)
+ vec_t diffusescale;
+ // specular intensity to render
+ // (worldlight: saved to .rtlights file)
+ vec_t specularscale;
+ // LIGHTFLAG_* flags
+ // (worldlight: saved to .rtlights file)
+ int flags;
// linked list of world lights
// (worldlight only)
struct dlight_s *next;
// embedded rtlight struct for renderer
- // (renderer only)
+ // (renderer only)
rtlight_t rtlight;
}
dlight_t;
model_t *model;
// current uninterpolated animation frame (for things which do not use interpolation)
int frame;
- // entity shirt and pants colors
+ // entity shirt and pants colors (-1 if not colormapped)
int colormap;
+ // literal colors for renderer
+ vec3_t colormap_pantscolor;
+ vec3_t colormap_shirtcolor;
// light, particles, etc
int effects;
// for Alias models
// render flags
int flags;
+ // colormod tinting of models
+ float colormod[3];
+
// interpolated animation
// frame that the model is interpolating from
typedef struct entity_s
{
+ qboolean csqc;
// baseline state (default values)
entity_state_t state_baseline;
// previous state (interpolating from this)
}
entity_t;
-typedef struct
+typedef struct usercmd_s
{
vec3_t viewangles;
float forwardmove;
float sidemove;
float upmove;
+
+ vec3_t cursor_screen;
+ vec3_t cursor_start;
+ vec3_t cursor_end;
+ vec3_t cursor_impact;
+ vec3_t cursor_normal;
+ vec_t cursor_fraction;
+ int cursor_entitynumber;
+
+ double time;
+ double receivetime;
+ int buttons;
+ int impulse;
+ int sequence;
} usercmd_t;
-typedef struct
+typedef struct lightstyle_s
{
int length;
char map[MAX_STYLESTRING];
} lightstyle_t;
-typedef struct
+typedef struct scoreboard_s
{
char name[MAX_SCOREBOARDNAME];
int frags;
int colors; // two 4 bit fields
} scoreboard_t;
-typedef struct
+typedef struct cshift_s
{
int destcolor[3];
int percent; // 0-256
// the client_static_t structure is persistent through an arbitrary number
// of server connections
//
-typedef struct
+typedef struct client_static_s
{
cactive_t state;
int signon;
// network connection
netconn_t *netcon;
- // writing buffer to send to server
- sizebuf_t message;
}
client_static_t;
extern client_static_t cls;
+typedef struct client_movementqueue_s
+{
+ double time;
+ float frametime;
+ int sequence;
+ float viewangles[3];
+ float move[3];
+ qboolean jump;
+ qboolean crouch;
+}
+client_movementqueue_t;
+
+//[515]: csqc
+typedef struct
+{
+ qboolean drawworld;
+ qboolean drawenginesbar;
+ qboolean drawcrosshair;
+}csqc_vidvars_t;
+
//
// the client_state_t structure is wiped completely at every
// server signon
//
-typedef struct
+typedef struct client_state_s
{
// true if playing in a local game and no one else is connected
int islocalgame;
// send a clc_nop periodically until connected
float sendnoptime;
- // last command sent to the server
+ // current input to send to the server
usercmd_t cmd;
// information for local display
// health, etc
int stats[MAX_CL_STATS];
- // inventory bit flags
- int items;
+ // last known inventory bit flags, for blinking
+ int olditems;
// cl.time of acquiring item, for blinking
float item_gettime[32];
+ // last known STAT_ACTIVEWEAPON
+ int activeweapon;
// cl.time of changing STAT_ACTIVEWEAPON
float weapontime;
// use pain anim frame if cl.time < this
// the view is temporarily offset, and an angle reset commands at the start
// of each level and after teleporting.
- // during demo playback viewangles is lerped between these
- vec3_t mviewangles[2];
- // either client controlled, or lerped from demo mviewangles
- vec3_t viewangles;
-
+ // mviewangles is read from demo
+ // viewangles is either client controlled or lerped from mviewangles
+ vec3_t mviewangles[2], viewangles;
+ // update by server, used by qc to do weapon recoil
+ vec3_t mpunchangle[2], punchangle;
+ // update by server, can be used by mods to kick view around
+ vec3_t mpunchvector[2], punchvector;
// update by server, used for lean+bob (0 is newest)
- vec3_t mvelocity[2];
- // lerped between mvelocity[0] and [1]
- vec3_t velocity;
-
- // temporary offset
- vec3_t punchangle;
- // LordHavoc: origin view kick
- vec3_t punchvector;
+ vec3_t mvelocity[2], velocity;
+ // update by server, can be used by mods for zooming
+ vec_t mviewzoom[2], viewzoom;
+
+ // client movement simulation
+ // these fields are only updated by CL_ClientMovement (called by CL_SendMove after parsing each network packet)
+ qboolean movement;
+ // indicates the queue has been updated and should be replayed
+ qboolean movement_replay;
+ // simulated data (this is valid even if cl.movement is false)
+ vec3_t movement_origin;
+ vec3_t movement_oldorigin;
+ vec3_t movement_velocity;
+ // queue of proposed moves
+ int movement_numqueue;
+ client_movementqueue_t movement_queue[64];
+ int movesequence;
+ int servermovesequence;
// pitch drifting vars
float idealpitch;
float driftmove;
double laststop;
- float viewheight;
+//[515]: added for csqc purposes
+ float sensitivityscale;
+ csqc_vidvars_t csqc_vidvars; //[515]: these parms must be set to true by default
+ qboolean csqc_wantsmousemove;
+ struct model_s *csqc_model_precache[MAX_MODELS];
+
// local amount for smoothing stepups
//float crouch;
qboolean onground;
qboolean inwater;
+ // used by bob
+ qboolean oldonground;
+ double lastongroundtime;
+ double hitgroundtime;
+
// don't change view angle, full screen, etc
int intermission;
// latched at intermission start
// type of game (deathmatch, coop, singleplayer)
int gametype;
+ // models and sounds used by engine code (particularly cl_parse.c)
+ model_t *model_bolt;
+ model_t *model_bolt2;
+ model_t *model_bolt3;
+ model_t *model_beam;
+ sfx_t *sfx_wizhit;
+ sfx_t *sfx_knighthit;
+ sfx_t *sfx_tink1;
+ sfx_t *sfx_ric1;
+ sfx_t *sfx_ric2;
+ sfx_t *sfx_ric3;
+ sfx_t *sfx_r_exp3;
+
// refresh related state
// cl_entitites[0].model
// [cl.maxclients]
scoreboard_t *scores;
- // LordHavoc: sniping zoom, QC controlled
- float viewzoom;
- // for interpolation
- float viewzoomold, viewzoomnew;
-
// protocol version of the server we're connected to
- int protocol;
+ protocolversion_t protocol;
// entity database stuff
- // latest received entity frame number
- int latestframenum;
+ // latest received entity frame numbers
+#define LATESTFRAMENUMS 3
+ int latestframenums[LATESTFRAMENUMS];
entityframe_database_t *entitydatabase;
entityframe4_database_t *entitydatabase4;
}
client_state_t;
-extern mempool_t *cl_scores_mempool;
-
//
// cvars
//
extern cvar_t cl_color;
extern cvar_t cl_rate;
extern cvar_t cl_pmodel;
+extern cvar_t cl_playermodel;
+extern cvar_t cl_playerskin;
extern cvar_t cl_upspeed;
extern cvar_t cl_forwardspeed;
extern cvar_t cl_autofire;
+extern cvar_t csqc_progname; //[515]: csqc crc check and right csprogs name according to progs.dat
+extern cvar_t csqc_progcrc;
+
extern cvar_t cl_shownet;
extern cvar_t cl_nolerp;
extern cvar_t cl_explosions_size_end;
extern cvar_t cl_explosions_lifetime;
extern cvar_t cl_stainmaps;
+extern cvar_t cl_stainmaps_clearonload;
-// 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;
+extern cvar_t cl_prydoncursor;
+
+extern vec3_t cl_playerstandmins;
+extern vec3_t cl_playerstandmaxs;
+extern vec3_t cl_playercrouchmins;
+extern vec3_t cl_playercrouchmaxs;
+
+extern mempool_t *cl_mempool;
+
+extern int cl_max_entities;
+extern int cl_max_csqcentities;
+extern int cl_max_static_entities;
+extern int cl_max_temp_entities;
+extern int cl_max_effects;
+extern int cl_max_beams;
+extern int cl_max_dlights;
+extern int cl_max_lightstyle;
+extern int cl_max_brushmodel_entities;
+extern int cl_activedlights;
-extern mempool_t *cl_entities_mempool;
extern entity_t *cl_entities;
-extern qbyte *cl_entities_active;
+extern entity_t *cl_csqcentities; //[515]: csqc
+extern unsigned char *cl_entities_active;
+extern unsigned char *cl_csqcentities_active; //[515]: csqc
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 int *cl_brushmodel_entities;
+
+// these are updated by CL_ClearState
+extern int cl_num_entities;
+extern int cl_num_csqcentities; //[515]: csqc
+extern int cl_num_static_entities;
+extern int cl_num_temp_entities;
+extern int cl_num_brushmodel_entities;
extern client_state_t cl;
-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);
-extern void CL_DecayLights (void);
+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, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags);
//=============================================================================
// cl_main
//
+void CL_Shutdown (void);
void CL_Init (void);
void CL_EstablishConnection(const char *host);
//
// cl_input
//
-typedef struct
+typedef struct kbutton_s
{
int down[2]; // key nums holding it down
int state; // low bit is down state
extern kbutton_t in_speed;
void CL_InitInput (void);
-void CL_SendCmd (usercmd_t *cmd);
-void CL_SendMove (usercmd_t *cmd);
+void CL_SendCmd (void);
+void CL_SendMove (void);
void CL_ValidateState(entity_state_t *s);
void CL_MoveLerpEntityStates(entity_t *ent);
void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate);
void CL_ClearState (void);
+void CL_ExpandEntities(int num);
int CL_ReadFromServer (void);
-void CL_WriteToServer (usercmd_t *cmd);
-void CL_BaseMove (usercmd_t *cmd);
+void CL_WriteToServer (void);
+void CL_Move (void);
+extern qboolean cl_ignoremousemove;
float CL_KeyState (kbutton_t *key);
const char *Key_KeynumToString (int keynum);
+int Key_StringToKeynum (const char *str);
//
// cl_demo.c
// cl_parse.c
//
void CL_Parse_Init(void);
+void CL_Parse_Shutdown(void);
void CL_ParseServerMessage(void);
void CL_Parse_DumpPacket(void);
void V_UpdateBlends (void);
void V_ParseDamage (void);
-
-//
-// cl_tent
-//
-void CL_InitTEnts (void);
-
//
// cl_part
//
+extern cvar_t cl_particles;
+extern cvar_t cl_particles_quality;
+extern cvar_t cl_particles_size;
+extern cvar_t cl_particles_quake;
+extern cvar_t cl_particles_bloodshowers;
+extern cvar_t cl_particles_blood;
+extern cvar_t cl_particles_blood_alpha;
+extern cvar_t cl_particles_blood_bloodhack;
+extern cvar_t cl_particles_bulletimpacts;
+extern cvar_t cl_particles_explosions_bubbles;
+extern cvar_t cl_particles_explosions_smoke;
+extern cvar_t cl_particles_explosions_sparks;
+extern cvar_t cl_particles_explosions_shell;
+extern cvar_t cl_particles_smoke;
+extern cvar_t cl_particles_smoke_alpha;
+extern cvar_t cl_particles_smoke_alphafade;
+extern cvar_t cl_particles_sparks;
+extern cvar_t cl_particles_bubbles;
+extern cvar_t cl_decals;
+extern cvar_t cl_decals_time;
+extern cvar_t cl_decals_fadetime;
+
void CL_Particles_Clear(void);
void CL_Particles_Init(void);
+void CL_Particles_Shutdown(void);
void CL_ParseParticleEffect (void);
void CL_RunParticleEffect (vec3_t org, vec3_t dir, int color, int count);
void CL_RocketTrail (vec3_t start, vec3_t end, int type, int color, entity_t *ent);
-void CL_SparkShower (vec3_t org, vec3_t dir, int count);
+void CL_SparkShower (vec3_t org, vec3_t dir, int count, vec_t gravityscale);
+void CL_Smoke (vec3_t org, vec3_t dir, int count);
+void CL_BulletMark (vec3_t org);
void CL_PlasmaBurn (vec3_t org);
void CL_BloodPuff (vec3_t org, vec3_t vel, int count);
void CL_Stardust (vec3_t mins, vec3_t maxs, int count);
#include "cl_screen.h"
-typedef struct
+typedef struct refdef_s
{
// area to render in
int x, y, width, height;
- float fov_x, fov_y;
+ float frustum_x, frustum_y;
// these are set for water warping before
- // fov_x/fov_y are calculated
- float fovscale_x, fovscale_y;
+ // frustum_x/frustum_y are calculated
+ float frustumscale_x, frustumscale_y;
// view transform
matrix4x4_t viewentitymatrix;
// fullscreen color blend
float viewblend[4];
+ // whether to call S_ExtraUpdate during render to reduce sound chop
+ qboolean extraupdate;
+
+ // client gameworld time for rendering time based effects
+ double time;
+
+ // the world
+ entity_render_t *worldentity;
+
+ // same as worldentity->model
+ model_t *worldmodel;
+
+ // renderable entities (excluding world)
entity_render_t **entities;
int numentities;
int maxentities;
- qbyte *drawqueue;
+ // renderable dynamic lights
+ dlight_t *lights[MAX_DLIGHTS];
+ int numlights;
+
+ // 8.8bit fixed point intensities for light styles
+ // controls intensity of dynamic lights and lightmap layers
+ unsigned short lightstylevalue[256]; // 8.8 fraction of base light value
+
+ // 2D art drawing queue
+ // TODO: get rid of this
+ unsigned char *drawqueue;
int drawqueuesize;
int maxdrawqueuesize;
}
refdef_t;
-refdef_t r_refdef;
-
-extern mempool_t *cl_refdef_mempool;
+extern refdef_t r_refdef;
#include "cgamevm.h"