*/
// 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
+
+// flags for rtlight rendering
+#define LIGHTFLAG_NORMALMODE 1
+#define LIGHTFLAG_REALTIMEMODE 2
+
+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;
+ // draw this as lightning polygons, or a model?
+ int lightning;
+ struct model_s *model;
+ float endtime;
+ vec3_t start, end;
+ // if this beam is owned by an entity, this is the beam start relative to
+ // that entity's matrix for per frame start updates
+ vec3_t relativestart;
+ vec3_t relativeend;
+ // indicates whether relativestart is valid
+ int relativestartvalid;
+}
+beam_t;
+
+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
+
+ // 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;
+ // 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;
+ // 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;
+ // culling
+ vec3_t cullmins;
+ vec3_t cullmaxs;
+ // culling
+ //vec_t cullradius;
+ // squared cullradius
+ //vec_t cullradius2;
+
+ // lightmap renderer stuff (remove someday!)
+ // the size of the light
+ vec_t lightmap_cullradius;
+ // the size of the light, squared
+ vec_t lightmap_cullradius2;
+ // the brightness of the light
+ vec3_t lightmap_light;
+ // to avoid sudden brightness change at cullradius, subtract this
+ vec_t lightmap_subtract;
+
+ // static light info
+ // true if this light should be compiled as a static light
+ 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
+ shadowmesh_t *static_meshchain_shadow;
+ shadowmesh_t *static_meshchain_light;
+ // used for visibility testing (more exact than bbox)
+ int static_numleafs;
+ int static_numleafpvsbytes;
+ int *static_leaflist;
+ qbyte *static_leafpvs;
+ // surfaces seen by light
+ int static_numsurfaces;
+ int *static_surfacelist;
+}
+rtlight_t;
+
+typedef struct dlight_s
+{
+ // destroy light after this time
+ // (dlight only)
+ vec_t die;
+ // the entity that owns this light (can be NULL)
+ // (dlight only)
+ struct entity_render_s *ent;
+ // location
+ // (worldlight: saved to .rtlights file)
+ vec3_t origin;
+ // worldlight orientation
+ // (worldlight only)
+ // (worldlight: saved to .rtlights file)
+ vec3_t angles;
+ // dlight orientation/scaling/location
+ // (dlight only)
+ matrix4x4_t matrix;
+ // color of light
+ // (worldlight: saved to .rtlights file)
+ vec3_t color;
+ // cubemap number to use on this light
+ // (dlight only)
+ int cubemapnum;
+ // cubemap name to use on this light
+ // (worldlight only)
+ // (worldlight: saved to .rtlights file)
+ char cubemapname[64];
+ // make light flash while selected
+ // (worldlight only)
+ int selected;
+ // brightness (not really radius anymore)
+ // (worldlight: saved to .rtlights file)
+ vec_t radius;
+ // drop radius this much each second
+ // (dlight only)
+ vec_t decay;
+ // light style which controls intensity of this light
+ // (worldlight: saved to .rtlights file)
+ int style;
+ // cast shadows
+ // (worldlight: saved to .rtlights file)
+ int shadow;
+ // 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)
+ rtlight_t rtlight;
+}
+dlight_t;
+
typedef struct frameblend_s
{
int frame;
}
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: this struct is intended for the renderer but some fields are
+// used by the client.
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
// render flags
int flags;
- // these are copied from the persistent data
+ // colormod tinting of models
+ float colormod[3];
+
+ // interpolated animation
// frame that the model is interpolating from
int frame1;
// frame that the model is interpolating to
int frame2;
// interpolation factor, usually computed from frame2time
- double framelerp;
+ float framelerp;
// time frame1 began playing (for framegroup animations)
double frame1time;
// time frame2 began playing (for framegroup animations)
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;
typedef struct entity_persistent_s
{
- // particles
+ int linkframe;
- // trail rendering
vec3_t trail_origin;
- float trail_time;
- // effects
+ // particle trail
+ float trail_time;
// muzzleflash fading
float muzzleflash;
- // interpolated animation
-
- // lerp resets when model changes
- int modelindex;
- // frame that the model is interpolating from
- int frame1;
- // frame that the model is interpolating to
- int frame2;
- // interpolation factor, usually computed from frame2time
- double framelerp;
- // time frame1 began playing (for framegroup animations)
- double frame1time;
- // time frame2 began playing (for framegroup animations)
- double frame2time;
+ // 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];
}
entity_persistent_t;
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
{
char name[MAX_SCOREBOARDNAME];
- float entertime;
int frags;
int colors; // two 4 bit fields
} scoreboard_t;
#define CSHIFT_DAMAGE 1
#define CSHIFT_BONUS 2
#define CSHIFT_POWERUP 3
-#define NUM_CSHIFTS 4
+#define CSHIFT_VCSHIFT 4
+#define NUM_CSHIFTS 5
#define NAME_LENGTH 64
#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
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];
+ // the actively playing demo (set by CL_PlayDemo_f)
+ char demoname[64];
// 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_t *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: for measuring maxfps
+ double td_minframetime;
+ // LordHavoc: for measuring minfps
+ double td_maxframetime;
+ // LordHavoc: pausedemo
+ qboolean demopaused;
+
+ qboolean connect_trying;
+ int connect_remainingtries;
+ double connect_nextsendtime;
+ lhnetsocket_t *connect_mysocket;
+ lhnetaddress_t connect_address;
// 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 connection
+ netconn_t *netcon;
+ // writing buffer to send to server
+ sizebuf_t message;
+ qbyte message_buf[1024];
}
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;
+
//
// the client_state_t structure is wiped completely at every
// server signon
//
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
+ // true if playing in a local game and no one else is connected
+ int islocalgame;
-// 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
+ // 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;
+
+ // send a clc_nop periodically until connected
+ float sendnoptime;
+
+ // current input to send to the server
+ usercmd_t cmd;
- cshift_t cshifts[NUM_CSHIFTS]; // color shifts for damage, powerups
- cshift_t prev_cshifts[NUM_CSHIFTS]; // and content types
+// information for local display
+ // health, etc
+ int stats[MAX_CL_STATS];
+ // 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
+ 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]
- vec3_t punchangle; // temporary offset
- vec3_t punchvector; // LordHavoc: origin view kick
+ // 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], 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;
+ // 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 pitchvel;
- qboolean nodrift;
- float driftmove;
- double laststop;
-
- float viewheight;
- float crouch; // local amount for smoothing stepups
+ float idealpitch;
+ float pitchvel;
+ qboolean nodrift;
+ float driftmove;
+ double laststop;
- qboolean paused; // send over by server
- qboolean onground;
- qboolean inwater;
+ // 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;
+
+ // protocol version of the server we're connected to
+ protocolversion_t protocol;
// entity database stuff
- vec3_t viewentoriginold, viewentoriginnew;
- entity_database_t entitydatabase;
+ // 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_name;
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 m_forward;
extern cvar_t m_side;
+extern cvar_t r_draweffects;
+
+extern cvar_t cl_explosions_alpha_start;
+extern cvar_t cl_explosions_alpha_end;
+extern cvar_t cl_explosions_size_start;
+extern cvar_t cl_explosions_size_end;
+extern cvar_t cl_explosions_lifetime;
+extern cvar_t cl_stainmaps;
+extern cvar_t cl_stainmaps_clearonload;
+
+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;
+
+// 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 mempool_t *cl_mempool;
+extern entity_t *cl_entities;
+extern qbyte *cl_entities_active;
+extern entity_t *cl_static_entities;
+extern entity_t *cl_temp_entities;
+extern int *cl_brushmodel_entities;
+extern cl_effect_t *cl_effects;
+extern beam_t *cl_beams;
+extern dlight_t *cl_dlights;
+extern lightstyle_t *cl_lightstyle;
-// 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 client_state_t cl;
-// 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];
-
-#include "cl_light.h"
+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);
+extern void CL_DecayLights (void);
//=============================================================================
// cl_main
//
+void CL_Shutdown (void);
void CL_Init (void);
-void CL_EstablishConnection (char *host);
+void CL_EstablishConnection(const char *host);
void CL_Disconnect (void);
void CL_Disconnect_f (void);
+void CL_BoundingBoxForEntity(entity_render_t *ent);
+
+extern cvar_t cl_beams_polygons;
+extern cvar_t cl_beams_relative;
+extern cvar_t cl_beams_lightatend;
+
//
// cl_input
//
void CL_InitInput (void);
void CL_SendCmd (void);
-void CL_SendMove (usercmd_t *cmd);
+void CL_SendMove (void);
+void CL_ValidateState(entity_state_t *s);
+void CL_MoveLerpEntityStates(entity_t *ent);
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);
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);
-char *Key_KeynumToString (int keynum);
+const char *Key_KeynumToString (int keynum);
+int Key_StringToKeynum (const char *str);
//
// cl_demo.c
//
-void CL_StopPlayback (void);
-int CL_GetMessage (void);
+void CL_StopPlayback(void);
+void CL_ReadDemoMessage(void);
+void CL_WriteDemoMessage(void);
-void CL_NextDemo (void);
-void CL_Stop_f (void);
-void CL_Record_f (void);
-void CL_PlayDemo_f (void);
-void CL_TimeDemo_f (void);
+void CL_NextDemo(void);
+void CL_Stop_f(void);
+void CL_Record_f(void);
+void CL_PlayDemo_f(void);
+void CL_TimeDemo_f(void);
//
// cl_parse.c
//
void CL_Parse_Init(void);
+void CL_Parse_Shutdown(void);
void CL_ParseServerMessage(void);
-void CL_BitProfile_f(void);
+void CL_Parse_DumpPacket(void);
//
// view
// 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;
-*/
+extern cvar_t cl_particles;
+extern cvar_t cl_particles_quality;
+extern cvar_t cl_particles_size;
+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, entity_t *ent);
-void CL_RocketTrail2 (vec3_t start, vec3_t end, int color, entity_t *ent);
-void CL_SparkShower (vec3_t org, vec3_t dir, 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, 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);
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);
+void CL_BeamParticle (const vec3_t start, const vec3_t end, vec_t radius, float red, float green, float blue, float alpha, float lifetime);
+void CL_Tei_Smoke(const vec3_t pos, const vec3_t dir, int count);
+void CL_Tei_PlasmaHit(const vec3_t pos, const vec3_t dir, int count);
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
int x, y, width, height;
float fov_x, fov_y;
- // view point
- vec3_t vieworg;
- vec3_t viewangles;
+ // these are set for water warping before
+ // fov_x/fov_y are calculated
+ float fovscale_x, fovscale_y;
+
+ // view transform
+ matrix4x4_t viewentitymatrix;
+
+ // which color components to allow (for anaglyph glasses)
+ int colormask[4];
// fullscreen color blend
float viewblend[4];
- // weapon model
- entity_render_t viewent;
+ // whether to call S_ExtraUpdate during render to reduce sound chop
+ qboolean extraupdate;
- int numentities;
- entity_render_t **entities;
+ // client gameworld time for rendering time based effects
+ double time;
+
+ // the world
+ entity_render_t *worldentity;
- //int numparticles;
- //struct renderparticle_s *particles;
+ // same as worldentity->model
+ model_t *worldmodel;
- qbyte drawqueue[MAX_DRAWQUEUE];
+ // renderable entities (excluding world)
+ entity_render_t **entities;
+ int numentities;
+ int maxentities;
+
+ // 2D art drawing queue
+ // TODO: get rid of this
+ qbyte *drawqueue;
int drawqueuesize;
+ int maxdrawqueuesize;
}
refdef_t;
refdef_t r_refdef;
-extern mempool_t *cl_refdef_mempool;
-
#include "cgamevm.h"
+
+#endif
+