X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=client.h;h=cb36d4d4aa3564a817b7f15e40a70df4e874f676;hb=472197398fe654ff163fd52dccb00b35dafae79c;hp=3faba2f8e66e3725f5949269a0d5e2313ca076e3;hpb=b2400a2fcb78b9cd588bc8b000357e698bb7b9cc;p=xonotic%2Fdarkplaces.git diff --git a/client.h b/client.h index 3faba2f8..cb36d4d4 100644 --- a/client.h +++ b/client.h @@ -22,6 +22,8 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #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 @@ -29,11 +31,9 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. // 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 { @@ -51,29 +51,167 @@ typedef struct effect_s } cl_effect_t; -typedef struct +typedef struct beam_s { 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 +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; + + // 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; + // 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 to render for world entity + shadowmesh_t *static_meshchain_shadow; + // used for visibility testing (more exact than bbox) + 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; + +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 - vec3_t origin; - // stop lighting after this time - float die; + // (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 - vec3_t color; + // (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) - float radius; - // drop this each second - float decay; - // the entity that spawned this light (can be NULL if it will never be replaced) - //entity_render_t *ent; + // (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; @@ -84,14 +222,18 @@ typedef struct frameblend_s } frameblend_t; -// LordHavoc: disregard the following warning, entlights stuff is semi-persistent... -// LordHavoc: nothing in this structure is persistent, it may be overwritten by the client every frame, for persistent 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 @@ -101,8 +243,11 @@ typedef struct entity_render_s 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 @@ -110,14 +255,17 @@ typedef struct entity_render_s // 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) @@ -135,6 +283,7 @@ typedef struct entity_render_s // caching results of static light traces (this is semi-persistent) double entlightstime; vec3_t entlightsorigin; + int entlightsframe; int numentlights; unsigned short entlights[MAXENTLIGHTS]; } @@ -142,36 +291,33 @@ 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; typedef struct entity_s { + qboolean csqc; // baseline state (default values) entity_state_t state_baseline; // previous state (interpolating from this) @@ -187,7 +333,7 @@ typedef struct entity_s } entity_t; -typedef struct +typedef struct usercmd_s { vec3_t viewangles; @@ -195,23 +341,46 @@ typedef struct 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; + qboolean applied; // if false we're still accumulating a move } 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]; - float entertime; int frags; int colors; // two 4 bit fields + // QW fields: + int qw_userid; + char qw_userinfo[MAX_USERINFO_STRING]; + float qw_entertime; + int qw_ping; + int qw_packetloss; + int qw_spectator; + char qw_team[8]; + char qw_skin[MAX_QPATH]; } scoreboard_t; -typedef struct +typedef struct cshift_s { int destcolor[3]; int percent; // 0-256 @@ -221,7 +390,8 @@ typedef struct #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 @@ -232,11 +402,10 @@ typedef struct #define SIGNONS 4 // signon messages to receive before connected -#define MAX_MAPSTRING 2048 #define MAX_DEMOS 8 #define MAX_DEMONAME 16 -typedef enum +typedef enum cactive_e { ca_dedicated, // a dedicated server with no ability to start a client ca_disconnected, // full screen console with no connection @@ -244,24 +413,31 @@ typedef enum } cactive_t; +typedef enum qw_downloadtype_e +{ + dl_none, + dl_single, + dl_skin, + dl_model, + dl_sound +} +qw_downloadtype_t; + // // the client_static_t structure is persistent through an arbitrary number // of server connections // -typedef struct +typedef struct client_static_s { cactive_t state; -// personalization data sent to server - char mapstring[MAX_QPATH]; - // to restart a level - //char spawnparms[MAX_MAPSTRING]; - // demo loop control // -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) @@ -270,35 +446,104 @@ typedef struct qboolean timedemo; // -1 = use normal cd track int forcetrack; - QFile *demofile; + 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; + // protocol version of the server we're connected to + // (kept outside client_state_t because it's used between levels) + protocolversion_t protocol; // connection information // 0 to SIGNONS int signon; - // network socket - struct qsocket_s *netcon; - // writing buffer to send to server - sizebuf_t message; + // network connection + netconn_t *netcon; + + // quakeworld stuff below + + // value of "qport" cvar at time of connection + int qw_qport; + + // current file download buffer (only saved when file is completed) + char qw_downloadname[MAX_QPATH]; + unsigned char *qw_downloadmemory; + int qw_downloadmemorycursize; + int qw_downloadmemorymaxsize; + int qw_downloadnumber; + int qw_downloadpercent; + qw_downloadtype_t qw_downloadtype; + + // current file upload buffer (for uploading screenshots to server) + unsigned char *qw_uploaddata; + int qw_uploadsize; + int qw_uploadpos; + + // user infostring + // this normally contains the following keys in quakeworld: + // password spectator name team skin topcolor bottomcolor rate noaim msg *ver *ip + char userinfo[MAX_USERINFO_STRING]; } 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; + +typedef struct qw_usercmd_s +{ + vec3_t angles; + short forwardmove, sidemove, upmove; + unsigned char padding1[2]; + unsigned char msec; + unsigned char buttons; + unsigned char impulse; + unsigned char padding2; +} +qw_usercmd_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; + // 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; @@ -306,16 +551,20 @@ typedef struct // 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 float faceanimtime; @@ -329,20 +578,35 @@ typedef struct // 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; + // this is set true by svc_time parsing and causes a new movement to be + // queued for prediction purposes + qboolean movement_needupdate; + // 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; @@ -351,7 +615,12 @@ typedef struct 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; @@ -360,6 +629,11 @@ typedef struct 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 @@ -380,6 +654,10 @@ typedef struct struct model_s *model_precache[MAX_MODELS]; struct sfx_s *sound_precache[MAX_SOUNDS]; + // FIXME: this is a lot of memory to be keeping around, this really should be dynamically allocated and freed somehow + char model_name[MAX_MODELS][MAX_QPATH]; + char sound_name[MAX_SOUNDS][MAX_QPATH]; + // for display on solo scoreboard char levelname[40]; // cl_entitites[cl.viewentity] = player @@ -392,6 +670,19 @@ typedef struct // 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 @@ -408,27 +699,78 @@ typedef struct // [cl.maxclients] scoreboard_t *scores; - // used by view code for setting up eye position - vec3_t viewentorigin; - // LordHavoc: sniping zoom, QC controlled - float viewzoom; - // for interpolation - float viewzoomold, viewzoomnew; - // 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; + entityframeqw_database_t *entitydatabaseqw; + + // quakeworld stuff + + // local copy of the server infostring + char qw_serverinfo[MAX_SERVERINFO_STRING]; + + // time of last qw "pings" command sent to server while showing scores + double last_ping_request; + + // used during connect + int qw_servercount; + + // updated from serverinfo + int qw_teamplay; + + // indicates whether the player is spectating + qboolean qw_spectator; + + // movement parameters for client prediction + float qw_movevars_gravity; + float qw_movevars_stopspeed; + float qw_movevars_maxspeed; // can change during play + float qw_movevars_spectatormaxspeed; + float qw_movevars_accelerate; + float qw_movevars_airaccelerate; + float qw_movevars_wateraccelerate; + float qw_movevars_friction; + float qw_movevars_waterfriction; + float qw_movevars_entgravity; // can change during play + + // models used by qw protocol + int qw_modelindex_spike; + int qw_modelindex_player; + int qw_modelindex_flag; + int qw_modelindex_s_explod; + + vec3_t qw_intermission_origin; + vec3_t qw_intermission_angles; + + // 255 is the most nails the QW protocol could send + int qw_num_nails; + vec_t qw_nails[255][6]; + + float qw_weaponkick; + + int qw_validsequence; + + qw_usercmd_t qw_moves[QW_UPDATE_BACKUP]; + + int qw_deltasequence[QW_UPDATE_BACKUP]; } 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 rcon_password; +extern cvar_t rcon_address; extern cvar_t cl_upspeed; extern cvar_t cl_forwardspeed; @@ -444,6 +786,9 @@ extern cvar_t cl_anglespeedkey; 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; @@ -461,30 +806,58 @@ extern cvar_t m_side; extern cvar_t r_draweffects; -extern cvar_t cl_explosions; +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; -// these are updated by -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 int cl_activeeffects; +extern int cl_activebeams; 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, vec3_t org, float radius, float red, float green, float blue, float decay, float lifetime); -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); //============================================================================= @@ -492,17 +865,24 @@ 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 // -typedef struct +typedef struct kbutton_s { int down[2]; // key nums holding it down int state; // low bit is down state @@ -514,9 +894,10 @@ extern kbutton_t in_strafe; extern kbutton_t in_speed; 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_RelinkBeams (void); @@ -527,34 +908,42 @@ 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); +void CL_Parse_ErrorCleanUp(void); +void QW_CL_StartUpload(unsigned char *data, int size); +extern cvar_t qport; // // view @@ -567,29 +956,42 @@ float V_CalcRoll (vec3_t angles, vec3_t velocity); void V_UpdateBlends (void); void V_ParseDamage (void); - -// -// cl_tent -// -void CL_InitTEnts (void); - // // cl_part // -#define PARTICLE_INVALID 0 -#define PARTICLE_BILLBOARD 1 -#define PARTICLE_UPRIGHT_FACING 2 -#define PARTICLE_ORIENTED_DOUBLESIDED 3 +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, 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, vec_t radius); +void CL_Smoke (vec3_t org, vec3_t dir, int count, vec_t radius); +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); @@ -600,45 +1002,75 @@ void CL_ParticleCube (vec3_t mins, vec3_t maxs, vec3_t dir, int count, int color 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); #include "cl_screen.h" -typedef struct +#define NUMCROSSHAIRS 6 +extern cachepic_t *r_crosshairs[NUMCROSSHAIRS]; + +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 + // frustum_x/frustum_y are calculated + float frustumscale_x, frustumscale_y; + + // view transform + matrix4x4_t viewentitymatrix; - // view point - vec3_t vieworg; - vec3_t viewangles; + // 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; + // 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"