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 // flags for rtlight rendering
35 #define LIGHTFLAG_NORMALMODE 1
36 #define LIGHTFLAG_REALTIMEMODE 2
38 typedef struct effect_s
47 // these are for interpolation
57 // draw this as lightning polygons, or a model?
59 struct model_s *model;
62 // if this beam is owned by an entity, this is the beam start relative to
63 // that entity's matrix for per frame start updates
66 // indicates whether relativestart is valid
67 int relativestartvalid;
71 typedef struct rtlight_s
73 // shadow volumes are done entirely in model space, so there are no matrices for dealing with them... they just use the origin
75 // note that the world to light matrices are inversely scaled (divided) by lightradius
78 // matrix for transforming world coordinates to light filter coordinates
79 matrix4x4_t matrix_worldtolight;
80 // typically 1 1 1, can be lower (dim) or higher (overbright)
82 // size of the light (remove?)
86 // light style to monitor for brightness
88 // whether light should render shadows
90 // intensity of corona to render
92 // radius scale of corona to render (1.0 means same as light radius)
93 vec_t coronasizescale;
94 // ambient intensity to render
96 // diffuse intensity to render
98 // specular intensity to render
103 // generated properties
104 // used only for shadow volumes
111 // squared cullradius
114 // rendering properties, updated each time a light is rendered
115 // this is rtlight->color * d_lightstylevalue
117 // this is R_Shadow_Cubemap(rtlight->cubemapname)
118 rtexture_t *currentcubemap;
120 // lightmap renderer stuff (remove someday!)
121 // the size of the light
122 vec_t lightmap_cullradius;
123 // the size of the light, squared
124 vec_t lightmap_cullradius2;
125 // the brightness of the light
126 vec3_t lightmap_light;
127 // to avoid sudden brightness change at cullradius, subtract this
128 vec_t lightmap_subtract;
131 // true if this light should be compiled as a static light
133 // true if this is a compiled world light, cleared if the light changes
135 // premade shadow volumes to render for world entity
136 shadowmesh_t *static_meshchain_shadow;
137 // used for visibility testing (more exact than bbox)
139 int static_numleafpvsbytes;
140 int *static_leaflist;
141 unsigned char *static_leafpvs;
142 // surfaces seen by light
143 int static_numsurfaces;
144 int *static_surfacelist;
148 typedef struct dlight_s
150 // destroy light after this time
153 // the entity that owns this light (can be NULL)
155 struct entity_render_s *ent;
157 // (worldlight: saved to .rtlights file)
159 // worldlight orientation
161 // (worldlight: saved to .rtlights file)
163 // dlight orientation/scaling/location
167 // (worldlight: saved to .rtlights file)
169 // cubemap number to use on this light
172 // cubemap name to use on this light
174 // (worldlight: saved to .rtlights file)
175 char cubemapname[64];
176 // make light flash while selected
179 // brightness (not really radius anymore)
180 // (worldlight: saved to .rtlights file)
182 // drop radius this much each second
185 // light style which controls intensity of this light
186 // (worldlight: saved to .rtlights file)
189 // (worldlight: saved to .rtlights file)
192 // (worldlight: saved to .rtlights file)
194 // radius scale of corona to render (1.0 means same as light radius)
195 // (worldlight: saved to .rtlights file)
196 vec_t coronasizescale;
197 // ambient intensity to render
198 // (worldlight: saved to .rtlights file)
200 // diffuse intensity to render
201 // (worldlight: saved to .rtlights file)
203 // specular intensity to render
204 // (worldlight: saved to .rtlights file)
207 // (worldlight: saved to .rtlights file)
209 // linked list of world lights
211 struct dlight_s *next;
212 // embedded rtlight struct for renderer
218 typedef struct frameblend_s
225 // LordHavoc: this struct is intended for the renderer but some fields are
226 // used by the client.
227 typedef struct entity_render_s
233 // transform matrix for model to world
235 // transform matrix for world to model
236 matrix4x4_t inversematrix;
237 // opacity (alpha) of the model
239 // size the model is shown
244 // current uninterpolated animation frame (for things which do not use interpolation)
246 // entity shirt and pants colors (-1 if not colormapped)
248 // literal colors for renderer
249 vec3_t colormap_pantscolor;
250 vec3_t colormap_shirtcolor;
251 // light, particles, etc
258 // colormod tinting of models
261 // interpolated animation
263 // frame that the model is interpolating from
265 // frame that the model is interpolating to
267 // interpolation factor, usually computed from frame2time
269 // time frame1 began playing (for framegroup animations)
271 // time frame2 began playing (for framegroup animations)
274 // calculated by the renderer (but not persistent)
276 // if visframe == r_framecount, it is visible
278 // calculated during R_AddModelEntities
280 // 4 frame numbers (-1 if not used) and their blending scalers (0-1), if interpolation is not desired, use frame instead
281 frameblend_t frameblend[4];
283 // caching results of static light traces (this is semi-persistent)
284 double entlightstime;
285 vec3_t entlightsorigin;
288 unsigned short entlights[MAXENTLIGHTS];
292 typedef struct entity_persistent_s
301 // muzzleflash fading
304 // interpolated movement
306 // start time of move
308 // time difference from start to end of move
310 // the move itself, start and end
318 typedef struct entity_s
321 // baseline state (default values)
322 entity_state_t state_baseline;
323 // previous state (interpolating from this)
324 entity_state_t state_previous;
325 // current state (interpolating to this)
326 entity_state_t state_current;
328 // used for regenerating parts of render
329 entity_persistent_t persistent;
331 // the only data the renderer should know about
332 entity_render_t render;
336 typedef struct usercmd_s
340 // intended velocities
345 vec3_t cursor_screen;
348 vec3_t cursor_impact;
349 vec3_t cursor_normal;
350 vec_t cursor_fraction;
351 int cursor_entitynumber;
358 qboolean applied; // if false we're still accumulating a move
361 typedef struct lightstyle_s
364 char map[MAX_STYLESTRING];
367 typedef struct scoreboard_s
369 char name[MAX_SCOREBOARDNAME];
371 int colors; // two 4 bit fields
374 char qw_userinfo[MAX_USERINFO_STRING];
380 char qw_skin[MAX_QPATH];
383 typedef struct cshift_s
386 int percent; // 0-256
389 #define CSHIFT_CONTENTS 0
390 #define CSHIFT_DAMAGE 1
391 #define CSHIFT_BONUS 2
392 #define CSHIFT_POWERUP 3
393 #define CSHIFT_VCSHIFT 4
394 #define NUM_CSHIFTS 5
396 #define NAME_LENGTH 64
400 // client_state_t should hold all pieces of the client state
403 #define SIGNONS 4 // signon messages to receive before connected
406 #define MAX_DEMONAME 16
408 typedef enum cactive_e
410 ca_dedicated, // a dedicated server with no ability to start a client
411 ca_disconnected, // full screen console with no connection
412 ca_connected // valid netcon, talking to a server
416 typedef enum qw_downloadtype_e
426 typedef enum capturevideoformat_e
428 CAPTUREVIDEOFORMAT_TARGA,
429 CAPTUREVIDEOFORMAT_JPEG,
430 CAPTUREVIDEOFORMAT_RAWRGB,
431 CAPTUREVIDEOFORMAT_RAWYV12
433 capturevideoformat_t;
436 // the client_static_t structure is persistent through an arbitrary number
437 // of server connections
439 typedef struct client_static_s
443 // all client memory allocations go in this pool
447 // -1 = don't play demos
449 // list of demos in loop
450 char demos[MAX_DEMOS][MAX_DEMONAME];
451 // the actively playing demo (set by CL_PlayDemo_f)
454 // demo recording info must be here, because record is started before
455 // entering a map (and clearing client_state_t)
456 qboolean demorecording;
457 qboolean demoplayback;
459 // -1 = use normal cd track
462 // to meter out one message a frame
464 // host_framecount at start
466 // realtime at second frame of timedemo (LordHavoc: changed to double)
468 // LordHavoc: for measuring maxfps
469 double td_minframetime;
470 // LordHavoc: for measuring minfps
471 double td_maxframetime;
472 // LordHavoc: pausedemo
475 qboolean connect_trying;
476 int connect_remainingtries;
477 double connect_nextsendtime;
478 lhnetsocket_t *connect_mysocket;
479 lhnetaddress_t connect_address;
480 // protocol version of the server we're connected to
481 // (kept outside client_state_t because it's used between levels)
482 protocolversion_t protocol;
484 // connection information
487 // network connection
490 // quakeworld stuff below
492 // value of "qport" cvar at time of connection
495 // current file download buffer (only saved when file is completed)
496 char qw_downloadname[MAX_QPATH];
497 unsigned char *qw_downloadmemory;
498 int qw_downloadmemorycursize;
499 int qw_downloadmemorymaxsize;
500 int qw_downloadnumber;
501 int qw_downloadpercent;
502 qw_downloadtype_t qw_downloadtype;
504 // current file upload buffer (for uploading screenshots to server)
505 unsigned char *qw_uploaddata;
510 // this normally contains the following keys in quakeworld:
511 // password spectator name team skin topcolor bottomcolor rate noaim msg *ver *ip
512 char userinfo[MAX_USERINFO_STRING];
514 // video capture stuff
515 qboolean capturevideo_active;
516 capturevideoformat_t capturevideo_format;
517 double capturevideo_starttime;
518 double capturevideo_framerate;
519 int capturevideo_soundrate;
520 int capturevideo_frame;
521 unsigned char *capturevideo_buffer;
522 qfile_t *capturevideo_videofile;
523 qfile_t *capturevideo_soundfile;
524 short capturevideo_rgbtoyuvscaletable[3][3][256];
525 unsigned char capturevideo_yuvnormalizetable[3][256];
529 extern client_static_t cls;
531 typedef struct client_movementqueue_s
541 client_movementqueue_t;
547 qboolean drawenginesbar;
548 qboolean drawcrosshair;
551 typedef struct qw_usercmd_s
554 short forwardmove, sidemove, upmove;
555 unsigned char padding1[2];
557 unsigned char buttons;
558 unsigned char impulse;
559 unsigned char padding2;
565 PARTICLE_BILLBOARD = 0,
567 PARTICLE_ORIENTED_DOUBLESIDED = 2,
580 typedef struct particletype_s
583 porientation_t orientation;
590 pt_alphastatic, pt_static, pt_spark, pt_beam, pt_rain, pt_raindecal, pt_snow, pt_bubble, pt_blood, pt_smoke, pt_decal, pt_entityparticle, pt_total
594 typedef struct particle_s
596 particletype_t *type;
599 vec3_t vel; // velocity of particle, or orientation of decal, or end point of beam
601 float alpha; // 0-255
602 float alphafade; // how much alpha reduces per second
603 float time2; // used for snow fluttering and decal fade
604 float bounce; // how much bounce-back from a surface the particle hits (0 = no physics, 1 = stop and slide, 2 = keep bouncing forever, 1.5 is typical)
605 float gravity; // how much gravity affects this particle (1.0 = normal gravity, 0.0 = none)
606 float friction; // how much air friction affects this object (objects with a low mass/size ratio tend to get more air friction)
607 unsigned char color[4];
608 unsigned short owner; // decal stuck to this entity
609 model_t *ownermodel; // model the decal is stuck to (used to make sure the entity is still alive)
610 vec3_t relativeorigin; // decal at this location in entity's coordinate space
611 vec3_t relativedirection; // decal oriented this way relative to entity's coordinate space
616 // the client_state_t structure is wiped completely at every
619 typedef struct client_state_s
621 // true if playing in a local game and no one else is connected
624 // when connecting to the server throw out the first couple move messages
625 // so the player doesn't accidentally do something the first frame
628 // send a clc_nop periodically until connected
631 // current input to send to the server
634 // information for local display
636 int stats[MAX_CL_STATS];
637 // last known inventory bit flags, for blinking
639 // cl.time of acquiring item, for blinking
640 float item_gettime[32];
641 // last known STAT_ACTIVEWEAPON
643 // cl.time of changing STAT_ACTIVEWEAPON
645 // use pain anim frame if cl.time < this
648 // color shifts for damage, powerups
649 cshift_t cshifts[NUM_CSHIFTS];
651 cshift_t prev_cshifts[NUM_CSHIFTS];
653 // the client maintains its own idea of view angles, which are
654 // sent to the server each frame. The server sets punchangle when
655 // the view is temporarily offset, and an angle reset commands at the start
656 // of each level and after teleporting.
658 // mviewangles is read from demo
659 // viewangles is either client controlled or lerped from mviewangles
660 vec3_t mviewangles[2], viewangles;
661 // update by server, used by qc to do weapon recoil
662 vec3_t mpunchangle[2], punchangle;
663 // update by server, can be used by mods to kick view around
664 vec3_t mpunchvector[2], punchvector;
665 // update by server, used for lean+bob (0 is newest)
666 vec3_t mvelocity[2], velocity;
667 // update by server, can be used by mods for zooming
668 vec_t mviewzoom[2], viewzoom;
670 // client movement simulation
671 // these fields are only updated by CL_ClientMovement (called by CL_SendMove after parsing each network packet)
673 // this is set true by svc_time parsing and causes a new movement to be
674 // queued for prediction purposes
675 qboolean movement_needupdate;
676 // indicates the queue has been updated and should be replayed
677 qboolean movement_replay;
678 // simulated data (this is valid even if cl.movement is false)
679 vec3_t movement_origin;
680 vec3_t movement_oldorigin;
681 vec3_t movement_velocity;
682 // queue of proposed moves
683 int movement_numqueue;
684 client_movementqueue_t movement_queue[64];
686 int servermovesequence;
688 // pitch drifting vars
695 //[515]: added for csqc purposes
696 float sensitivityscale;
697 csqc_vidvars_t csqc_vidvars; //[515]: these parms must be set to true by default
698 qboolean csqc_wantsmousemove;
699 struct model_s *csqc_model_precache[MAX_MODELS];
701 // local amount for smoothing stepups
710 qboolean oldonground;
711 double lastongroundtime;
712 double hitgroundtime;
714 // don't change view angle, full screen, etc
716 // latched at intermission start
719 // the timestamp of the last two messages
722 // clients view of time, time should be between mtime[0] and mtime[1] to
723 // generate a lerp point for other data, oldtime is the previous frame's
724 // value of time, frametime is the difference between time and oldtime
725 double time, oldtime, frametime;
727 // copy of realtime from last recieved message, for net trouble icon
728 float last_received_message;
730 // information that is static for the entire time connected to a server
731 struct model_s *model_precache[MAX_MODELS];
732 struct sfx_s *sound_precache[MAX_SOUNDS];
734 // FIXME: this is a lot of memory to be keeping around, this really should be dynamically allocated and freed somehow
735 char model_name[MAX_MODELS][MAX_QPATH];
736 char sound_name[MAX_SOUNDS][MAX_QPATH];
738 // for display on solo scoreboard
740 // cl_entitites[cl.viewentity] = player
742 // the real player entity (normally same as viewentity,
743 // different than viewentity if mod uses chasecam or other tricks)
745 // max players that can be in this game
747 // type of game (deathmatch, coop, singleplayer)
750 // models and sounds used by engine code (particularly cl_parse.c)
752 model_t *model_bolt2;
753 model_t *model_bolt3;
756 sfx_t *sfx_knighthit;
763 // refresh related state
765 // cl_entitites[0].model
766 struct model_s *worldmodel;
772 int cdtrack, looptrack;
777 scoreboard_t *scores;
779 // entity database stuff
780 // latest received entity frame numbers
781 #define LATESTFRAMENUMS 3
782 int latestframenums[LATESTFRAMENUMS];
783 entityframe_database_t *entitydatabase;
784 entityframe4_database_t *entitydatabase4;
785 entityframeqw_database_t *entitydatabaseqw;
787 // keep track of quake entities because they need to be killed if they get stale
789 unsigned char isquakeentity[MAX_EDICTS];
791 // bounding boxes for clientside movement
792 vec3_t playerstandmins;
793 vec3_t playerstandmaxs;
794 vec3_t playercrouchmins;
795 vec3_t playercrouchmaxs;
798 int max_csqcentities;
799 int max_static_entities;
800 int max_temp_entities;
805 int max_brushmodel_entities;
809 entity_t *csqcentities; //[515]: csqc
810 unsigned char *entities_active;
811 unsigned char *csqcentities_active; //[515]: csqc
812 entity_t *static_entities;
813 entity_t *temp_entities;
814 cl_effect_t *effects;
817 lightstyle_t *lightstyle;
818 int *brushmodel_entities;
819 particle_t *particles;
822 int num_csqcentities; //[515]: csqc
823 int num_static_entities;
824 int num_temp_entities;
825 int num_brushmodel_entities;
835 // local copy of the server infostring
836 char qw_serverinfo[MAX_SERVERINFO_STRING];
838 // time of last qw "pings" command sent to server while showing scores
839 double last_ping_request;
841 // used during connect
844 // updated from serverinfo
847 // indicates whether the player is spectating
848 qboolean qw_spectator;
850 // movement parameters for client prediction
851 float qw_movevars_gravity;
852 float qw_movevars_stopspeed;
853 float qw_movevars_maxspeed; // can change during play
854 float qw_movevars_spectatormaxspeed;
855 float qw_movevars_accelerate;
856 float qw_movevars_airaccelerate;
857 float qw_movevars_wateraccelerate;
858 float qw_movevars_friction;
859 float qw_movevars_waterfriction;
860 float qw_movevars_entgravity; // can change during play
862 // models used by qw protocol
863 int qw_modelindex_spike;
864 int qw_modelindex_player;
865 int qw_modelindex_flag;
866 int qw_modelindex_s_explod;
868 vec3_t qw_intermission_origin;
869 vec3_t qw_intermission_angles;
871 // 255 is the most nails the QW protocol could send
873 vec_t qw_nails[255][6];
877 int qw_validsequence;
879 qw_usercmd_t qw_moves[QW_UPDATE_BACKUP];
881 int qw_deltasequence[QW_UPDATE_BACKUP];
888 extern cvar_t cl_name;
889 extern cvar_t cl_color;
890 extern cvar_t cl_rate;
891 extern cvar_t cl_pmodel;
892 extern cvar_t cl_playermodel;
893 extern cvar_t cl_playerskin;
895 extern cvar_t rcon_password;
896 extern cvar_t rcon_address;
898 extern cvar_t cl_upspeed;
899 extern cvar_t cl_forwardspeed;
900 extern cvar_t cl_backspeed;
901 extern cvar_t cl_sidespeed;
903 extern cvar_t cl_movespeedkey;
905 extern cvar_t cl_yawspeed;
906 extern cvar_t cl_pitchspeed;
908 extern cvar_t cl_anglespeedkey;
910 extern cvar_t cl_autofire;
912 extern cvar_t csqc_progname; //[515]: csqc crc check and right csprogs name according to progs.dat
913 extern cvar_t csqc_progcrc;
915 extern cvar_t cl_shownet;
916 extern cvar_t cl_nolerp;
918 extern cvar_t cl_pitchdriftspeed;
919 extern cvar_t lookspring;
920 extern cvar_t lookstrafe;
921 extern cvar_t sensitivity;
923 extern cvar_t freelook;
925 extern cvar_t m_pitch;
927 extern cvar_t m_forward;
928 extern cvar_t m_side;
930 extern cvar_t r_draweffects;
932 extern cvar_t cl_explosions_alpha_start;
933 extern cvar_t cl_explosions_alpha_end;
934 extern cvar_t cl_explosions_size_start;
935 extern cvar_t cl_explosions_size_end;
936 extern cvar_t cl_explosions_lifetime;
937 extern cvar_t cl_stainmaps;
938 extern cvar_t cl_stainmaps_clearonload;
940 extern cvar_t cl_prydoncursor;
942 extern client_state_t cl;
944 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);
946 //=============================================================================
952 void CL_Shutdown (void);
955 void CL_EstablishConnection(const char *host);
957 void CL_Disconnect (void);
958 void CL_Disconnect_f (void);
960 void CL_BoundingBoxForEntity(entity_render_t *ent);
962 extern cvar_t cl_beams_polygons;
963 extern cvar_t cl_beams_relative;
964 extern cvar_t cl_beams_lightatend;
969 typedef struct kbutton_s
971 int down[2]; // key nums holding it down
972 int state; // low bit is down state
976 extern kbutton_t in_mlook, in_klook;
977 extern kbutton_t in_strafe;
978 extern kbutton_t in_speed;
980 void CL_InitInput (void);
981 void CL_SendMove (void);
983 void CL_ValidateState(entity_state_t *s);
984 void CL_MoveLerpEntityStates(entity_t *ent);
985 void CL_LerpUpdate(entity_t *e);
986 void CL_ParseTEnt (void);
987 void CL_RelinkBeams (void);
989 void CL_ClearTempEntities (void);
990 entity_t *CL_NewTempEntity (void);
992 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate);
994 void CL_ClearState (void);
995 void CL_ExpandEntities(int num);
998 int CL_ReadFromServer (void);
999 void CL_WriteToServer (void);
1000 void CL_Move (void);
1001 extern qboolean cl_ignoremousemove;
1004 float CL_KeyState (kbutton_t *key);
1005 const char *Key_KeynumToString (int keynum);
1006 int Key_StringToKeynum (const char *str);
1011 void CL_StopPlayback(void);
1012 void CL_ReadDemoMessage(void);
1013 void CL_WriteDemoMessage(void);
1015 void CL_NextDemo(void);
1016 void CL_Stop_f(void);
1017 void CL_Record_f(void);
1018 void CL_PlayDemo_f(void);
1019 void CL_TimeDemo_f(void);
1024 void CL_Parse_Init(void);
1025 void CL_Parse_Shutdown(void);
1026 void CL_ParseServerMessage(void);
1027 void CL_Parse_DumpPacket(void);
1028 void CL_Parse_ErrorCleanUp(void);
1029 void QW_CL_StartUpload(unsigned char *data, int size);
1030 extern cvar_t qport;
1035 void V_StartPitchDrift (void);
1036 void V_StopPitchDrift (void);
1039 float V_CalcRoll (vec3_t angles, vec3_t velocity);
1040 void V_UpdateBlends (void);
1041 void V_ParseDamage (void);
1047 extern cvar_t cl_particles;
1048 extern cvar_t cl_particles_quality;
1049 extern cvar_t cl_particles_size;
1050 extern cvar_t cl_particles_quake;
1051 extern cvar_t cl_particles_bloodshowers;
1052 extern cvar_t cl_particles_blood;
1053 extern cvar_t cl_particles_blood_alpha;
1054 extern cvar_t cl_particles_blood_bloodhack;
1055 extern cvar_t cl_particles_bulletimpacts;
1056 extern cvar_t cl_particles_explosions_bubbles;
1057 extern cvar_t cl_particles_explosions_smoke;
1058 extern cvar_t cl_particles_explosions_sparks;
1059 extern cvar_t cl_particles_explosions_shell;
1060 extern cvar_t cl_particles_smoke;
1061 extern cvar_t cl_particles_smoke_alpha;
1062 extern cvar_t cl_particles_smoke_alphafade;
1063 extern cvar_t cl_particles_sparks;
1064 extern cvar_t cl_particles_bubbles;
1065 extern cvar_t cl_decals;
1066 extern cvar_t cl_decals_time;
1067 extern cvar_t cl_decals_fadetime;
1069 void CL_Particles_Clear(void);
1070 void CL_Particles_Init(void);
1071 void CL_Particles_Shutdown(void);
1073 void CL_ParseParticleEffect (void);
1074 void CL_RunParticleEffect (vec3_t org, vec3_t dir, int color, int count);
1075 void CL_RocketTrail (vec3_t start, vec3_t end, int type, int color, entity_t *ent);
1076 void CL_SparkShower (vec3_t org, vec3_t dir, int count, vec_t gravityscale, vec_t radius);
1077 void CL_Smoke (vec3_t org, vec3_t dir, int count, vec_t radius);
1078 void CL_BulletMark (vec3_t org);
1079 void CL_PlasmaBurn (vec3_t org);
1080 void CL_BloodPuff (vec3_t org, vec3_t vel, int count);
1081 void CL_Stardust (vec3_t mins, vec3_t maxs, int count);
1082 void CL_FlameCube (vec3_t mins, vec3_t maxs, int count);
1083 void CL_Flames (vec3_t org, vec3_t vel, int count);
1084 void CL_BloodShower (vec3_t mins, vec3_t maxs, float velspeed, int count);
1085 void CL_ParticleCube (vec3_t mins, vec3_t maxs, vec3_t dir, int count, int colorbase, int gravity, int randomvel);
1086 void CL_ParticleRain (vec3_t mins, vec3_t maxs, vec3_t dir, int count, int colorbase, int type);
1087 void CL_EntityParticles (entity_t *ent);
1088 void CL_BlobExplosion (vec3_t org);
1089 void CL_ParticleExplosion (vec3_t org);
1090 void CL_ParticleExplosion2 (vec3_t org, int colorStart, int colorLength);
1091 void CL_LavaSplash (vec3_t org);
1092 void CL_TeleportSplash (vec3_t org);
1093 void CL_BeamParticle (const vec3_t start, const vec3_t end, vec_t radius, float red, float green, float blue, float alpha, float lifetime);
1094 void CL_Tei_Smoke(const vec3_t pos, const vec3_t dir, int count);
1095 void CL_Tei_PlasmaHit(const vec3_t pos, const vec3_t dir, int count);
1096 void CL_MoveParticles(void);
1097 void R_MoveExplosions(void);
1098 void R_NewExplosion(vec3_t org);
1100 #include "cl_screen.h"
1102 #define NUMCROSSHAIRS 32
1103 extern cachepic_t *r_crosshairs[NUMCROSSHAIRS+1];
1105 typedef struct refdef_s
1107 // area to render in
1108 int x, y, width, height;
1109 float frustum_x, frustum_y;
1111 // these are set for water warping before
1112 // frustum_x/frustum_y are calculated
1113 float frustumscale_x, frustumscale_y;
1116 matrix4x4_t viewentitymatrix;
1118 // which color components to allow (for anaglyph glasses)
1121 // fullscreen color blend
1124 // whether to call S_ExtraUpdate during render to reduce sound chop
1125 qboolean extraupdate;
1127 // client gameworld time for rendering time based effects
1131 entity_render_t *worldentity;
1133 // same as worldentity->model
1134 model_t *worldmodel;
1136 // renderable entities (excluding world)
1137 entity_render_t **entities;
1141 // renderable dynamic lights
1142 dlight_t *lights[MAX_DLIGHTS];
1145 // 8.8bit fixed point intensities for light styles
1146 // controls intensity of dynamic lights and lightmap layers
1147 unsigned short lightstylevalue[256]; // 8.8 fraction of base light value
1149 // 2D art drawing queue
1150 // TODO: get rid of this
1151 unsigned char *drawqueue;
1153 int maxdrawqueuesize;
1157 extern refdef_t r_refdef;