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
30 // flags for rtlight rendering
31 #define LIGHTFLAG_NORMALMODE 1
32 #define LIGHTFLAG_REALTIMEMODE 2
34 typedef struct effect_s
43 // these are for interpolation
53 // draw this as lightning polygons, or a model?
55 struct model_s *model;
58 // if this beam is owned by an entity, this is the beam start relative to
59 // that entity's matrix for per frame start updates
62 // indicates whether relativestart is valid
63 int relativestartvalid;
67 typedef struct rtlight_s
69 // shadow volumes are done entirely in model space, so there are no matrices for dealing with them... they just use the origin
71 // note that the world to light matrices are inversely scaled (divided) by lightradius
74 // matrix for transforming world coordinates to light filter coordinates
75 matrix4x4_t matrix_worldtolight;
76 // typically 1 1 1, can be lower (dim) or higher (overbright)
78 // size of the light (remove?)
82 // light style to monitor for brightness
84 // whether light should render shadows
86 // intensity of corona to render
88 // radius scale of corona to render (1.0 means same as light radius)
89 vec_t coronasizescale;
90 // ambient intensity to render
92 // diffuse intensity to render
94 // specular intensity to render
99 // generated properties
100 // used only for shadow volumes
107 // squared cullradius
110 // rendering properties, updated each time a light is rendered
111 // this is rtlight->color * d_lightstylevalue
113 // this is R_Shadow_Cubemap(rtlight->cubemapname)
114 rtexture_t *currentcubemap;
117 // true if this light should be compiled as a static light
119 // true if this is a compiled world light, cleared if the light changes
121 // premade shadow volumes to render for world entity
122 shadowmesh_t *static_meshchain_shadow;
123 // used for visibility testing (more exact than bbox)
125 int static_numleafpvsbytes;
126 int *static_leaflist;
127 unsigned char *static_leafpvs;
128 // surfaces seen by light
129 int static_numsurfaces;
130 int *static_surfacelist;
134 typedef struct dlight_s
136 // destroy light after this time
139 // the entity that owns this light (can be NULL)
141 struct entity_render_s *ent;
143 // (worldlight: saved to .rtlights file)
145 // worldlight orientation
147 // (worldlight: saved to .rtlights file)
149 // dlight orientation/scaling/location
153 // (worldlight: saved to .rtlights file)
155 // cubemap number to use on this light
158 // cubemap name to use on this light
160 // (worldlight: saved to .rtlights file)
161 char cubemapname[64];
162 // make light flash while selected
165 // brightness (not really radius anymore)
166 // (worldlight: saved to .rtlights file)
168 // drop radius this much each second
171 // light style which controls intensity of this light
172 // (worldlight: saved to .rtlights file)
175 // (worldlight: saved to .rtlights file)
178 // (worldlight: saved to .rtlights file)
180 // radius scale of corona to render (1.0 means same as light radius)
181 // (worldlight: saved to .rtlights file)
182 vec_t coronasizescale;
183 // ambient intensity to render
184 // (worldlight: saved to .rtlights file)
186 // diffuse intensity to render
187 // (worldlight: saved to .rtlights file)
189 // specular intensity to render
190 // (worldlight: saved to .rtlights file)
193 // (worldlight: saved to .rtlights file)
195 // linked list of world lights
197 struct dlight_s *next;
198 // embedded rtlight struct for renderer
204 typedef struct frameblend_s
211 // LordHavoc: this struct is intended for the renderer but some fields are
212 // used by the client.
213 typedef struct entity_render_s
219 // transform matrix for model to world
221 // transform matrix for world to model
222 matrix4x4_t inversematrix;
223 // opacity (alpha) of the model
225 // size the model is shown
230 // current uninterpolated animation frame (for things which do not use interpolation)
232 // entity shirt and pants colors (-1 if not colormapped)
234 // literal colors for renderer
235 vec3_t colormap_pantscolor;
236 vec3_t colormap_shirtcolor;
237 // light, particles, etc
244 // colormod tinting of models
247 // interpolated animation
249 // frame that the model is interpolating from
251 // frame that the model is interpolating to
253 // interpolation factor, usually computed from frame2time
255 // time frame1 began playing (for framegroup animations)
257 // time frame2 began playing (for framegroup animations)
260 // calculated by the renderer (but not persistent)
262 // if visframe == r_framecount, it is visible
264 // calculated during R_AddModelEntities
266 // 4 frame numbers (-1 if not used) and their blending scalers (0-1), if interpolation is not desired, use frame instead
267 frameblend_t frameblend[4];
269 // current lighting from map
270 vec3_t modellight_ambient;
271 vec3_t modellight_diffuse; // q3bsp
272 vec3_t modellight_lightdir; // q3bsp
276 typedef struct entity_persistent_s
285 // muzzleflash fading
288 // interpolated movement
290 // start time of move
292 // time difference from start to end of move
294 // the move itself, start and end
302 typedef struct entity_s
305 // baseline state (default values)
306 entity_state_t state_baseline;
307 // previous state (interpolating from this)
308 entity_state_t state_previous;
309 // current state (interpolating to this)
310 entity_state_t state_current;
312 // used for regenerating parts of render
313 entity_persistent_t persistent;
315 // the only data the renderer should know about
316 entity_render_t render;
320 typedef struct usercmd_s
324 // intended velocities
329 vec3_t cursor_screen;
332 vec3_t cursor_impact;
333 vec3_t cursor_normal;
334 vec_t cursor_fraction;
335 int cursor_entitynumber;
342 qboolean applied; // if false we're still accumulating a move
345 typedef struct lightstyle_s
348 char map[MAX_STYLESTRING];
351 typedef struct scoreboard_s
353 char name[MAX_SCOREBOARDNAME];
355 int colors; // two 4 bit fields
358 char qw_userinfo[MAX_USERINFO_STRING];
364 char qw_skin[MAX_QPATH];
367 typedef struct cshift_s
370 float percent; // 0-256
373 #define CSHIFT_CONTENTS 0
374 #define CSHIFT_DAMAGE 1
375 #define CSHIFT_BONUS 2
376 #define CSHIFT_POWERUP 3
377 #define CSHIFT_VCSHIFT 4
378 #define NUM_CSHIFTS 5
380 #define NAME_LENGTH 64
384 // client_state_t should hold all pieces of the client state
387 #define SIGNONS 4 // signon messages to receive before connected
390 #define MAX_DEMONAME 16
392 typedef enum cactive_e
394 ca_dedicated, // a dedicated server with no ability to start a client
395 ca_disconnected, // full screen console with no connection
396 ca_connected // valid netcon, talking to a server
400 typedef enum qw_downloadtype_e
410 typedef enum capturevideoformat_e
412 CAPTUREVIDEOFORMAT_TARGA,
413 CAPTUREVIDEOFORMAT_JPEG,
414 CAPTUREVIDEOFORMAT_RAWRGB,
415 CAPTUREVIDEOFORMAT_RAWYV12
417 capturevideoformat_t;
420 // the client_static_t structure is persistent through an arbitrary number
421 // of server connections
423 typedef struct client_static_s
427 // all client memory allocations go in these pools
428 mempool_t *levelmempool;
429 mempool_t *permanentmempool;
432 // -1 = don't play demos
434 // list of demos in loop
435 char demos[MAX_DEMOS][MAX_DEMONAME];
436 // the actively playing demo (set by CL_PlayDemo_f)
439 // demo recording info must be here, because record is started before
440 // entering a map (and clearing client_state_t)
441 qboolean demorecording;
442 qboolean demoplayback;
444 // -1 = use normal cd track
447 // to meter out one message a frame
449 // host_framecount at start
451 // realtime at second frame of timedemo (LordHavoc: changed to double)
453 // LordHavoc: for measuring maxfps
454 double td_minframetime;
455 // LordHavoc: for measuring minfps
456 double td_maxframetime;
457 // LordHavoc: pausedemo
460 qboolean connect_trying;
461 int connect_remainingtries;
462 double connect_nextsendtime;
463 lhnetsocket_t *connect_mysocket;
464 lhnetaddress_t connect_address;
465 // protocol version of the server we're connected to
466 // (kept outside client_state_t because it's used between levels)
467 protocolversion_t protocol;
469 // connection information
472 // network connection
475 // quakeworld stuff below
477 // value of "qport" cvar at time of connection
480 // current file download buffer (only saved when file is completed)
481 char qw_downloadname[MAX_QPATH];
482 unsigned char *qw_downloadmemory;
483 int qw_downloadmemorycursize;
484 int qw_downloadmemorymaxsize;
485 int qw_downloadnumber;
486 int qw_downloadpercent;
487 qw_downloadtype_t qw_downloadtype;
489 // current file upload buffer (for uploading screenshots to server)
490 unsigned char *qw_uploaddata;
495 // this normally contains the following keys in quakeworld:
496 // password spectator name team skin topcolor bottomcolor rate noaim msg *ver *ip
497 char userinfo[MAX_USERINFO_STRING];
499 // video capture stuff
500 qboolean capturevideo_active;
501 capturevideoformat_t capturevideo_format;
502 double capturevideo_starttime;
503 double capturevideo_framerate;
504 int capturevideo_soundrate;
505 int capturevideo_frame;
506 unsigned char *capturevideo_buffer;
507 qfile_t *capturevideo_videofile;
508 qfile_t *capturevideo_soundfile;
509 short capturevideo_rgbtoyuvscaletable[3][3][256];
510 unsigned char capturevideo_yuvnormalizetable[3][256];
514 extern client_static_t cls;
516 typedef struct client_movementqueue_s
526 client_movementqueue_t;
532 qboolean drawenginesbar;
533 qboolean drawcrosshair;
536 typedef struct qw_usercmd_s
539 short forwardmove, sidemove, upmove;
540 unsigned char padding1[2];
542 unsigned char buttons;
543 unsigned char impulse;
544 unsigned char padding2;
550 PARTICLE_BILLBOARD = 0,
552 PARTICLE_ORIENTED_DOUBLESIDED = 2,
565 typedef struct particletype_s
568 porientation_t orientation;
575 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
579 typedef struct particle_s
581 particletype_t *type;
584 vec3_t vel; // velocity of particle, or orientation of decal, or end point of beam
586 float sizeincrease; // rate of size change per second
587 float alpha; // 0-255
588 float alphafade; // how much alpha reduces per second
589 float time2; // used for snow fluttering and decal fade
590 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)
591 float gravity; // how much gravity affects this particle (1.0 = normal gravity, 0.0 = none)
592 float friction; // how much air friction affects this object (objects with a low mass/size ratio tend to get more air friction)
593 unsigned char color[4];
594 unsigned short owner; // decal stuck to this entity
595 model_t *ownermodel; // model the decal is stuck to (used to make sure the entity is still alive)
596 vec3_t relativeorigin; // decal at this location in entity's coordinate space
597 vec3_t relativedirection; // decal oriented this way relative to entity's coordinate space
602 // the client_state_t structure is wiped completely at every
605 typedef struct client_state_s
607 // true if playing in a local game and no one else is connected
610 // when connecting to the server throw out the first couple move messages
611 // so the player doesn't accidentally do something the first frame
614 // send a clc_nop periodically until connected
617 // current input to send to the server
620 // information for local display
622 int stats[MAX_CL_STATS];
623 // last known inventory bit flags, for blinking
625 // cl.time of acquiring item, for blinking
626 float item_gettime[32];
627 // last known STAT_ACTIVEWEAPON
629 // cl.time of changing STAT_ACTIVEWEAPON
631 // use pain anim frame if cl.time < this
634 // color shifts for damage, powerups
635 cshift_t cshifts[NUM_CSHIFTS];
637 cshift_t prev_cshifts[NUM_CSHIFTS];
639 // the client maintains its own idea of view angles, which are
640 // sent to the server each frame. The server sets punchangle when
641 // the view is temporarily offset, and an angle reset commands at the start
642 // of each level and after teleporting.
644 // mviewangles is read from demo
645 // viewangles is either client controlled or lerped from mviewangles
646 vec3_t mviewangles[2], viewangles;
647 // update by server, used by qc to do weapon recoil
648 vec3_t mpunchangle[2], punchangle;
649 // update by server, can be used by mods to kick view around
650 vec3_t mpunchvector[2], punchvector;
651 // update by server, used for lean+bob (0 is newest)
652 vec3_t mvelocity[2], velocity;
653 // update by server, can be used by mods for zooming
654 vec_t mviewzoom[2], viewzoom;
656 // client movement simulation
657 // these fields are only updated by CL_ClientMovement (called by CL_SendMove after parsing each network packet)
659 // this is set true by svc_time parsing and causes a new movement to be
660 // queued for prediction purposes
661 qboolean movement_needupdate;
662 // indicates the queue has been updated and should be replayed
663 qboolean movement_replay;
664 // simulated data (this is valid even if cl.movement is false)
665 vec3_t movement_origin;
666 vec3_t movement_oldorigin;
667 vec3_t movement_velocity;
668 // queue of proposed moves
669 int movement_numqueue;
670 client_movementqueue_t movement_queue[64];
672 int servermovesequence;
674 // pitch drifting vars
681 //[515]: added for csqc purposes
682 float sensitivityscale;
683 csqc_vidvars_t csqc_vidvars; //[515]: these parms must be set to true by default
684 qboolean csqc_wantsmousemove;
685 struct model_s *csqc_model_precache[MAX_MODELS];
687 // local amount for smoothing stepups
696 qboolean oldonground;
697 double lastongroundtime;
698 double hitgroundtime;
700 // don't change view angle, full screen, etc
702 // latched at intermission start
703 double completed_time;
705 // the timestamp of the last two messages
708 // clients view of time, time should be between mtime[0] and mtime[1] to
709 // generate a lerp point for other data, oldtime is the previous frame's
710 // value of time, frametime is the difference between time and oldtime
711 double time, oldtime;
712 // how long it has been since the previous client frame in real time
713 // (not game time, for that use cl.time - cl.oldtime)
714 double realframetime;
716 // copy of realtime from last recieved message, for net trouble icon
717 float last_received_message;
719 // information that is static for the entire time connected to a server
720 struct model_s *model_precache[MAX_MODELS];
721 struct sfx_s *sound_precache[MAX_SOUNDS];
723 // FIXME: this is a lot of memory to be keeping around, this really should be dynamically allocated and freed somehow
724 char model_name[MAX_MODELS][MAX_QPATH];
725 char sound_name[MAX_SOUNDS][MAX_QPATH];
727 // for display on solo scoreboard
729 // cl_entitites[cl.viewentity] = player
731 // the real player entity (normally same as viewentity,
732 // different than viewentity if mod uses chasecam or other tricks)
734 // max players that can be in this game
736 // type of game (deathmatch, coop, singleplayer)
739 // models and sounds used by engine code (particularly cl_parse.c)
741 model_t *model_bolt2;
742 model_t *model_bolt3;
745 sfx_t *sfx_knighthit;
752 // refresh related state
754 // cl_entitites[0].model
755 struct model_s *worldmodel;
761 int cdtrack, looptrack;
766 scoreboard_t *scores;
768 // entity database stuff
769 // latest received entity frame numbers
770 #define LATESTFRAMENUMS 3
771 int latestframenums[LATESTFRAMENUMS];
772 entityframe_database_t *entitydatabase;
773 entityframe4_database_t *entitydatabase4;
774 entityframeqw_database_t *entitydatabaseqw;
776 // keep track of quake entities because they need to be killed if they get stale
778 unsigned char isquakeentity[MAX_EDICTS];
780 // bounding boxes for clientside movement
781 vec3_t playerstandmins;
782 vec3_t playerstandmaxs;
783 vec3_t playercrouchmins;
784 vec3_t playercrouchmaxs;
787 int max_csqcentities;
788 int max_static_entities;
789 int max_temp_entities;
794 int max_brushmodel_entities;
798 entity_t *csqcentities; //[515]: csqc
799 unsigned char *entities_active;
800 unsigned char *csqcentities_active; //[515]: csqc
801 entity_t *static_entities;
802 entity_t *temp_entities;
803 cl_effect_t *effects;
806 lightstyle_t *lightstyle;
807 int *brushmodel_entities;
808 particle_t *particles;
811 int num_csqcentities; //[515]: csqc
812 int num_static_entities;
813 int num_temp_entities;
814 int num_brushmodel_entities;
824 // local copy of the server infostring
825 char qw_serverinfo[MAX_SERVERINFO_STRING];
827 // time of last qw "pings" command sent to server while showing scores
828 double last_ping_request;
830 // used during connect
833 // updated from serverinfo
836 // indicates whether the player is spectating
837 qboolean qw_spectator;
839 // movement parameters for client prediction
840 float qw_movevars_gravity;
841 float qw_movevars_stopspeed;
842 float qw_movevars_maxspeed; // can change during play
843 float qw_movevars_spectatormaxspeed;
844 float qw_movevars_accelerate;
845 float qw_movevars_airaccelerate;
846 float qw_movevars_wateraccelerate;
847 float qw_movevars_friction;
848 float qw_movevars_waterfriction;
849 float qw_movevars_entgravity; // can change during play
851 // models used by qw protocol
852 int qw_modelindex_spike;
853 int qw_modelindex_player;
854 int qw_modelindex_flag;
855 int qw_modelindex_s_explod;
857 vec3_t qw_intermission_origin;
858 vec3_t qw_intermission_angles;
860 // 255 is the most nails the QW protocol could send
862 vec_t qw_nails[255][6];
866 int qw_validsequence;
868 qw_usercmd_t qw_moves[QW_UPDATE_BACKUP];
870 int qw_deltasequence[QW_UPDATE_BACKUP];
877 extern cvar_t cl_name;
878 extern cvar_t cl_color;
879 extern cvar_t cl_rate;
880 extern cvar_t cl_pmodel;
881 extern cvar_t cl_playermodel;
882 extern cvar_t cl_playerskin;
884 extern cvar_t rcon_password;
885 extern cvar_t rcon_address;
887 extern cvar_t cl_upspeed;
888 extern cvar_t cl_forwardspeed;
889 extern cvar_t cl_backspeed;
890 extern cvar_t cl_sidespeed;
892 extern cvar_t cl_movespeedkey;
894 extern cvar_t cl_yawspeed;
895 extern cvar_t cl_pitchspeed;
897 extern cvar_t cl_anglespeedkey;
899 extern cvar_t cl_autofire;
901 extern cvar_t csqc_progname; //[515]: csqc crc check and right csprogs name according to progs.dat
902 extern cvar_t csqc_progcrc;
904 extern cvar_t cl_shownet;
905 extern cvar_t cl_nolerp;
907 extern cvar_t cl_pitchdriftspeed;
908 extern cvar_t lookspring;
909 extern cvar_t lookstrafe;
910 extern cvar_t sensitivity;
912 extern cvar_t freelook;
914 extern cvar_t m_pitch;
916 extern cvar_t m_forward;
917 extern cvar_t m_side;
919 extern cvar_t cl_autodemo;
920 extern cvar_t cl_autodemo_nameformat;
922 extern cvar_t r_draweffects;
924 extern cvar_t cl_explosions_alpha_start;
925 extern cvar_t cl_explosions_alpha_end;
926 extern cvar_t cl_explosions_size_start;
927 extern cvar_t cl_explosions_size_end;
928 extern cvar_t cl_explosions_lifetime;
929 extern cvar_t cl_stainmaps;
930 extern cvar_t cl_stainmaps_clearonload;
932 extern cvar_t cl_prydoncursor;
934 extern client_state_t cl;
936 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);
938 //=============================================================================
944 void CL_Shutdown (void);
947 void CL_EstablishConnection(const char *host);
949 void CL_Disconnect (void);
950 void CL_Disconnect_f (void);
952 void CL_BoundingBoxForEntity(entity_render_t *ent);
954 extern cvar_t cl_beams_polygons;
955 extern cvar_t cl_beams_relative;
956 extern cvar_t cl_beams_lightatend;
961 typedef struct kbutton_s
963 int down[2]; // key nums holding it down
964 int state; // low bit is down state
968 extern kbutton_t in_mlook, in_klook;
969 extern kbutton_t in_strafe;
970 extern kbutton_t in_speed;
972 void CL_InitInput (void);
973 void CL_SendMove (void);
975 void CL_ValidateState(entity_state_t *s);
976 void CL_MoveLerpEntityStates(entity_t *ent);
977 void CL_LerpUpdate(entity_t *e);
978 void CL_ParseTEnt (void);
979 void CL_RelinkBeams (void);
981 void CL_ClearTempEntities (void);
982 entity_t *CL_NewTempEntity (void);
984 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate);
986 void CL_ClearState (void);
987 void CL_ExpandEntities(int num);
990 int CL_ReadFromServer (void);
991 void CL_WriteToServer (void);
993 extern qboolean cl_ignoremousemove;
996 float CL_KeyState (kbutton_t *key);
997 const char *Key_KeynumToString (int keynum);
998 int Key_StringToKeynum (const char *str);
1003 void CL_StopPlayback(void);
1004 void CL_ReadDemoMessage(void);
1005 void CL_WriteDemoMessage(void);
1007 void CL_NextDemo(void);
1008 void CL_Stop_f(void);
1009 void CL_Record_f(void);
1010 void CL_PlayDemo_f(void);
1011 void CL_TimeDemo_f(void);
1016 void CL_Parse_Init(void);
1017 void CL_Parse_Shutdown(void);
1018 void CL_ParseServerMessage(void);
1019 void CL_Parse_DumpPacket(void);
1020 void CL_Parse_ErrorCleanUp(void);
1021 void QW_CL_StartUpload(unsigned char *data, int size);
1022 extern cvar_t qport;
1027 void V_StartPitchDrift (void);
1028 void V_StopPitchDrift (void);
1031 float V_CalcRoll (vec3_t angles, vec3_t velocity);
1032 void V_UpdateBlends (void);
1033 void V_ParseDamage (void);
1039 extern cvar_t cl_particles;
1040 extern cvar_t cl_particles_quality;
1041 extern cvar_t cl_particles_size;
1042 extern cvar_t cl_particles_quake;
1043 extern cvar_t cl_particles_blood;
1044 extern cvar_t cl_particles_blood_alpha;
1045 extern cvar_t cl_particles_blood_bloodhack;
1046 extern cvar_t cl_particles_bulletimpacts;
1047 extern cvar_t cl_particles_explosions_bubbles;
1048 extern cvar_t cl_particles_explosions_smoke;
1049 extern cvar_t cl_particles_explosions_sparks;
1050 extern cvar_t cl_particles_explosions_shell;
1051 extern cvar_t cl_particles_smoke;
1052 extern cvar_t cl_particles_smoke_alpha;
1053 extern cvar_t cl_particles_smoke_alphafade;
1054 extern cvar_t cl_particles_sparks;
1055 extern cvar_t cl_particles_bubbles;
1056 extern cvar_t cl_decals;
1057 extern cvar_t cl_decals_time;
1058 extern cvar_t cl_decals_fadetime;
1060 void CL_Particles_Clear(void);
1061 void CL_Particles_Init(void);
1062 void CL_Particles_Shutdown(void);
1064 typedef enum effectnameindex_s
1068 EFFECT_TE_GUNSHOTQUAD,
1070 EFFECT_TE_SPIKEQUAD,
1071 EFFECT_TE_SUPERSPIKE,
1072 EFFECT_TE_SUPERSPIKEQUAD,
1074 EFFECT_TE_KNIGHTSPIKE,
1075 EFFECT_TE_VORESPIKE,
1076 EFFECT_TE_EXPLOSION,
1077 EFFECT_TE_EXPLOSIONQUAD,
1078 EFFECT_TE_TAREXPLOSION,
1080 EFFECT_TE_LAVASPLASH,
1081 EFFECT_TE_SMALLFLASH,
1086 EFFECT_TE_PLASMABURN,
1088 EFFECT_TE_TEI_SMOKE,
1089 EFFECT_TE_TEI_BIGEXPLOSION,
1090 EFFECT_TE_TEI_PLASMAHIT,
1096 EFFECT_TR_SLIGHTBLOOD,
1097 EFFECT_TR_KNIGHTSPIKE,
1098 EFFECT_TR_VORESPIKE,
1099 EFFECT_TR_NEHAHRASMOKE,
1100 EFFECT_TR_NEXUIZPLASMA,
1101 EFFECT_TR_GLOWTRAIL,
1102 EFFECT_SVC_PARTICLE,
1107 int CL_ParticleEffectIndexForName(const char *name);
1108 const char *CL_ParticleEffectNameForIndex(int i);
1109 void CL_ParticleEffect(int effectindex, float pcount, const vec3_t originmins, const vec3_t originmaxs, const vec3_t velocitymins, const vec3_t velocitymaxs, entity_t *ent, int palettecolor);
1110 void CL_ParseParticleEffect (void);
1111 void CL_ParticleCube (const vec3_t mins, const vec3_t maxs, const vec3_t dir, int count, int colorbase, vec_t gravity, vec_t randomvel);
1112 void CL_ParticleRain (const vec3_t mins, const vec3_t maxs, const vec3_t dir, int count, int colorbase, int type);
1113 void CL_EntityParticles (const entity_t *ent);
1114 void CL_ParticleExplosion (const vec3_t org);
1115 void CL_ParticleExplosion2 (const vec3_t org, int colorStart, int colorLength);
1116 void CL_MoveParticles(void);
1117 void R_MoveExplosions(void);
1118 void R_NewExplosion(const vec3_t org);
1120 #include "cl_screen.h"
1122 #define NUMCROSSHAIRS 32
1123 extern cachepic_t *r_crosshairs[NUMCROSSHAIRS+1];
1125 typedef struct refdef_s
1127 // area to render in
1128 int x, y, width, height;
1129 float frustum_x, frustum_y;
1131 // these are set for water warping before
1132 // frustum_x/frustum_y are calculated
1133 float frustumscale_x, frustumscale_y;
1136 matrix4x4_t viewentitymatrix;
1138 // which color components to allow (for anaglyph glasses)
1141 // fullscreen color blend
1144 // whether to call S_ExtraUpdate during render to reduce sound chop
1145 qboolean extraupdate;
1147 // client gameworld time for rendering time based effects
1151 entity_render_t *worldentity;
1153 // same as worldentity->model
1154 model_t *worldmodel;
1156 // renderable entities (excluding world)
1157 entity_render_t **entities;
1161 // renderable dynamic lights
1162 dlight_t *lights[MAX_DLIGHTS];
1165 // 8.8bit fixed point intensities for light styles
1166 // controls intensity of dynamic lights and lightmap layers
1167 unsigned short lightstylevalue[256]; // 8.8 fraction of base light value
1169 qboolean draw2dstage;
1173 extern refdef_t r_refdef;