// 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
+
+// this is the maximum number of input packets that can be lost without a
+// misprediction
+#define CL_MAX_USERCMDS 16
// 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;
}
cl_effect_t;
-typedef struct
+typedef struct beam_s
{
int entity;
// draw this as lightning polygons, or a model?
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;
// note that the world to light matrices are inversely scaled (divided) by lightradius
// core properties
+ // matrix for transforming light filter coordinates to world coordinates
+ matrix4x4_t matrix_lighttoworld;
// matrix for transforming world coordinates to light filter coordinates
matrix4x4_t matrix_worldtolight;
// typically 1 1 1, can be lower (dim) or higher (overbright)
// 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;
+ // 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;
// 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
+ // premade shadow volumes to render for world entity
shadowmesh_t *static_meshchain_shadow;
- shadowmesh_t *static_meshchain_light;
// used for visibility testing (more exact than bbox)
int static_numleafs;
int static_numleafpvsbytes;
int *static_leaflist;
- qbyte *static_leafpvs;
+ unsigned char *static_leafpvs;
// surfaces seen by light
int static_numsurfaces;
int *static_surfacelist;
+ // flag bits indicating which triangles of the world model should cast
+ // shadows, and which ones should be lit
+ //
+ // this avoids redundantly scanning the triangles in each surface twice
+ // for whether they should cast shadows, once in culling and once in the
+ // actual shadowmarklist production.
+ int static_numshadowtrispvsbytes;
+ unsigned char *static_shadowtrispvs;
+ // this allows the lighting batch code to skip backfaces andother culled
+ // triangles not relevant for lighting
+ // (important on big surfaces such as terrain)
+ int static_numlighttrispvsbytes;
+ unsigned char *static_lighttrispvs;
}
rtlight_t;
// 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
// brightness (not really radius anymore)
// (worldlight: saved to .rtlights file)
vec_t radius;
- // drop radius this much each second
+ // drop intensity this much each second
// (dlight only)
vec_t decay;
+ // intensity value which is dropped over time
+ // (dlight only)
+ vec_t intensity;
+ // initial values for intensity to modify
+ // (dlight only)
+ vec_t initialradius;
+ vec3_t initialcolor;
// light style which controls intensity of this light
// (worldlight: saved to .rtlights file)
int style;
// (worldlight only)
struct dlight_s *next;
// embedded rtlight struct for renderer
- // (renderer only)
+ // (worldlight only)
rtlight_t rtlight;
}
dlight_t;
typedef struct entity_render_s
{
// location
- vec3_t origin;
+ //vec3_t origin;
// orientation
- vec3_t angles;
+ //vec3_t angles;
// transform matrix for model to world
matrix4x4_t matrix;
// transform matrix for world to model
model_t *model;
// current uninterpolated animation frame (for things which do not use interpolation)
int frame;
- // entity shirt and pants colors
+ // number of the entity represents, or 0 for non-network entities
+ int entitynumber;
+ // 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;
+ // qw CTF flags and other internal-use-only effect bits
+ int internaleffects;
// for Alias models
int skinnum;
// render flags
// calculated by the renderer (but not persistent)
- // if visframe == r_framecount, it is visible
- int visframe;
// calculated during R_AddModelEntities
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];
+ // current lighting from map
+ vec3_t modellight_ambient;
+ vec3_t modellight_diffuse; // q3bsp
+ vec3_t modellight_lightdir; // q3bsp
+
+ // last time visible during trace culling
+ double last_trace_visibility;
}
entity_render_t;
typedef struct entity_persistent_s
{
- int linkframe;
-
vec3_t trail_origin;
// particle trail
float trail_time;
+ qboolean trail_allowed; // set to false by teleports, true by update code, prevents bad lerps
// muzzleflash fading
float muzzleflash;
}
entity_t;
-typedef struct
+typedef struct usercmd_s
{
vec3_t viewangles;
double time;
double receivetime;
+ int msec; // for qw moves
int buttons;
int impulse;
+ int sequence;
+ qboolean applied; // if false we're still accumulating a move
+ qboolean predicted; // if true the sequence should be sent as 0
} usercmd_t;
-typedef struct
+typedef struct lightstyle_s
{
int length;
char map[MAX_STYLESTRING];
} lightstyle_t;
-typedef struct
+typedef struct scoreboard_s
{
char name[MAX_SCOREBOARDNAME];
int frags;
int colors; // two 4 bit fields
+ // 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
+ float destcolor[3];
+ float percent; // 0-256
} cshift_t;
#define CSHIFT_CONTENTS 0
#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
}
cactive_t;
+typedef enum qw_downloadtype_e
+{
+ dl_none,
+ dl_single,
+ dl_skin,
+ dl_model,
+ dl_sound
+}
+qw_downloadtype_t;
+
+typedef enum capturevideoformat_e
+{
+ CAPTUREVIDEOFORMAT_AVI_I420
+}
+capturevideoformat_t;
+
+typedef struct capturevideostate_s
+{
+ double starttime;
+ double framerate;
+ // for AVI saving some values have to be written after capture ends
+ fs_offset_t videofile_totalframes_offset1;
+ fs_offset_t videofile_totalframes_offset2;
+ fs_offset_t videofile_totalsampleframes_offset;
+ qfile_t *videofile;
+ qboolean active;
+ qboolean realtime;
+ qboolean error;
+ capturevideoformat_t format;
+ int soundrate;
+ int frame;
+ int soundsampleframe; // for AVI saving
+ unsigned char *buffer;
+ sizebuf_t riffbuffer;
+ unsigned char riffbufferdata[128];
+ // note: riffindex buffer has an allocated ->data member, not static like most!
+ sizebuf_t riffindexbuffer;
+ int riffstacklevel;
+ fs_offset_t riffstackstartoffset[4];
+ short rgbtoyuvscaletable[3][3][256];
+ unsigned char yuvnormalizetable[3][256];
+ char basename[64];
+}
+capturevideostate_t;
+
+#define CL_MAX_DOWNLOADACKS 4
+
+typedef struct cl_downloadack_s
+{
+ int start, size;
+}
+cl_downloadack_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;
+ // all client memory allocations go in these pools
+ mempool_t *levelmempool;
+ mempool_t *permanentmempool;
+
// demo loop control
// -1 = don't play demos
int demonum;
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;
+ double td_onesecondnexttime;
+ double td_onesecondframes;
+ double td_onesecondminframes;
+ double td_onesecondmaxframes;
+ double td_onesecondavgframes;
+ int td_onesecondavgcount;
// LordHavoc: pausedemo
qboolean demopaused;
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 connection
netconn_t *netcon;
- // writing buffer to send to server
- sizebuf_t message;
- qbyte message_buf[1024];
+
+ // download information
+ // (note: qw_download variables are also used)
+ cl_downloadack_t dp_downloadack[CL_MAX_DOWNLOADACKS];
+
+ // input sequence numbers are not reset on level change, only connect
+ int movesequence;
+ int servermovesequence;
+
+ // quakeworld stuff below
+
+ // value of "qport" cvar at time of connection
+ int qw_qport;
+ // copied from cls.netcon->qw. variables every time they change, or set by demos (which have no cls.netcon)
+ int qw_incoming_sequence;
+ int qw_outgoing_sequence;
+
+ // 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;
+ // transfer rate display
+ double qw_downloadspeedtime;
+ int qw_downloadspeedcount;
+ int qw_downloadspeedrate;
+
+ // 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];
+
+ // video capture stuff
+ capturevideostate_t capturevideo;
}
client_static_t;
{
double time;
float frametime;
+ int sequence;
float viewangles[3];
float move[3];
qboolean jump;
qboolean crouch;
+ qboolean canjump;
}
client_movementqueue_t;
+//[515]: csqc
+typedef struct
+{
+ qboolean drawworld;
+ qboolean drawenginesbar;
+ qboolean drawcrosshair;
+}csqc_vidvars_t;
+
+typedef enum
+{
+ PARTICLE_BILLBOARD = 0,
+ PARTICLE_SPARK = 1,
+ PARTICLE_ORIENTED_DOUBLESIDED = 2,
+ PARTICLE_BEAM = 3
+}
+porientation_t;
+
+typedef enum
+{
+ PBLEND_ALPHA = 0,
+ PBLEND_ADD = 1,
+ PBLEND_MOD = 2
+}
+pblend_t;
+
+typedef struct particletype_s
+{
+ pblend_t blendmode;
+ porientation_t orientation;
+ qboolean lighting;
+}
+particletype_t;
+
+typedef enum
+{
+ 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
+}
+ptype_t;
+
+typedef struct particle_s
+{
+ particletype_t *type;
+ int texnum;
+ vec3_t org;
+ vec3_t vel; // velocity of particle, or orientation of decal, or end point of beam
+ float size;
+ float sizeincrease; // rate of size change per second
+ float alpha; // 0-255
+ float alphafade; // how much alpha reduces per second
+ float time2; // used for snow fluttering and decal fade
+ 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)
+ float gravity; // how much gravity affects this particle (1.0 = normal gravity, 0.0 = none)
+ float airfriction; // how much air friction affects this object (objects with a low mass/size ratio tend to get more air friction)
+ float liquidfriction; // how much liquid friction affects this object (objects with a low mass/size ratio tend to get more liquid friction)
+ unsigned char color[4];
+ unsigned int owner; // decal stuck to this entity
+ model_t *ownermodel; // model the decal is stuck to (used to make sure the entity is still alive)
+ vec3_t relativeorigin; // decal at this location in entity's coordinate space
+ vec3_t relativedirection; // decal oriented this way relative to entity's coordinate space
+ float delayedcollisions; // time that p->bounce becomes active
+ float delayedspawn; // time that particle appears and begins moving
+ float die; // time when this particle should be removed, regardless of alpha
+}
+particle_t;
+
+typedef enum cl_parsingtextmode_e
+{
+ CL_PARSETEXTMODE_NONE,
+ CL_PARSETEXTMODE_PING,
+ CL_PARSETEXTMODE_STATUS,
+ CL_PARSETEXTMODE_STATUS_PLAYERID,
+ CL_PARSETEXTMODE_STATUS_PLAYERIP
+}
+cl_parsingtextmode_t;
+
+typedef struct cl_locnode_s
+{
+ struct cl_locnode_s *next;
+ char *name;
+ vec3_t mins, maxs;
+}
+cl_locnode_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;
-
// send a clc_nop periodically until connected
float sendnoptime;
- // current input to send to the server
+ // current input being accumulated by mouse/joystick/etc input
usercmd_t cmd;
+ // latest moves sent to the server that have not been confirmed yet
+ usercmd_t movecmd[CL_MAX_USERCMDS];
// information for local display
// health, etc
int stats[MAX_CL_STATS];
+ float *statsf; // points to stats[] array
// last known inventory bit flags, for blinking
int olditems;
// cl.time of acquiring item, for blinking
float weapontime;
// use pain anim frame if cl.time < this
float faceanimtime;
+ // for stair smoothing
+ float stairsmoothz;
+ double stairsmoothtime;
// color shifts for damage, powerups
cshift_t cshifts[NUM_CSHIFTS];
vec3_t mvelocity[2], velocity;
// update by server, can be used by mods for zooming
vec_t mviewzoom[2], viewzoom;
+ // if true interpolation the mviewangles and other interpolation of the
+ // player is disabled until the next network packet
+ // this is used primarily by teleporters, and when spectating players
+ // special checking of the old fixangle[1] is used to differentiate
+ // between teleporting and spectating
+ qboolean fixangle[2];
// client movement simulation
// these fields are only updated by CL_ClientMovement (called by CL_SendMove after parsing each network packet)
- qboolean movement;
+ // set by CL_ClientMovement_Replay functions
+ qboolean movement_predicted;
+ // if true the CL_ClientMovement_Replay function will update origin, etc
+ qboolean movement_replay;
+ // this is set true by svc_time parsing and causes a new movement to be
+ // queued for prediction purposes
+ qboolean movement_needupdate;
+ // timestamps of latest two predicted moves for interpolation
+ double movement_time[4];
// simulated data (this is valid even if cl.movement is false)
vec3_t movement_origin;
vec3_t movement_oldorigin;
// queue of proposed moves
int movement_numqueue;
client_movementqueue_t movement_queue[256];
+ // whether the replay should allow a jump at the first sequence
+ qboolean movement_replay_canjump;
// pitch drifting vars
float idealpitch;
float driftmove;
double laststop;
+//[515]: added for csqc purposes
+ float sensitivityscale;
+ csqc_vidvars_t csqc_vidvars; //[515]: these parms must be set to true by default
+ qboolean csqc_wantsmousemove;
+ struct model_s *csqc_model_precache[MAX_MODELS];
+
// local amount for smoothing stepups
//float crouch;
qboolean onground;
qboolean inwater;
+ // used by bob
+ qboolean oldonground;
+ double lastongroundtime;
+ double hitgroundtime;
+
// don't change view angle, full screen, etc
int intermission;
// latched at intermission start
- int completed_time;
+ double completed_time;
// 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;
+ // note: cl.time may be beyond cl.mtime[0] if packet loss is occuring, it
+ // is only forcefully limited when a packet is received
+ double time, oldtime;
+ // how long it has been since the previous client frame in real time
+ // (not game time, for that use cl.time - cl.oldtime)
+ double realframetime;
// copy of realtime from last recieved message, for net trouble icon
float last_received_message;
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
// 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;
+ // indicates that the file "sound/misc/talk2.wav" was found (for use by team chat messages)
+ qboolean foundtalk2wav;
+
// refresh related state
// cl_entitites[0].model
// [cl.maxclients]
scoreboard_t *scores;
- // protocol version of the server we're connected to
- int protocol;
+ // keep track of svc_print parsing state (analyzes ping reports and status reports)
+ cl_parsingtextmode_t parsingtextmode;
+ int parsingtextplayerindex;
+ // set by scoreboard code when sending ping command, this causes the next ping results to be hidden
+ // (which could eat the wrong ping report if the player issues one
+ // manually, but they would still see a ping report, just a later one
+ // caused by the scoreboard code rather than the one they intentionally
+ // issued)
+ int parsingtextexpectingpingforscores;
// entity database stuff
// latest received entity frame numbers
int latestframenums[LATESTFRAMENUMS];
entityframe_database_t *entitydatabase;
entityframe4_database_t *entitydatabase4;
+ entityframeqw_database_t *entitydatabaseqw;
+
+ // keep track of quake entities because they need to be killed if they get stale
+ int lastquakeentity;
+ unsigned char isquakeentity[MAX_EDICTS];
+
+ // bounding boxes for clientside movement
+ vec3_t playerstandmins;
+ vec3_t playerstandmaxs;
+ vec3_t playercrouchmins;
+ vec3_t playercrouchmaxs;
+
+ int max_entities;
+ int max_static_entities;
+ int max_temp_entities;
+ int max_effects;
+ int max_beams;
+ int max_dlights;
+ int max_lightstyle;
+ int max_brushmodel_entities;
+ int max_particles;
+
+ entity_t *entities;
+ unsigned char *entities_active;
+ entity_t *static_entities;
+ entity_t *temp_entities;
+ cl_effect_t *effects;
+ beam_t *beams;
+ dlight_t *dlights;
+ lightstyle_t *lightstyle;
+ int *brushmodel_entities;
+ particle_t *particles;
+
+ int num_entities;
+ int num_static_entities;
+ int num_temp_entities;
+ int num_brushmodel_entities;
+ int num_effects;
+ int num_beams;
+ int num_dlights;
+ int num_particles;
+
+ int free_particle;
+
+ // cl_serverextension_download feature
+ int loadmodel_current;
+ int downloadmodel_current;
+ int loadmodel_total;
+ int loadsound_current;
+ int downloadsound_current;
+ int loadsound_total;
+ qboolean downloadcsqc;
+ qboolean loadbegun;
+ qboolean loadfinished;
+
+ // 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;
+
+ // unused: indicates whether the player is spectating
+ // use cl.scores[cl.playerentity].qw_spectator instead
+ //qboolean qw_spectator;
+
+ // movement parameters for client prediction
+ float movevars_wallfriction;
+ float movevars_waterfriction;
+ float movevars_friction;
+ float movevars_ticrate;
+ float movevars_timescale;
+ float movevars_gravity;
+ float movevars_stopspeed;
+ float movevars_maxspeed;
+ float movevars_spectatormaxspeed;
+ float movevars_accelerate;
+ float movevars_airaccelerate;
+ float movevars_wateraccelerate;
+ float movevars_entgravity;
+ float movevars_jumpvelocity;
+ float movevars_edgefriction;
+ float movevars_maxairspeed;
+ float movevars_stepheight;
+ float movevars_airaccel_qw;
+ float movevars_airaccel_sideways_friction;
+
+ // 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;
+
+ int qw_deltasequence[QW_UPDATE_BACKUP];
+
+ // csqc stuff:
+ // server entity number corresponding to a clientside entity
+ unsigned short csqc_server2csqcentitynumber[MAX_EDICTS];
+ qboolean csqc_loaded;
+ vec3_t csqc_origin;
+ vec3_t csqc_angles;
+ qboolean csqc_usecsqclistener;
+ matrix4x4_t csqc_listenermatrix;
+ char csqc_printtextbuf[MAX_INPUTLINE];
+
+ // collision culling data
+ world_t world;
+
+ // loc file stuff (points and boxes describing locations in the level)
+ cl_locnode_t *locnodes;
+ // this is updated to cl.movement_origin whenever health is < 1
+ // used by %d print in say/say_team messages if cl_locs_enable is on
+ vec3_t lastdeathorigin;
+
+ // processing buffer used by R_BuildLightMap, reallocated as needed,
+ // freed on each level change
+ size_t buildlightmapmemorysize;
+ unsigned char *buildlightmapmemory;
}
client_state_t;
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;
extern cvar_t cl_backspeed;
extern cvar_t cl_shownet;
extern cvar_t cl_nolerp;
+extern cvar_t cl_nettimesyncfactor;
+extern cvar_t cl_nettimesyncboundmode;
+extern cvar_t cl_nettimesyncboundtolerance;
extern cvar_t cl_pitchdriftspeed;
extern cvar_t lookspring;
extern cvar_t m_forward;
extern cvar_t m_side;
+extern cvar_t cl_autodemo;
+extern cvar_t cl_autodemo_nameformat;
+
extern cvar_t r_draweffects;
extern cvar_t cl_explosions_alpha_start;
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;
-
+extern cvar_t cl_locs_enable;
extern client_state_t cl;
-extern void CL_AllocDlight (entity_render_t *ent, matrix4x4_t *matrix, float radius, float red, float green, float blue, float decay, float lifetime, int cubemapnum, int style, int shadowenable, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags);
-extern void CL_DecayLights (void);
+extern void CL_AllocLightFlash (entity_render_t *ent, matrix4x4_t *matrix, float radius, float red, float green, float blue, float decay, float lifetime, int cubemapnum, int style, int shadowenable, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags);
+
+cl_locnode_t *CL_Locs_FindNearest(const vec3_t point);
+void CL_Locs_FindLocationName(char *buffer, size_t buffersize, vec3_t point);
//=============================================================================
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;
+void CL_UpdateRenderEntity(entity_render_t *ent);
+void CL_UpdateViewEntities(void);
//
// cl_input
//
-typedef struct
+typedef struct kbutton_s
{
int down[2]; // key nums holding it down
int state; // low bit is down state
extern kbutton_t in_speed;
void CL_InitInput (void);
-void CL_SendCmd (void);
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_NewBeam (int ent, vec3_t start, vec3_t end, model_t *m, int lightning);
void CL_RelinkBeams (void);
+void CL_Beam_CalculatePositions (const beam_t *b, vec3_t start, vec3_t end);
+void CL_ClientMovement_Replay(void);
void CL_ClearTempEntities (void);
entity_t *CL_NewTempEntity (void);
void CL_ClearState (void);
void CL_ExpandEntities(int num);
+void CL_SetInfo(const char *key, const char *value, qboolean send, qboolean allowstarkey, qboolean allowmodel, qboolean quiet);
-int CL_ReadFromServer (void);
+void CL_UpdateWorld (void);
void CL_WriteToServer (void);
-void CL_Move (void);
+void CL_Input (void);
extern qboolean cl_ignoremousemove;
//
void CL_StopPlayback(void);
void CL_ReadDemoMessage(void);
-void CL_WriteDemoMessage(void);
+void CL_WriteDemoMessage(sizebuf_t *mesage);
void CL_NextDemo(void);
void CL_Stop_f(void);
void CL_Parse_Shutdown(void);
void CL_ParseServerMessage(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
void V_UpdateBlends (void);
void V_ParseDamage (void);
-
-//
-// cl_tent
-//
-void CL_InitTEnts (void);
-
//
// cl_part
//
extern cvar_t cl_particles;
extern cvar_t cl_particles_quality;
extern cvar_t cl_particles_size;
-extern cvar_t cl_particles_bloodshowers;
+extern cvar_t cl_particles_quake;
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_rain;
+extern cvar_t cl_particles_snow;
extern cvar_t cl_particles_smoke;
extern cvar_t cl_particles_smoke_alpha;
extern cvar_t cl_particles_smoke_alphafade;
void CL_Particles_Init(void);
void CL_Particles_Shutdown(void);
+typedef enum effectnameindex_s
+{
+ EFFECT_NONE,
+ EFFECT_TE_GUNSHOT,
+ EFFECT_TE_GUNSHOTQUAD,
+ EFFECT_TE_SPIKE,
+ EFFECT_TE_SPIKEQUAD,
+ EFFECT_TE_SUPERSPIKE,
+ EFFECT_TE_SUPERSPIKEQUAD,
+ EFFECT_TE_WIZSPIKE,
+ EFFECT_TE_KNIGHTSPIKE,
+ EFFECT_TE_EXPLOSION,
+ EFFECT_TE_EXPLOSIONQUAD,
+ EFFECT_TE_TAREXPLOSION,
+ EFFECT_TE_TELEPORT,
+ EFFECT_TE_LAVASPLASH,
+ EFFECT_TE_SMALLFLASH,
+ EFFECT_TE_FLAMEJET,
+ EFFECT_EF_FLAME,
+ EFFECT_TE_BLOOD,
+ EFFECT_TE_SPARK,
+ EFFECT_TE_PLASMABURN,
+ EFFECT_TE_TEI_G3,
+ EFFECT_TE_TEI_SMOKE,
+ EFFECT_TE_TEI_BIGEXPLOSION,
+ EFFECT_TE_TEI_PLASMAHIT,
+ EFFECT_EF_STARDUST,
+ EFFECT_TR_ROCKET,
+ EFFECT_TR_GRENADE,
+ EFFECT_TR_BLOOD,
+ EFFECT_TR_WIZSPIKE,
+ EFFECT_TR_SLIGHTBLOOD,
+ EFFECT_TR_KNIGHTSPIKE,
+ EFFECT_TR_VORESPIKE,
+ EFFECT_TR_NEHAHRASMOKE,
+ EFFECT_TR_NEXUIZPLASMA,
+ EFFECT_TR_GLOWTRAIL,
+ EFFECT_SVC_PARTICLE,
+ EFFECT_TOTAL
+}
+effectnameindex_t;
+
+int CL_ParticleEffectIndexForName(const char *name);
+const char *CL_ParticleEffectNameForIndex(int i);
+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);
+void CL_ParticleTrail(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, qboolean spawndlight, qboolean spawnparticles);
void CL_ParseParticleEffect (void);
-void CL_RunParticleEffect (vec3_t org, vec3_t dir, int color, int count);
-void CL_RocketTrail (vec3_t start, vec3_t end, int type, int color, entity_t *ent);
-void CL_SparkShower (vec3_t org, vec3_t dir, int count, 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_FlameCube (vec3_t mins, vec3_t maxs, int count);
-void CL_Flames (vec3_t org, vec3_t vel, int count);
-void CL_BloodShower (vec3_t mins, vec3_t maxs, float velspeed, int count);
-void CL_ParticleCube (vec3_t mins, vec3_t maxs, vec3_t dir, int count, int colorbase, int gravity, int randomvel);
-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);
-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_ParticleCube (const vec3_t mins, const vec3_t maxs, const vec3_t dir, int count, int colorbase, vec_t gravity, vec_t randomvel);
+void CL_ParticleRain (const vec3_t mins, const vec3_t maxs, const vec3_t dir, int count, int colorbase, int type);
+void CL_EntityParticles (const entity_t *ent);
+void CL_ParticleExplosion (const vec3_t org);
+void CL_ParticleExplosion2 (const vec3_t org, int colorStart, int colorLength);
void CL_MoveParticles(void);
void R_MoveExplosions(void);
-void R_NewExplosion(vec3_t org);
+void R_NewExplosion(const vec3_t org);
+
+void Debug_PolygonBegin(const char *picname, int flags, qboolean draw2d, float linewidth);
+void Debug_PolygonVertex(float x, float y, float z, float s, float t, float r, float g, float b, float a);
+void Debug_PolygonEnd(void);
#include "cl_screen.h"
-typedef struct
+extern qboolean sb_showscores;
+
+#define NUMCROSSHAIRS 32
+extern cachepic_t *r_crosshairs[NUMCROSSHAIRS+1];
+
+float FogPoint_World(const vec3_t p);
+float FogPoint_Model(const vec3_t p);
+
+typedef struct r_refdef_stats_s
{
- // area to render in
- int x, y, width, height;
- float fov_x, fov_y;
+ int entities;
+ int entities_surfaces;
+ int entities_triangles;
+ int world_leafs;
+ int world_portals;
+ int particles;
+ int meshes;
+ int meshes_elements;
+ int lights;
+ int lights_clears;
+ int lights_scissored;
+ int lights_lighttriangles;
+ int lights_shadowtriangles;
+ int lights_dynamicshadowtriangles;
+ int bloom;
+ int bloom_copypixels;
+ int bloom_drawpixels;
+}
+r_refdef_stats_t;
- // these are set for water warping before
- // fov_x/fov_y are calculated
- float fovscale_x, fovscale_y;
+typedef struct r_refdef_s
+{
+ // these fields define the basic rendering information for the world
+ // but not the view, which could change multiple times in one rendered
+ // frame (for example when rendering textures for certain effects)
- // view transform
- matrix4x4_t viewentitymatrix;
+ // these are set for water warping before
+ // frustum_x/frustum_y are calculated
+ float frustumscale_x, frustumscale_y;
- // which color components to allow (for anaglyph glasses)
- int colormask[4];
+ // minimum visible distance (pixels closer than this disappear)
+ double nearclip;
+ // maximum visible distance (pixels further than this disappear in 16bpp modes,
+ // in 32bpp an infinite-farclip matrix is used instead)
+ double farclip;
// fullscreen color blend
float viewblend[4];
int numentities;
int maxentities;
- // 2D art drawing queue
- // TODO: get rid of this
- qbyte *drawqueue;
- int drawqueuesize;
- int maxdrawqueuesize;
+ // renderable dynamic lights
+ rtlight_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
+
+ vec3_t fogcolor;
+ vec_t fogrange;
+ vec_t fograngerecip;
+ vec_t fogmasktabledistmultiplier;
+#define FOGMASKTABLEWIDTH 1024
+ float fogmasktable[FOGMASKTABLEWIDTH];
+ float fog_density;
+ float fog_red;
+ float fog_green;
+ float fog_blue;
+ qboolean fogenabled;
+ qboolean oldgl_fogenable;
+
+ qboolean draw2dstage;
+
+ // true during envmap command capture
+ qboolean envmap;
+
+ // brightness of world lightmaps and related lighting
+ // (often reduced when world rtlights are enabled)
+ float lightmapintensity;
+ // whether to draw world lights realtime, dlights realtime, and their shadows
+ qboolean rtworld;
+ qboolean rtworldshadows;
+ qboolean rtdlight;
+ qboolean rtdlightshadows;
+ float polygonfactor;
+ float polygonoffset;
+ float shadowpolygonfactor;
+ float shadowpolygonoffset;
+
+ // rendering stats for r_speeds display
+ // (these are incremented in many places)
+ r_refdef_stats_t stats;
}
-refdef_t;
+r_refdef_t;
-refdef_t r_refdef;
+typedef struct r_view_s
+{
+ // view information (changes multiple times per frame)
+ // if any of these variables change then r_viewcache must be regenerated
+ // by calling R_View_Update
+ // (which also updates viewport, scissor, colormask)
+
+ // it is safe and expected to copy this into a structure on the stack and
+ // call the renderer recursively, then restore from the stack afterward
+ // (as long as R_View_Update is called)
+
+ // eye position information
+ matrix4x4_t matrix;
+ vec3_t origin;
+ vec3_t forward;
+ vec3_t left;
+ vec3_t right;
+ vec3_t up;
+ mplane_t frustum[5];
+ float frustum_x, frustum_y;
+ vec3_t frustumcorner[4];
+
+ // screen area to render in
+ int x;
+ int y;
+ int z;
+ int width;
+ int height;
+ int depth;
+
+ // which color components to allow (for anaglyph glasses)
+ int colormask[4];
+
+ // global RGB color multiplier for rendering, this is required by HDR
+ float colorscale;
+}
+r_view_t;
+
+typedef struct r_viewcache_s
+{
+ // these properties are generated by R_View_Update()
+
+ // which entities are currently visible for this viewpoint
+ // (the used range is 0...r_refdef.numentities)
+ unsigned char entityvisible[MAX_EDICTS];
+ // flag arrays used for visibility checking on world model
+ // (all other entities have no per-surface/per-leaf visibility checks)
+ // TODO: dynamic resize according to r_refdef.worldmodel->brush.num_clusters
+ unsigned char world_pvsbits[(32768+7)>>3];
+ // TODO: dynamic resize according to r_refdef.worldmodel->brush.num_leafs
+ unsigned char world_leafvisible[32768];
+ // TODO: dynamic resize according to r_refdef.worldmodel->num_surfaces
+ unsigned char world_surfacevisible[262144];
+ // if true, the view is currently in a leaf without pvs data
+ qboolean world_novis;
+}
+r_viewcache_t;
-#include "cgamevm.h"
+extern r_refdef_t r_refdef;
+extern r_view_t r_view;
+extern r_viewcache_t r_viewcache;
#endif