// LordHavoc: 256 dynamic lights
#define MAX_DLIGHTS 256
-// LordHavoc: this affects the lighting scale of the whole game
-#define LIGHTOFFSET 1024.0f
-// max lights shining on one entity
-#define MAXENTLIGHTS 128
// flags for rtlight rendering
#define LIGHTFLAG_NORMALMODE 1
#define LIGHTFLAG_REALTIMEMODE 2
-extern int cl_max_entities;
-extern int cl_max_static_entities;
-extern int cl_max_temp_entities;
-extern int cl_max_effects;
-extern int cl_max_beams;
-
typedef struct effect_s
{
int active;
}
cl_effect_t;
-typedef struct
+typedef struct beam_s
{
int entity;
// draw this as lightning polygons, or a model?
// 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;
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
// 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
}
entity_render_t;
typedef struct entity_s
{
+ qboolean csqc;
// baseline state (default values)
entity_state_t state_baseline;
// previous state (interpolating from this)
}
entity_t;
-typedef struct
+typedef struct usercmd_s
{
vec3_t viewangles;
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];
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_TARGA,
+ CAPTUREVIDEOFORMAT_JPEG,
+ CAPTUREVIDEOFORMAT_RAWRGB,
+ CAPTUREVIDEOFORMAT_RAWYV12
+}
+capturevideoformat_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;
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];
+
+ // 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];
+
+ // video capture stuff
+ qboolean capturevideo_active;
+ capturevideoformat_t capturevideo_format;
+ double capturevideo_starttime;
+ double capturevideo_framerate;
+ int capturevideo_soundrate;
+ int capturevideo_frame;
+ unsigned char *capturevideo_buffer;
+ qfile_t *capturevideo_videofile;
+ qfile_t *capturevideo_soundfile;
+ short capturevideo_rgbtoyuvscaletable[3][3][256];
+ unsigned char capturevideo_yuvnormalizetable[3][256];
}
client_static_t;
}
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;
+
+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 friction; // how much air friction affects this object (objects with a low mass/size ratio tend to get more air friction)
+ unsigned char color[4];
+ unsigned short 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
+}
+particle_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;
// 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)
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;
+ 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;
+
// refresh related state
// cl_entitites[0].model
// [cl.maxclients]
scoreboard_t *scores;
- // protocol version of the server we're connected to
- protocolversion_t protocol;
-
// entity database stuff
// latest received entity frame numbers
#define LATESTFRAMENUMS 3
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_csqcentities;
+ 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;
+ entity_t *csqcentities; //[515]: csqc
+ unsigned char *entities_active;
+ unsigned char *csqcentities_active; //[515]: csqc
+ 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_csqcentities; //[515]: csqc
+ 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;
+
+ // 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 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_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;
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 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);
//=============================================================================
//
// 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_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;
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_VORESPIKE,
+ 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_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);
#include "cl_screen.h"
-typedef struct
+#define NUMCROSSHAIRS 32
+extern cachepic_t *r_crosshairs[NUMCROSSHAIRS+1];
+
+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
- // fov_x/fov_y are calculated
- float fovscale_x, fovscale_y;
+ // frustum_x/frustum_y are calculated
+ float frustumscale_x, frustumscale_y;
// view transform
matrix4x4_t viewentitymatrix;
int numentities;
int maxentities;
- // 2D art drawing queue
- // TODO: get rid of this
- qbyte *drawqueue;
- int drawqueuesize;
- int maxdrawqueuesize;
+ // 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
+
+ qboolean draw2dstage;
}
refdef_t;
-refdef_t r_refdef;
-
-#include "cgamevm.h"
+extern refdef_t r_refdef;
#endif