X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=client.h;h=995db0a4b07beb15b470ed0a6c2ede0e9ec4d5b2;hp=d592f9d4dc27f45ea55c84e7c07923510656b591;hb=6824d8ddc8a43cae0609be5bbe8bee01fa1a4225;hpb=0f6c9bbdf70058db34de7e5ddd8db94d8900b2c4 diff --git a/client.h b/client.h index d592f9d4..995db0a4 100644 --- a/client.h +++ b/client.h @@ -57,7 +57,7 @@ typedef struct effect_s } cl_effect_t; -typedef struct +typedef struct beam_s { int entity; // draw this as lightning polygons, or a model? @@ -83,11 +83,6 @@ typedef struct rtlight_s // core properties // matrix for transforming world coordinates to light filter coordinates matrix4x4_t matrix_worldtolight; - // based on worldtolight this transforms -1 to +1 to 0 to 1 for purposes - // of attenuation texturing in full 3D (Z result often ignored) - matrix4x4_t matrix_worldtoattenuationxyz; - // this transforms only the Z to S, and T is always 0.5 - matrix4x4_t matrix_worldtoattenuationz; // typically 1 1 1, can be lower (dim) or higher (overbright) vec3_t color; // size of the light (remove?) @@ -137,14 +132,16 @@ typedef struct rtlight_s 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_numclusters; - int static_numclusterpvsbytes; - int *static_clusterlist; - qbyte *static_clusterpvs; + int static_numleafs; + int static_numleafpvsbytes; + int *static_leaflist; + unsigned char *static_leafpvs; + // surfaces seen by light + int static_numsurfaces; + int *static_surfacelist; } rtlight_t; @@ -246,8 +243,11 @@ typedef struct entity_render_s model_t *model; // current uninterpolated animation frame (for things which do not use interpolation) int frame; - // entity shirt and pants colors + // entity shirt and pants colors (-1 if not colormapped) int colormap; + // literal colors for renderer + vec3_t colormap_pantscolor; + vec3_t colormap_shirtcolor; // light, particles, etc int effects; // for Alias models @@ -332,7 +332,7 @@ typedef struct entity_s } entity_t; -typedef struct +typedef struct usercmd_s { vec3_t viewangles; @@ -348,22 +348,28 @@ typedef struct vec3_t cursor_normal; vec_t cursor_fraction; int cursor_entitynumber; + + double time; + double receivetime; + int buttons; + int impulse; + int sequence; } 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 } scoreboard_t; -typedef struct +typedef struct cshift_s { int destcolor[3]; int percent; // 0-256 @@ -400,7 +406,7 @@ cactive_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; @@ -446,16 +452,29 @@ typedef struct netconn_t *netcon; // writing buffer to send to server sizebuf_t message; + unsigned char message_buf[1024]; } client_static_t; extern client_static_t cls; +typedef struct client_movementqueue_s +{ + double time; + float frametime; + int sequence; + float viewangles[3]; + float move[3]; + qboolean jump; + qboolean crouch; +} +client_movementqueue_t; + // // 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; @@ -506,6 +525,21 @@ typedef struct // update by server, can be used by mods for zooming vec_t mviewzoom[2], viewzoom; + // client movement simulation + // these fields are only updated by CL_ClientMovement (called by CL_SendMove after parsing each network packet) + qboolean movement; + // indicates the queue has been updated and should be replayed + qboolean movement_replay; + // simulated data (this is valid even if cl.movement is false) + vec3_t movement_origin; + vec3_t movement_oldorigin; + vec3_t movement_velocity; + // queue of proposed moves + int movement_numqueue; + client_movementqueue_t movement_queue[64]; + int movesequence; + int servermovesequence; + // pitch drifting vars float idealpitch; float pitchvel; @@ -521,6 +555,11 @@ typedef struct qboolean onground; qboolean inwater; + // used by bob + qboolean oldonground; + double lastongroundtime; + double hitgroundtime; + // don't change view angle, full screen, etc int intermission; // latched at intermission start @@ -553,6 +592,19 @@ typedef struct // type of game (deathmatch, coop, singleplayer) int gametype; + // models and sounds used by engine code (particularly cl_parse.c) + model_t *model_bolt; + model_t *model_bolt2; + model_t *model_bolt3; + model_t *model_beam; + sfx_t *sfx_wizhit; + sfx_t *sfx_knighthit; + sfx_t *sfx_tink1; + sfx_t *sfx_ric1; + sfx_t *sfx_ric2; + sfx_t *sfx_ric3; + sfx_t *sfx_r_exp3; + // refresh related state // cl_entitites[0].model @@ -570,7 +622,7 @@ typedef struct scoreboard_t *scores; // protocol version of the server we're connected to - int protocol; + protocolversion_t protocol; // entity database stuff // latest received entity frame numbers @@ -581,8 +633,6 @@ typedef struct } client_state_t; -extern mempool_t *cl_scores_mempool; - // // cvars // @@ -634,18 +684,23 @@ extern cvar_t cl_stainmaps_clearonload; 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_entities_mempool; +extern mempool_t *cl_mempool; extern entity_t *cl_entities; -extern qbyte *cl_entities_active; +extern unsigned char *cl_entities_active; extern entity_t *cl_static_entities; extern entity_t *cl_temp_entities; -extern entity_render_t **cl_brushmodel_entities; +extern int *cl_brushmodel_entities; extern cl_effect_t *cl_effects; extern beam_t *cl_beams; extern dlight_t *cl_dlights; @@ -655,7 +710,6 @@ 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); //============================================================================= @@ -680,7 +734,7 @@ extern cvar_t cl_beams_lightatend; // // cl_input // -typedef struct +typedef struct kbutton_s { int down[2]; // key nums holding it down int state; // low bit is down state @@ -707,11 +761,13 @@ entity_t *CL_NewTempEntity (void); void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate); void CL_ClearState (void); +void CL_ExpandEntities(int num); int CL_ReadFromServer (void); void CL_WriteToServer (void); -void CL_BaseMove (void); +void CL_Move (void); +extern qboolean cl_ignoremousemove; float CL_KeyState (kbutton_t *key); @@ -750,12 +806,6 @@ float V_CalcRoll (vec3_t angles, vec3_t velocity); void V_UpdateBlends (void); void V_ParseDamage (void); - -// -// cl_tent -// -void CL_InitTEnts (void); - // // cl_part // @@ -814,7 +864,7 @@ void R_NewExplosion(vec3_t org); #include "cl_screen.h" -typedef struct +typedef struct refdef_s { // area to render in int x, y, width, height; @@ -850,17 +900,23 @@ typedef struct int numentities; int maxentities; + // renderable dynamic lights + dlight_t *lights[MAX_DLIGHTS]; + int numlights; + + // 8.8bit fixed point intensities for light styles + // controls intensity of dynamic lights and lightmap layers + unsigned short lightstylevalue[256]; // 8.8 fraction of base light value + // 2D art drawing queue // TODO: get rid of this - qbyte *drawqueue; + unsigned char *drawqueue; int drawqueuesize; int maxdrawqueuesize; } refdef_t; -refdef_t r_refdef; - -extern mempool_t *cl_refdef_mempool; +extern refdef_t r_refdef; #include "cgamevm.h"