X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=client.h;h=a155916980a6609088d9e2f54feec0b99f04afa9;hp=0e81031cd3c23704b04817e3daf3ebd9353233ec;hb=69a9f6bb4ea7d2a62b22238da58fe99d0ebd41d8;hpb=31bfe80dd809721f0665fbe58f8d4eb3160aeb14 diff --git a/client.h b/client.h index 0e81031c..a1559169 100644 --- a/client.h +++ b/client.h @@ -26,21 +26,11 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. // 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; @@ -57,7 +47,7 @@ typedef struct effect_s } cl_effect_t; -typedef struct +typedef struct beam_s { int entity; // draw this as lightning polygons, or a model? @@ -117,29 +107,24 @@ typedef struct rtlight_s // 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; @@ -244,8 +229,11 @@ 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 @@ -278,12 +266,10 @@ typedef struct entity_render_s // 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; @@ -315,6 +301,7 @@ entity_persistent_t; typedef struct entity_s { + qboolean csqc; // baseline state (default values) entity_state_t state_baseline; // previous state (interpolating from this) @@ -330,7 +317,7 @@ typedef struct entity_s } entity_t; -typedef struct +typedef struct usercmd_s { vec3_t viewangles; @@ -352,22 +339,32 @@ typedef struct 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 @@ -392,7 +389,7 @@ typedef struct #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 @@ -400,14 +397,37 @@ typedef enum } 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; @@ -442,15 +462,52 @@ typedef struct 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; @@ -468,11 +525,83 @@ typedef struct client_movementqueue_s } 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 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; @@ -526,13 +655,18 @@ typedef struct // 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) vec3_t movement_origin; vec3_t movement_oldorigin; vec3_t movement_velocity; // queue of proposed moves int movement_numqueue; - client_movementqueue_t movement_queue[256]; + client_movementqueue_t movement_queue[64]; int movesequence; int servermovesequence; @@ -543,6 +677,12 @@ typedef struct 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; @@ -551,6 +691,11 @@ 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 @@ -571,6 +716,10 @@ typedef struct 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 @@ -583,6 +732,19 @@ 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 @@ -599,15 +761,109 @@ typedef struct // [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; @@ -621,6 +877,9 @@ extern cvar_t cl_pmodel; 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; @@ -635,6 +894,9 @@ extern cvar_t cl_anglespeedkey; 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; @@ -662,33 +924,9 @@ 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_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); //============================================================================= @@ -713,7 +951,7 @@ 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 @@ -725,7 +963,6 @@ extern kbutton_t in_strafe; extern kbutton_t in_speed; void CL_InitInput (void); -void CL_SendCmd (void); void CL_SendMove (void); void CL_ValidateState(entity_state_t *s); @@ -773,6 +1010,9 @@ void CL_Parse_Init(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 @@ -785,12 +1025,6 @@ 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 // @@ -798,6 +1032,7 @@ void CL_InitTEnts (void); extern cvar_t cl_particles; extern cvar_t cl_particles_quality; extern cvar_t cl_particles_size; +extern cvar_t cl_particles_quake; extern cvar_t cl_particles_bloodshowers; extern cvar_t cl_particles_blood; extern cvar_t cl_particles_blood_alpha; @@ -823,8 +1058,8 @@ void CL_Particles_Shutdown(void); 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_SparkShower (vec3_t org, vec3_t dir, int count, vec_t gravityscale, vec_t radius); +void CL_Smoke (vec3_t org, vec3_t dir, int count, vec_t radius); void CL_BulletMark (vec3_t org); void CL_PlasmaBurn (vec3_t org); void CL_BloodPuff (vec3_t org, vec3_t vel, int count); @@ -849,15 +1084,18 @@ void R_NewExplosion(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; @@ -885,17 +1123,19 @@ typedef struct 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