X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=client.h;h=b83c5e9af668c87552027d8e2810d649c09ed18e;hp=d46cecc1536c85afb94ea9681a70d78e96507bc0;hb=5c77268d0a473dfcf784d69343a3ddabcbd5ab33;hpb=8ea8ee92cdbbeb593e424ae3985ac8de766bafa4 diff --git a/client.h b/client.h index d46cecc1..b83c5e9a 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? @@ -65,29 +55,18 @@ typedef struct 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; typedef struct rtlight_s { - // shadow volumes are done entirely in model space, so there are no matrices for dealing with them... they just use the origin + // shadow volumes are done entirely in model space, so there are no matrices for dealing with them... they just use the origin // note that the world to light matrices are inversely scaled (divided) by lightradius // 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?) @@ -110,7 +89,7 @@ typedef struct rtlight_s vec_t specularscale; // LIGHTFLAG_* flags int flags; - + // generated properties // used only for shadow volumes vec3_t shadoworigin; @@ -122,29 +101,27 @@ 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_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; @@ -182,9 +159,16 @@ typedef struct dlight_s // 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; @@ -213,7 +197,7 @@ typedef struct dlight_s // (worldlight only) struct dlight_s *next; // embedded rtlight struct for renderer - // (renderer only) + // (renderer only) rtlight_t rtlight; } dlight_t; @@ -230,9 +214,9 @@ frameblend_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 @@ -246,8 +230,11 @@ 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 @@ -273,26 +260,20 @@ typedef struct entity_render_s // 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 } entity_render_t; typedef struct entity_persistent_s { - int linkframe; - vec3_t trail_origin; // particle trail @@ -332,7 +313,7 @@ typedef struct entity_s } entity_t; -typedef struct +typedef struct usercmd_s { vec3_t viewangles; @@ -348,25 +329,41 @@ typedef struct vec3_t cursor_normal; vec_t cursor_fraction; int cursor_entitynumber; + + double time; + double receivetime; + 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 @@ -388,7 +385,7 @@ 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 @@ -396,14 +393,71 @@ 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_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; @@ -438,24 +492,159 @@ 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; + + // download information + // (note: qw_download variables are also used) + cl_downloadack_t dp_downloadack[CL_MAX_DOWNLOADACKS]; + + // 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; 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; + +//[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 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 +} +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; + // // 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; @@ -483,6 +672,8 @@ typedef struct float weapontime; // use pain anim frame if cl.time < this float faceanimtime; + // for stair smoothing + float stairoffset; // color shifts for damage, powerups cshift_t cshifts[NUM_CSHIFTS]; @@ -494,20 +685,46 @@ typedef struct // the view is temporarily offset, and an angle reset commands at the start // of each level and after teleporting. - // during demo playback viewangles is lerped between these - vec3_t mviewangles[2]; - // either client controlled, or lerped from demo mviewangles - vec3_t viewangles; - + // mviewangles is read from demo + // viewangles is either client controlled or lerped from mviewangles + vec3_t mviewangles[2], viewangles; + // update by server, used by qc to do weapon recoil + vec3_t mpunchangle[2], punchangle; + // update by server, can be used by mods to kick view around + vec3_t mpunchvector[2], punchvector; // update by server, used for lean+bob (0 is newest) - vec3_t mvelocity[2]; - // lerped between mvelocity[0] and [1] - vec3_t velocity; - - // temporary offset - vec3_t punchangle; - // LordHavoc: origin view kick - vec3_t punchvector; + 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) + // set by CL_ClientMovement_Replay functions + qboolean movement_predicted; + // 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; + // timestamps of latest two predicted moves for interpolation + double movement_time[2]; + // 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]; + int movesequence; + int servermovesequence; + // whether the replay should allow a jump at the first sequence + qboolean movement_replay_canjump; // pitch drifting vars float idealpitch; @@ -516,6 +733,12 @@ 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; @@ -524,10 +747,15 @@ 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 - int completed_time; + double completed_time; // the timestamp of the last two messages double mtime[2]; @@ -535,7 +763,10 @@ typedef struct // 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; @@ -544,6 +775,10 @@ 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 @@ -556,6 +791,19 @@ 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 @@ -572,13 +820,15 @@ typedef struct // [cl.maxclients] scoreboard_t *scores; - // LordHavoc: sniping zoom, QC controlled - float viewzoom; - // for interpolation - float viewzoomold, viewzoomnew; - - // 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 @@ -586,11 +836,117 @@ typedef struct 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; + + // 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 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 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 mempool_t *cl_scores_mempool; - // // cvars // @@ -601,6 +957,9 @@ 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; @@ -630,6 +989,9 @@ extern cvar_t m_yaw; 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; @@ -642,28 +1004,9 @@ extern cvar_t cl_stainmaps_clearonload; extern cvar_t cl_prydoncursor; -// 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 entity_t *cl_entities; -extern qbyte *cl_entities_active; -extern entity_t *cl_static_entities; -extern entity_t *cl_temp_entities; -extern entity_render_t **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); //============================================================================= @@ -671,6 +1014,7 @@ extern void CL_DecayLights (void); // cl_main // +void CL_Shutdown (void); void CL_Init (void); void CL_EstablishConnection(const char *host); @@ -678,16 +1022,13 @@ void CL_EstablishConnection(const char *host); 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_UpdateEntities(void); // // cl_input // -typedef struct +typedef struct kbutton_s { int down[2]; // key nums holding it down int state; // low bit is down state @@ -699,14 +1040,15 @@ 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); 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_ClearTempEntities (void); entity_t *CL_NewTempEntity (void); @@ -714,11 +1056,14 @@ 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); +void CL_SetInfo(const char *key, const char *value, qboolean send, qboolean allowstarkey, qboolean allowmodel, qboolean quiet); 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); @@ -742,8 +1087,12 @@ void CL_TimeDemo_f(void); // cl_parse.c // 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 @@ -756,12 +1105,6 @@ 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 // @@ -769,7 +1112,7 @@ 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_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; @@ -789,51 +1132,111 @@ extern cvar_t cl_decals_fadetime; void CL_Particles_Clear(void); 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_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 +extern qboolean sb_showscores; + +#define NUMCROSSHAIRS 32 +extern cachepic_t *r_crosshairs[NUMCROSSHAIRS+1]; + +#define FOGTABLEWIDTH 1024 +extern int fogtableindex; +#define VERTEXFOGTABLE(dist) (fogtableindex = (int)((dist) * r_refdef.fogtabledistmultiplier), r_refdef.fogtable[bound(0, fogtableindex, FOGTABLEWIDTH - 1)]) + +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; + +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) // 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; - - // 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]; @@ -855,19 +1258,110 @@ 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 + + vec3_t fogcolor; + vec_t fogrange; + vec_t fograngerecip; + vec_t fogtabledistmultiplier; + float fogtable[FOGTABLEWIDTH]; + 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; + +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) -refdef_t r_refdef; + // 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) -extern mempool_t *cl_refdef_mempool; + // 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; + + // 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