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client.h
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client.h
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/*
Copyright (C) 1996-1997 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// client.h
#ifndef CLIENT_H
#define CLIENT_H
#include "matrixlib.h"
#include "snd_main.h"
// flags for rtlight rendering
#define LIGHTFLAG_NORMALMODE 1
#define LIGHTFLAG_REALTIMEMODE 2
typedef struct tridecal_s
{
// color and initial alpha value
float texcoord2f[3][2];
float vertex3f[3][3];
unsigned char color4ub[3][4];
// how long this decal has lived so far (the actual fade begins at cl_decals_time)
float lived;
// if >= 0 this indicates the decal should follow an animated triangle
int triangleindex;
// for visibility culling
int surfaceindex;
// old decals are killed to obey cl_decals_max
int decalsequence;
}
tridecal_t;
typedef struct decalsystem_s
{
dp_model_t *model;
double lastupdatetime;
int maxdecals;
int freedecal;
int numdecals;
tridecal_t *decals;
float *vertex3f;
float *texcoord2f;
float *color4f;
int *element3i;
unsigned short *element3s;
}
decalsystem_t;
typedef struct effect_s
{
int active;
vec3_t origin;
double starttime;
float framerate;
int modelindex;
int startframe;
int endframe;
// these are for interpolation
int frame;
double frame1time;
double frame2time;
}
cl_effect_t;
typedef struct beam_s
{
int entity;
// draw this as lightning polygons, or a model?
int lightning;
struct model_s *model;
float endtime;
vec3_t start, end;
}
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
// 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)
vec3_t color;
/// size of the light (remove?)
vec_t radius;
/// light filter
char cubemapname[64];
/// light style to monitor for brightness
int style;
/// whether light should render shadows
int shadow;
/// intensity of corona to render
vec_t corona;
/// radius scale of corona to render (1.0 means same as light radius)
vec_t coronasizescale;
/// ambient intensity to render
vec_t ambientscale;
/// diffuse intensity to render
vec_t diffusescale;
/// specular intensity to render
vec_t specularscale;
/// LIGHTFLAG_* flags
int flags;
// generated properties
/// used only for shadow volumes
vec3_t shadoworigin;
/// culling
vec3_t cullmins;
vec3_t cullmaxs;
// culling
//vec_t cullradius;
// squared cullradius
//vec_t cullradius2;
// rendering properties, updated each time a light is rendered
// this is rtlight->color * d_lightstylevalue
vec3_t currentcolor;
/// used by corona updates, due to occlusion query
float corona_visibility;
unsigned int corona_queryindex_visiblepixels;
unsigned int corona_queryindex_allpixels;
/// this is R_GetCubemap(rtlight->cubemapname)
rtexture_t *currentcubemap;
/// set by R_Shadow_PrepareLight to decide whether R_Shadow_DrawLight should draw it
qboolean draw;
/// these fields are set by R_Shadow_PrepareLight for later drawing
int cached_numlightentities;
int cached_numlightentities_noselfshadow;
int cached_numshadowentities;
int cached_numshadowentities_noselfshadow;
int cached_numsurfaces;
struct entity_render_s **cached_lightentities;
struct entity_render_s **cached_lightentities_noselfshadow;
struct entity_render_s **cached_shadowentities;
struct entity_render_s **cached_shadowentities_noselfshadow;
unsigned char *cached_shadowtrispvs;
unsigned char *cached_lighttrispvs;
int *cached_surfacelist;
// reduced light cullbox from GetLightInfo
vec3_t cached_cullmins;
vec3_t cached_cullmaxs;
// current shadow-caster culling planes based on view
// (any geometry outside these planes can not contribute to the visible
// shadows in any way, and thus can be culled safely)
int cached_numfrustumplanes;
mplane_t cached_frustumplanes[5]; // see R_Shadow_ComputeShadowCasterCullingPlanes
/// 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;
/// the shadowing mode used to compile this light
int shadowmode;
/// premade shadow volumes to render for world entity
shadowmesh_t *static_meshchain_shadow_zpass;
shadowmesh_t *static_meshchain_shadow_zfail;
shadowmesh_t *static_meshchain_shadow_shadowmap;
/// used for visibility testing (more exact than bbox)
int static_numleafs;
int static_numleafpvsbytes;
int *static_leaflist;
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;
/// masks of all shadowmap sides that have any potential static receivers or casters
int static_shadowmap_receivers;
int static_shadowmap_casters;
}
rtlight_t;
typedef struct dlight_s
{
// destroy light after this time
// (dlight only)
vec_t die;
// the entity that owns this light (can be NULL)
// (dlight only)
struct entity_render_s *ent;
// location
// (worldlight: saved to .rtlights file)
vec3_t origin;
// worldlight orientation
// (worldlight only)
// (worldlight: saved to .rtlights file)
vec3_t angles;
// dlight orientation/scaling/location
// (dlight only)
matrix4x4_t matrix;
// color of light
// (worldlight: saved to .rtlights file)
vec3_t color;
// cubemap name to use on this light
// (worldlight: saved to .rtlights file)
char cubemapname[64];
// make light flash while selected
// (worldlight only)
int selected;
// brightness (not really radius anymore)
// (worldlight: saved to .rtlights file)
vec_t radius;
// 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;
// cast shadows
// (worldlight: saved to .rtlights file)
int shadow;
// corona intensity
// (worldlight: saved to .rtlights file)
vec_t corona;
// radius scale of corona to render (1.0 means same as light radius)
// (worldlight: saved to .rtlights file)
vec_t coronasizescale;
// ambient intensity to render
// (worldlight: saved to .rtlights file)
vec_t ambientscale;
// diffuse intensity to render
// (worldlight: saved to .rtlights file)
vec_t diffusescale;
// specular intensity to render
// (worldlight: saved to .rtlights file)
vec_t specularscale;
// LIGHTFLAG_* flags
// (worldlight: saved to .rtlights file)
int flags;
// linked list of world lights
// (worldlight only)
struct dlight_s *next;
// embedded rtlight struct for renderer
// (worldlight only)
rtlight_t rtlight;
}
dlight_t;
#define MAX_FRAMEGROUPBLENDS 4
typedef struct framegroupblend_s
{
// animation number and blend factor
// (for most models this is the frame number)
int frame;
float lerp;
// time frame began playing (for framegroup animations)
double start;
}
framegroupblend_t;
// this is derived from processing of the framegroupblend array
// note: technically each framegroupblend can produce two of these, but that
// never happens in practice because no one blends between more than 2
// framegroups at once
#define MAX_FRAMEBLENDS (MAX_FRAMEGROUPBLENDS * 2)
typedef struct frameblend_s
{
int subframe;
float lerp;
}
frameblend_t;
// LordHavoc: this struct is intended for the renderer but some fields are
// used by the client.
//
// The renderer should not rely on any changes to this struct to be persistent
// across multiple frames because temp entities are wiped every frame, but it
// is acceptable to cache things in this struct that are not critical.
//
// For example the r_cullentities_trace code does such caching.
typedef struct entity_render_s
{
// location
//vec3_t origin;
// orientation
//vec3_t angles;
// transform matrix for model to world
matrix4x4_t matrix;
// transform matrix for world to model
matrix4x4_t inversematrix;
// opacity (alpha) of the model
float alpha;
// size the model is shown
float scale;
// transparent sorting offset
float transparent_offset;
// NULL = no model
dp_model_t *model;
// number of the entity represents, or 0 for non-network entities
int entitynumber;
// literal colormap colors for renderer, if both are 0 0 0 it is not colormapped
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
int flags;
// colormod tinting of models
float colormod[3];
float glowmod[3];
// interpolated animation - active framegroups and blend factors
framegroupblend_t framegroupblend[MAX_FRAMEGROUPBLENDS];
// time of last model change (for shader animations)
double shadertime;
// calculated by the renderer (but not persistent)
// calculated during R_AddModelEntities
vec3_t mins, maxs;
// subframe numbers (-1 if not used) and their blending scalers (0-1), if interpolation is not desired, use subframeblend[0].subframe
frameblend_t frameblend[MAX_FRAMEBLENDS];
// skeletal animation data (if skeleton.relativetransforms is not NULL, it overrides frameblend)
skeleton_t *skeleton;
// animation cache (pointers allocated using R_FrameData_Alloc)
// ONLY valid during R_RenderView! may be NULL (not cached)
float *animcache_vertex3f;
float *animcache_normal3f;
float *animcache_svector3f;
float *animcache_tvector3f;
// current lighting from map (updated ONLY by client code, not renderer)
vec3_t modellight_ambient;
vec3_t modellight_diffuse; // q3bsp
vec3_t modellight_lightdir; // q3bsp
// storage of decals on this entity
// (note: if allowdecals is set, be sure to call R_DecalSystem_Reset on removal!)
int allowdecals;
decalsystem_t decalsystem;
// FIELDS UPDATED BY RENDERER:
// last time visible during trace culling
double last_trace_visibility;
}
entity_render_t;
typedef struct entity_persistent_s
{
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;
// interpolated movement
// start time of move
float lerpstarttime;
// time difference from start to end of move
float lerpdeltatime;
// the move itself, start and end
float oldorigin[3];
float oldangles[3];
float neworigin[3];
float newangles[3];
}
entity_persistent_t;
typedef struct entity_s
{
// baseline state (default values)
entity_state_t state_baseline;
// previous state (interpolating from this)
entity_state_t state_previous;
// current state (interpolating to this)
entity_state_t state_current;
// used for regenerating parts of render
entity_persistent_t persistent;
// the only data the renderer should know about
entity_render_t render;
}
entity_t;
typedef struct usercmd_s
{
vec3_t viewangles;
// intended velocities
float forwardmove;
float sidemove;
float upmove;
vec3_t cursor_screen;
vec3_t cursor_start;
vec3_t cursor_end;
vec3_t cursor_impact;
vec3_t cursor_normal;
vec_t cursor_fraction;
int cursor_entitynumber;
double time; // time the move is executed for (cl_movement: clienttime, non-cl_movement: receivetime)
double receivetime; // time the move was received at
double clienttime; // time to which server state the move corresponds to
int msec; // for predicted 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
// derived properties
double frametime;
qboolean canjump;
qboolean jump;
qboolean crouch;
} usercmd_t;
typedef struct lightstyle_s
{
int length;
char map[MAX_STYLESTRING];
} lightstyle_t;
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_movementloss;
int qw_spectator;
char qw_team[8];
char qw_skin[MAX_QPATH];
} scoreboard_t;
typedef struct cshift_s
{
float destcolor[3];
float percent; // 0-255
float alphafade; // (any speed)
} cshift_t;
#define CSHIFT_CONTENTS 0
#define CSHIFT_DAMAGE 1
#define CSHIFT_BONUS 2
#define CSHIFT_POWERUP 3
#define CSHIFT_VCSHIFT 4
#define NUM_CSHIFTS 5
#define NAME_LENGTH 64
//
// client_state_t should hold all pieces of the client state
//
#define SIGNONS 4 // signon messages to receive before connected
typedef enum cactive_e
{
ca_uninitialized, // during early startup
ca_dedicated, // a dedicated server with no ability to start a client
ca_disconnected, // full screen console with no connection
ca_connected // valid netcon, talking to a server
}
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_OGG_VORBIS_THEORA,
}
capturevideoformat_t;
typedef struct capturevideostate_s
{
double startrealtime;
double framerate;
int framestep;
int framestepframe;
qboolean active;
qboolean realtime;
qboolean error;
int soundrate;
int soundchannels;
int frame;
double starttime;
double lastfpstime;
int lastfpsframe;
int soundsampleframe;
unsigned char *screenbuffer;
unsigned char *outbuffer;
char basename[MAX_QPATH];
int width, height;
// precomputed RGB to YUV tables
// converts the RGB values to YUV (see cap_avi.c for how to use them)
short rgbtoyuvscaletable[3][3][256];
unsigned char yuvnormalizetable[3][256];
// precomputed gamma ramp (only needed if the capturevideo module uses RGB output)
// note: to map from these values to RGB24, you have to multiply by 255.0/65535.0, then add 0.5, then cast to integer
unsigned short vidramp[256 * 3];
// stuff to be filled in by the video format module
capturevideoformat_t format;
const char *formatextension;
qfile_t *videofile;
// always use this:
// cls.capturevideo.videofile = FS_OpenRealFile(va("%s.%s", cls.capturevideo.basename, cls.capturevideo.formatextension), "wb", false);
void (*endvideo) (void);
void (*videoframes) (int num);
void (*soundframe) (const portable_sampleframe_t *paintbuffer, size_t length);
// format specific data
void *formatspecific;
}
capturevideostate_t;
#define CL_MAX_DOWNLOADACKS 4
typedef struct cl_downloadack_s
{
int start, size;
}
cl_downloadack_t;
typedef struct cl_soundstats_s
{
int mixedsounds;
int totalsounds;
int latency_milliseconds;
}
cl_soundstats_t;
//
// the client_static_t structure is persistent through an arbitrary number
// of server connections
//
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;
// list of demos in loop
char demos[MAX_DEMOS][MAX_DEMONAME];
// the actively playing demo (set by CL_PlayDemo_f)
char demoname[MAX_QPATH];
// demo recording info must be here, because record is started before
// entering a map (and clearing client_state_t)
qboolean demorecording;
fs_offset_t demo_lastcsprogssize;
int demo_lastcsprogscrc;
qboolean demoplayback;
qboolean timedemo;
// -1 = use normal cd track
int forcetrack;
qfile_t *demofile;
// realtime at second frame of timedemo (LordHavoc: changed to double)
double td_starttime;
int td_frames; // total frames parsed
double td_onesecondnexttime;
double td_onesecondframes;
double td_onesecondrealtime;
double td_onesecondminfps;
double td_onesecondmaxfps;
double td_onesecondavgfps;
int td_onesecondavgcount;
// LordHavoc: pausedemo
qboolean demopaused;
// sound mixer statistics for showsound display
cl_soundstats_t soundstats;
qboolean connect_trying;
int connect_remainingtries;
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;
#define MAX_RCONS 16
int rcon_trying;
lhnetaddress_t rcon_addresses[MAX_RCONS];
char rcon_commands[MAX_RCONS][MAX_INPUTLINE];
double rcon_timeout[MAX_RCONS];
int rcon_ringpos;
// connection information
// 0 to SIGNONS
int signon;
// network connection
netconn_t *netcon;
// 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;
qboolean qw_download_deflate;
// 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;
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_VBEAM = 3,
PARTICLE_HBEAM = 4,
PARTICLE_INVALID = -1
}
porientation_t;
typedef enum
{
PBLEND_ALPHA = 0,
PBLEND_ADD = 1,
PBLEND_INVMOD = 2,
PBLEND_INVALID = -1
}
pblend_t;
typedef struct particletype_s
{
pblend_t blendmode;
porientation_t orientation;
qboolean lighting;
}
particletype_t;
typedef enum ptype_e
{
pt_dead, 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 decal_s
{
// fields used by rendering: (44 bytes)
unsigned short typeindex;
unsigned short texnum;
int decalsequence;
vec3_t org;
vec3_t normal;
float size;
float alpha; // 0-255
unsigned char color[3];
unsigned char unused1;
int clusterindex; // cheap culling by pvs
// fields not used by rendering: (36 bytes in 32bit, 40 bytes in 64bit)
float time2; // used for decal fade
unsigned int owner; // decal stuck to this entity
dp_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 relativenormal; // decal oriented this way relative to entity's coordinate space
}
decal_t;
typedef struct particle_s
{
// for faster batch rendering, particles are rendered in groups by effect (resulting in less perfect sorting but far less state changes)
// fields used by rendering: (48 bytes)
vec3_t sortorigin; // sort by this group origin, not particle org
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 stretch; // only for sparks
// fields not used by rendering: (44 bytes)
float stainsize;
float stainalpha;
float sizeincrease; // rate of size change per second
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)
// 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
// short variables grouped to save memory (4 bytes)
short angle; // base rotation of particle
short spin; // geometry rotation speed around the particle center normal
// byte variables grouped to save memory (12 bytes)
unsigned char color[3];
unsigned char qualityreduction; // enables skipping of this particle according to r_refdef.view.qualityreduction
unsigned char typeindex;
unsigned char blendmode;
unsigned char orientation;
unsigned char texnum;
unsigned char staincolor[3];
signed char staintexnum;
}
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;
typedef struct showlmp_s
{
qboolean isactive;
float x;
float y;
char label[32];
char pic[128];
}
showlmp_t;
//
// the client_state_t structure is wiped completely at every
// server signon
//
typedef struct client_state_s
{
// true if playing in a local game and no one else is connected
int islocalgame;
// send a clc_nop periodically until connected
float sendnoptime;
// 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 item_gettime[32];
// last known STAT_ACTIVEWEAPON
int activeweapon;
// cl.time of changing STAT_ACTIVEWEAPON
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];
// and content types
cshift_t prev_cshifts[NUM_CSHIFTS];
// the client maintains its own idea of view angles, which are
// sent to the server each frame. The server sets punchangle when
// the view is temporarily offset, and an angle reset commands at the start
// of each level and after teleporting.
// 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], 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;
// if true the CL_ClientMovement_Replay function will update origin, etc
qboolean movement_replay;
// simulated data (this is valid even if cl.movement is false)
vec3_t movement_origin;
vec3_t movement_velocity;
// whether the replay should allow a jump at the first sequence
qboolean movement_replay_canjump;
// pitch drifting vars
float idealpitch;
float pitchvel;
qboolean nodrift;
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;
// sent by server
qboolean paused;
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
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
// 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;
// fade var for fading while dead
float deathfade;
// motionblur alpha level variable
float motionbluralpha;
// copy of realtime from last recieved message, for net trouble icon
float last_received_message;
// information that is static for the entire time connected to a server
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
int viewentity;
// the real player entity (normally same as viewentity,