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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"
#include "view.h"
#include "cap.h"
#include "cl_parse.h"
#include "cl_particles.h"
#include "r_stats.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];
float color4f[3][4];
float plane[4]; // backface culling
// 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
unsigned int decalsequence;
}
tridecal_t;
typedef struct decalsystem_s
{
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;
model_t *model;
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_particle_s
{
float origin[3];
float color[3];
}
rtlight_particle_t;
typedef struct rtlight_s
{
// 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 (see castshadows for whether it actually does this frame)
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 casting shadows
vec3_t shadoworigin;
/// culling
vec3_t cullmins;
vec3_t cullmaxs;
/// when r_shadow_culllights_trace is set, this is refreshed by each successful trace.
double trace_timer;
// 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
qbool draw;
/// set by R_Shadow_PrepareLight to indicate whether R_Shadow_DrawShadowMaps should do anything
qbool castshadows;
/// 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 size that this light should have (assuming no scene LOD kicking in to reduce it)
int shadowmapsidesize;
/// position of this light in the shadowmap atlas
int shadowmapatlasposition[2];
/// size of one side of this light in the shadowmap atlas (for omnidirectional shadowmaps this is the min corner of a 2x3 arrangement, or a 4x3 arrangement in the case of noselfshadow entities being present)
int shadowmapatlassidesize;
/// optimized and culled mesh to render for world entity shadows
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;
/// particle-tracing cache for global illumination
int particlecache_numparticles;
int particlecache_maxparticles;
int particlecache_updateparticle;
rtlight_particle_t *particlecache_particles;
/// bouncegrid light info
float bouncegrid_photoncolor[3];
float bouncegrid_photons;
int bouncegrid_hits;
int bouncegrid_traces;
float bouncegrid_effectiveradius;
}
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;
// 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;
// LadyHavoc: 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
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;
r_meshbuffer_t *animcache_vertex3f_vertexbuffer;
int animcache_vertex3f_bufferoffset;
float *animcache_normal3f;
r_meshbuffer_t *animcache_normal3f_vertexbuffer;
int animcache_normal3f_bufferoffset;
float *animcache_svector3f;
r_meshbuffer_t *animcache_svector3f_vertexbuffer;
int animcache_svector3f_bufferoffset;
float *animcache_tvector3f;
r_meshbuffer_t *animcache_tvector3f_vertexbuffer;
int animcache_tvector3f_bufferoffset;
// gpu-skinning shader needs transforms in a certain format, we have to
// upload this to a uniform buffer for the shader to use, and also keep a
// backup copy in system memory for the dynamic batch fallback code
// if this is not NULL, the other animcache variables are NULL
float *animcache_skeletaltransform3x4;
r_meshbuffer_t *animcache_skeletaltransform3x4buffer;
int animcache_skeletaltransform3x4offset;
int animcache_skeletaltransform3x4size;
// CL_UpdateEntityShading reads these fields
// used only if RENDER_CUSTOMIZEDMODELLIGHT is set
vec3_t custommodellight_ambient;
vec3_t custommodellight_diffuse;
vec3_t custommodellight_lightdir;
// CSQC entities get their shading from the root of their attachment chain
float custommodellight_origin[3];
// derived lighting parameters (CL_UpdateEntityShading)
// used by MATERIALFLAG_FULLBRIGHT which is MATERIALFLAG_MODELLIGHT with
// this as ambient color, along with MATERIALFLAG_NORTLIGHT
float render_fullbright[3];
// color tint for the base pass glow textures if any
float render_glowmod[3];
// MATERIALFLAG_MODELLIGHT uses these parameters
float render_modellight_ambient[3];
float render_modellight_diffuse[3];
float render_modellight_lightdir_world[3];
float render_modellight_lightdir_local[3];
float render_modellight_specular[3];
// lightmap rendering (not MATERIALFLAG_MODELLIGHT)
float render_lightmap_ambient[3];
float render_lightmap_diffuse[3];
float render_lightmap_specular[3];
// rtlights use these colors for the materials on this entity
float render_rtlight_diffuse[3];
float render_rtlight_specular[3];
// ignore lightmap and use fixed lighting settings on this entity (e.g. FULLBRIGHT)
qbool render_modellight_forced;
// do not process per pixel lights on this entity at all (like MATERIALFLAG_NORTLIGHT)
qbool render_rtlight_disabled;
// use the 3D lightmap from q3bsp on this entity
qbool render_lightgrid;
// 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;
// user wavefunc parameters (from csqc)
vec_t userwavefunc_param[Q3WAVEFUNC_USER_COUNT];
}
entity_render_t;
typedef struct entity_persistent_s
{
vec3_t trail_origin; // previous position for particle trail spawning
vec3_t oldorigin; // lerp
vec3_t oldangles; // lerp
vec3_t neworigin; // lerp
vec3_t newangles; // lerp
vec_t lerpstarttime; // lerp
vec_t lerpdeltatime; // lerp
float muzzleflash; // muzzleflash intensity, fades over time
float trail_time; // residual error accumulation for particle trail spawning (to keep spacing across frames)
qbool trail_allowed; // set to false by teleports, true by update code, prevents bad lerps
}
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 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;
#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)
char demoname[MAX_QPATH];
// demo recording info must be here, because record is started before
// entering a map (and clearing client_state_t)
qbool demorecording;
fs_offset_t demo_lastcsprogssize;
int demo_lastcsprogscrc;
qbool demoplayback;
qbool demostarting; // set if currently starting a demo, to stop -demo from quitting when switching to another demo
qbool timedemo;
// -1 = use normal cd track
int forcetrack;
qfile_t *demofile;
// realtime at second frame of timedemo (LadyHavoc: 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;
// LadyHavoc: pausedemo
qbool demopaused;
// sound mixer statistics for showsound display
cl_soundstats_t soundstats;
qbool connect_trying;
int connect_remainingtries;
double connect_nextsendtime;
lhnetsocket_t *connect_mysocket;
lhnetaddress_t connect_address;
lhnetaddress_t rcon_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
unsigned 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)
unsigned int qw_incoming_sequence;
unsigned 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;
qbool 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];
// extra user info for the "connect" command
char connect_userinfo[MAX_USERINFO_STRING];
#ifdef CONFIG_VIDEO_CAPTURE
// video capture stuff
capturevideostate_t capturevideo;
#endif
// crypto channel
crypto_t crypto;
// ProQuake compatibility stuff
int proquake_servermod; // 0 = not proquake, 1 = proquake
int proquake_serverversion; // actual proquake server version * 10 (3.40 = 34, etc)
int proquake_serverflags; // 0 (PQF_CHEATFREE not supported)
// don't write-then-read csprogs.dat (useful for demo playback)
unsigned char *caughtcsprogsdata;
fs_offset_t caughtcsprogsdatasize;
int r_speeds_graph_length;
int r_speeds_graph_current;
int *r_speeds_graph_data;
// graph scales
int r_speeds_graph_datamin[r_stat_count];
int r_speeds_graph_datamax[r_stat_count];
}
client_static_t;
extern client_static_t cls;
//[515]: csqc
typedef struct
{
qbool drawworld;
qbool drawenginesbar;
qbool drawcrosshair;
}csqc_vidvars_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
{
qbool 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
qbool 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
qbool movement_predicted;
// if true the CL_ClientMovement_Replay function will update origin, etc
qbool 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
qbool movement_replay_canjump;
// previous gun angles (for leaning effects)
vec3_t gunangles_prev;
vec3_t gunangles_highpass;
vec3_t gunangles_adjustment_lowpass;
vec3_t gunangles_adjustment_highpass;
// previous gun angles (for leaning effects)
vec3_t gunorg_prev;
vec3_t gunorg_highpass;
vec3_t gunorg_adjustment_lowpass;
vec3_t gunorg_adjustment_highpass;
// pitch drifting vars
float idealpitch;
float pitchvel;
qbool 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
qbool csqc_wantsmousemove;
struct model_s *csqc_model_precache[MAX_MODELS];
// local amount for smoothing stepups
//float crouch;
// sent by server
qbool paused;
qbool onground;
qbool inwater;
// used by bob
qbool oldonground;
double lastongroundtime;
double hitgroundtime;
float bob2_smooth;
float bobfall_speed;
float bobfall_swing;
double calcrefdef_prevtime;
// 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;
// used by cl_nettimesyncboundmode 7
#define NUM_TS_ERRORS 32 // max 256
unsigned char ts_error_num;
float ts_error_stor[NUM_TS_ERRORS];
// 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 worldmessage[MAX_QPATH]; // map title (not related to filename)
// variants of map name
char worldbasename[MAX_QPATH]; // %s
char worldname[MAX_QPATH]; // maps/%s.bsp
char worldnamenoextension[MAX_QPATH]; // maps/%s
// cl_entitites[cl.viewentity] = player
int viewentity;
// the real player entity (normally same as viewentity,
// different than viewentity if mod uses chasecam or other tricks)
int realplayerentity;
// this is updated to match cl.viewentity whenever it is in the clients
// range, basically this is used in preference to cl.realplayerentity for
// most purposes because when spectating another player it should show
// their information rather than yours
int playerentity;
// max players that can be in this game
int maxclients;
// 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;
// indicates that the file "sound/misc/talk2.wav" was found (for use by team chat messages)
qbool foundteamchatsound;
// refresh related state
// cl_entitites[0].model
struct model_s *worldmodel;
// the gun model
entity_t viewent;
// cd audio
int cdtrack, looptrack;
// frag scoreboard
// [cl.maxclients]
scoreboard_t *scores;
// 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
#define LATESTFRAMENUMS 32
int latestframenumsposition;
int latestframenums[LATESTFRAMENUMS];
unsigned int latestsendnums[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;
// old decals are killed based on this
unsigned int decalsequence;
int max_entities;
int max_csqcrenderentities;
int max_static_entities;
int max_effects;
int max_beams;
int max_dlights;
int max_lightstyle;
int max_brushmodel_entities;
int max_particles;
int max_showlmps;
entity_t *entities;
entity_render_t *csqcrenderentities;
unsigned char *entities_active;
entity_t *static_entities;
cl_effect_t *effects;
beam_t *beams;
dlight_t *dlights;
lightstyle_t *lightstyle;
int *brushmodel_entities;