quakeforge/include/client/view.h
Bill Currie dbd3d6502a Nuke qboolean from orbit
I never liked it, but with C2x coming out, it's best to handle bools
properly. I haven't gone through all the uses of int as bool (I'll leave
that for fixing when I encounter them), but this gets QF working with
both c2x (really, gnu2x because of raw strings).
2023-06-13 18:06:11 +09:00

117 lines
2.9 KiB
C

/*
view.h
(description)
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:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
*/
// view.h
#ifndef __client_view_h
#define __client_view_h
#include "QF/mathlib.h"
#include "QF/simd/types.h"
#include "QF/scene/entity.h"
typedef struct {
int destcolor[3];
int percent; // 0-255
double time;
int initialpct;
} cshift_t;
#define CSHIFT_CONTENTS 0
#define CSHIFT_DAMAGE 1
#define CSHIFT_BONUS 2
#define CSHIFT_POWERUP 3
#define NUM_CSHIFTS 4
#define INFO_CSHIFT_BONUS (1 << 0)
#define INFO_CSHIFT_CONTENTS (1 << 1)
#define INFO_CSHIFT_DAMAGE (1 << 2)
#define INFO_CSHIFT_POWERUP (1 << 3)
typedef struct viewstate_s {
vec4f_t player_origin;
vec3_t player_angles;
int chase;
vec4f_t movecmd;
vec4f_t velocity;
vec4f_t punchangle;
transform_t camera_transform;
double time;
double realtime;
double last_servermessage;
float frametime;
float height;
int weaponframe;
int onground; // -1 when in air
unsigned active:1;
unsigned loading:1;
unsigned watervis:1;
unsigned demoplayback:1;
unsigned drift_enabled:1;
unsigned voffs_enabled:1;
unsigned bob_enabled:1;
unsigned intermission:1;
unsigned decay_punchangle:1;
int force_cshifts; // bitfield of server enforced cshifts
uint32_t flags;
int powerup_index;
cshift_t cshifts[NUM_CSHIFTS]; // Color shifts for damage, powerups
cshift_t prev_cshifts[NUM_CSHIFTS]; // and content types
quat_t cshift_color;
// pitch drifting vars
float idealpitch;
float pitchvel;
bool nodrift;
float driftmove;
double laststop;
struct model_s *weapon_model;
entity_t weapon_entity;
entity_t player_entity;
struct chasestate_s *chasestate;
} viewstate_t;
#define VF_DEAD 1
#define VF_GIB 2
struct msg_s;
void V_Init (viewstate_t *vs);
void V_Init_Cvars (void);
void V_RenderView (viewstate_t *vs);
float V_CalcRoll (const vec3_t angles, vec4f_t velocity);
void V_StartPitchDrift (viewstate_t *vs);
void V_StopPitchDrift (viewstate_t *vs);
void V_SetContentsColor (viewstate_t *vs, int contents);
void V_ParseDamage (struct msg_s *net_message, viewstate_t *vs);
void V_PrepBlend (viewstate_t *vs);
extern bool noclip_anglehack;
#endif // __client_view_h