/* =========================================================================== Copyright (C) 1999-2005 Id Software, Inc. This file is part of Quake III Arena source code. Quake III Arena source code 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. Quake III Arena source code 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 Quake III Arena source code; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA =========================================================================== */ // client.h -- primary header for client #include "../qcommon/q_shared.h" #include "../qcommon/qcommon.h" #include "keys.h" #include "snd_public.h" #include "../renderer/tr_public.h" #include "../qcommon/cg_public.h" #include "../qcommon/ui_public.h" /* fucking amateur hour garbage code - best to just externC the whole pile i expect #define USE_CURL // note: we REALLY don't want to use a dll for curl, but the .lib is SO bloated >:( //#define CURL_STATICLIB #define USE_CURL_DLOPEN #include "cl_curl.h" */ // snapshots are a view of the server at a given time typedef struct { qbool valid; // cleared if delta parsing was invalid int snapFlags; // rate delayed and dropped commands int serverTime; // server time the message is valid for (in msec) int messageNum; // copied from netchan->incoming_sequence int deltaNum; // messageNum the delta is from int ping; // time from when cmdNum-1 was sent to time packet was reeceived byte areamask[MAX_MAP_AREA_BYTES]; // portalarea visibility bits int cmdNum; // the next cmdNum the server is expecting playerState_t ps; // complete information about the current player at this time int numEntities; // all of the entities that need to be presented int parseEntitiesNum; // at the time of this snapshot int serverCommandNum; // execute all commands up to this before // making the snapshot current } clSnapshot_t; /* ============================================================================= the clientActive_t structure is wiped completely at every new gamestate_t, potentially several times during an established connection ============================================================================= */ typedef struct { int p_cmdNumber; // cl.cmdNumber when packet was sent int p_serverTime; // usercmd->serverTime when packet was sent int p_realtime; // cls.realtime when packet was sent } outPacket_t; // the parseEntities array must be large enough to hold PACKET_BACKUP frames of // entities, so that when a delta compressed message arives from the server // it can be un-deltad from the original #define MAX_PARSE_ENTITIES 2048 extern int g_console_field_width; typedef struct { int timeoutcount; // it requres several frames in a timeout condition // to disconnect, preventing debugging breaks from // causing immediate disconnects on continue clSnapshot_t snap; // latest received from server int serverTime; // may be paused during play int oldServerTime; // to prevent time from flowing bakcwards int oldFrameServerTime; // to check tournament restarts int serverTimeDelta; // cl.serverTime = cls.realtime + cl.serverTimeDelta // this value changes as net lag varies qbool extrapolatedSnapshot; // set if any cgame frame has been forced to extrapolate // cleared when CL_AdjustTimeDelta looks at it qbool newSnapshots; // set on parse of any valid packet gameState_t gameState; // configstrings char mapname[MAX_QPATH]; // extracted from CS_SERVERINFO int parseEntitiesNum; // index (not anded off) into cl_parse_entities[] int mouseDx[2], mouseDy[2]; // added to by mouse events int mouseIndex; int joystickAxis[MAX_JOYSTICK_AXIS]; // set by joystick events // cgame communicates a few values to the client system int cgameUserCmdValue; // current weapon to add to usercmd_t float cgameSensitivity; // cmds[cmdNumber] is the predicted command, [cmdNumber-1] is the last // properly generated command usercmd_t cmds[CMD_BACKUP]; // each mesage will send several old cmds int cmdNumber; // incremented each frame, because multiple // frames may need to be packed into a single packet outPacket_t outPackets[PACKET_BACKUP]; // information about each packet we have sent out // the client maintains its own idea of view angles, which are // sent to the server each frame. It is cleared to 0 upon entering each level. // the server sends a delta each frame which is added to the locally // tracked view angles to account for standing on rotating objects, // and teleport direction changes vec3_t viewangles; int serverId; // included in each client message so the server // can tell if it is for a prior map_restart // big stuff at end of structure so most offsets are 15 bits or less clSnapshot_t snapshots[PACKET_BACKUP]; entityState_t entityBaselines[MAX_GENTITIES]; // for delta compression when not in previous frame entityState_t parseEntities[MAX_PARSE_ENTITIES]; } clientActive_t; extern clientActive_t cl; /* ============================================================================= the clientConnection_t structure is wiped when disconnecting from a server, either to go to a full screen console, play a demo, or connect to a different server A connection can be to either a server through the network layer or a demo through a file. ============================================================================= */ typedef struct { int clientNum; int lastPacketSentTime; // for retransmits during connection int lastPacketTime; // for timeouts netadr_t serverAddress; int connectTime; // for connection retransmits int connectPacketCount; // for display on connection dialog char serverMessage[MAX_STRING_CHARS]; // for display on connection dialog int challenge; // from the server to use for connecting int checksumFeed; // from the server for checksum calculations // these are our reliable messages that go to the server int reliableSequence; int reliableAcknowledge; // the last one the server has executed char reliableCommands[MAX_RELIABLE_COMMANDS][MAX_STRING_CHARS]; // server message (unreliable) and command (reliable) sequence // numbers are NOT cleared at level changes, but continue to // increase as long as the connection is valid // message sequence is used by both the network layer and the // delta compression layer int serverMessageSequence; // reliable messages received from server int serverCommandSequence; int lastExecutedServerCommand; // last server command grabbed or executed with CL_GetServerCommand char serverCommands[MAX_RELIABLE_COMMANDS][MAX_STRING_CHARS]; // file transfer from server fileHandle_t download; char downloadTempName[MAX_OSPATH]; char downloadName[MAX_OSPATH]; int downloadNumber; int downloadBlock; // block we are waiting for int downloadCount; // how many bytes we got int downloadSize; // how many bytes we got char downloadList[MAX_INFO_STRING]; // list of paks we need to download qbool downloadRestart; // if true, we need to do another FS_Restart because we downloaded a pak #if defined(USE_CURL) qbool cURLEnabled; qbool cURLUsed; qbool cURLDisconnected; int sv_allowDownload; char sv_dlURL[MAX_CVAR_VALUE_STRING]; char downloadURL[MAX_OSPATH]; CURL *downloadCURL; CURLM *downloadCURLM; #endif // demo information char demoName[MAX_OSPATH]; qbool showAnnoyingDemoRecordMessage; qbool demorecording; qbool demoplaying; qbool demowaiting; // don't record until a non-delta message is received qbool firstDemoFrameSkipped; fileHandle_t demofile; int timeDemoFrames; // counter of rendered frames int timeDemoStart; // cls.realtime before first frame int timeDemoBaseTime; // each frame will be at this time + frameNum * 50 // big stuff at end of structure so most offsets are 15 bits or less netchan_t netchan; } clientConnection_t; extern clientConnection_t clc; /* ================================================================== the clientStatic_t structure is never wiped, and is used even when no client connection is active at all ================================================================== */ typedef struct { netadr_t adr; int start; int time; char info[MAX_INFO_STRING]; } ping_t; typedef struct { netadr_t adr; char hostName[MAX_NAME_LENGTH]; char mapName[MAX_NAME_LENGTH]; char game[MAX_NAME_LENGTH]; int netType; int gameType; int clients; int maxClients; int minPing; int maxPing; int ping; qbool visible; int punkbuster; } serverInfo_t; typedef struct { byte ip[4]; unsigned short port; } serverAddress_t; typedef struct { connstate_t state; // connection status int keyCatchers; // bit flags qbool cddialog; // bring up the cd needed dialog next frame char servername[MAX_OSPATH]; // name of server from original connect (used by reconnect) // when the server clears the hunk, all of these must be restarted qbool rendererStarted; qbool soundStarted; qbool soundRegistered; qbool uiStarted; qbool cgameStarted; int framecount; int frametime; // msec since last frame int realtime; // ignores pause int realFrametime; // ignoring pause, so console always works int numlocalservers; serverInfo_t localServers[MAX_OTHER_SERVERS]; int numglobalservers; serverInfo_t globalServers[MAX_GLOBAL_SERVERS]; // additional global servers int numGlobalServerAddresses; serverAddress_t globalServerAddresses[MAX_GLOBAL_SERVERS]; int numfavoriteservers; serverInfo_t favoriteServers[MAX_OTHER_SERVERS]; int nummplayerservers; serverInfo_t mplayerServers[MAX_OTHER_SERVERS]; int pingUpdateSource; // source currently pinging or updating int masterNum; // update server info netadr_t updateServer; char updateChallenge[MAX_TOKEN_CHARS]; char updateInfoString[MAX_INFO_STRING]; netadr_t authorizeServer; // rendering info glconfig_t glconfig; qhandle_t charSetShader; qhandle_t whiteShader; } clientStatic_t; extern clientStatic_t cls; //============================================================================= extern vm_t *cgvm; // interface to cgame dll or vm extern vm_t *uivm; // interface to ui dll or vm extern refexport_t re; // interface to refresh .dll // // cvars // extern cvar_t *cl_debugMove; extern cvar_t *cl_timegraph; extern cvar_t *cl_maxpackets; extern cvar_t *cl_packetdup; extern cvar_t *cl_shownet; extern cvar_t *cl_showSend; extern cvar_t *cl_timeNudge; extern cvar_t *cl_showTimeDelta; extern cvar_t *cl_serverStatusResendTime; extern cvar_t *cl_timedemo; extern cvar_t *cl_aviFrameRate; extern cvar_t *cl_aviMotionJpeg; extern cvar_t *cl_allowDownload; extern cvar_t *cl_inGameVideo; //================================================= // cl_main void CL_Init(); void CL_FlushMemory(); void CL_ShutdownAll(void); void CL_AddReliableCommand( const char *cmd ); void CL_StartHunkUsers( void ); void CL_Disconnect_f (void); void CL_StartDemoLoop( void ); void CL_NextDemo( void ); void CL_ReadDemoMessage( void ); void CL_InitDownloads(void); void CL_NextDownload(void); qbool CL_CDKeyValidate( const char *key, const char *checksum ); int CL_ServerStatus( char *serverAddress, char *serverStatusString, int maxLen ); // cl_browser void CL_Ping_f(); void CL_ServerStatus_f(); void CL_GetPing( int n, char *buf, int buflen, int *pingtime ); void CL_GetPingInfo( int n, char *buf, int buflen ); void CL_ClearPing( int n ); int CL_GetPingQueueCount(); void CL_ServersResponsePacket( const netadr_t& from, msg_t *msg ); void CL_ServerStatusResponse( const netadr_t& from, msg_t *msg ); // // cl_input // void CL_InitInput(); void CL_SendCmd(); void CL_ClearState(); void CL_WritePacket( void ); const char* Key_KeynumToString( int keynum ); // // cl_parse.c // extern int cl_connectedToPureServer; void CL_SystemInfoChanged(); void CL_ParseServerMessage( msg_t *msg ); //==================================================================== void CL_ServerInfoPacket( netadr_t from, msg_t *msg ); void CL_LocalServers_f( void ); void CL_GlobalServers_f( void ); void CL_FavoriteServers_f( void ); qbool CL_UpdateVisiblePings_f( int source ); // // console // void CL_ConInit(); void Con_ToggleConsole_f( void ); void Con_ClearNotify(); void Con_RunConsole(); void Con_DrawConsole(); void Con_ScrollLines( int lines ); // positive means down void Con_ScrollPages( int pages ); // positive means down void Con_Top(); void Con_Bottom(); void Con_Close(); // // cl_scrn.c // void SCR_Init(); void SCR_UpdateScreen(); void SCR_AdjustFrom640( float *x, float *y, float *w, float *h ); // SCR_ functions operate at native resolution, NOT the virtual 640x480 screen void SCR_DrawChar( float x, float y, float cw, float ch, int c ); void SCR_DrawString( float x, float y, float cw, float ch, const char* s, qbool allowColor ); void SCR_DebugGraph( float value, int color ); // // cl_cin.c // void SCR_DrawCinematic(); void SCR_RunCinematic(); void SCR_StopCinematic(); void CL_PlayCinematic_f( void ); int CIN_PlayCinematic( const char *arg0, int xpos, int ypos, int width, int height, int bits); e_status CIN_StopCinematic(int handle); e_status CIN_RunCinematic (int handle); void CIN_DrawCinematic (int handle); void CIN_SetExtents (int handle, int x, int y, int w, int h); void CIN_SetLooping (int handle, qbool loop); void CIN_UploadCinematic(int handle); void CIN_CloseAllVideos(void); // // cl_cgame.c // void CL_InitCGame(); void CL_ShutdownCGame(); void CL_CGameRendering( stereoFrame_t stereo ); void CL_SetCGameTime(); // // cl_ui.c // void CL_InitUI(); void CL_ShutdownUI(); int Key_GetCatcher( void ); void Key_SetCatcher( int catcher ); void LAN_LoadCachedServers( void ); void LAN_SaveServersToCache( void ); // // cl_net_chan.c // void CL_Netchan_Transmit( netchan_t *chan, msg_t* msg); //int length, const byte *data ); void CL_Netchan_TransmitNextFragment( netchan_t *chan ); qbool CL_Netchan_Process( netchan_t *chan, msg_t *msg ); // // cl_avi.c // qbool CL_OpenAVIForWriting( const char *filename ); void CL_TakeVideoFrame( void ); void CL_WriteAVIVideoFrame( const byte *imageBuffer, int size ); void CL_WriteAVIAudioFrame( const byte *pcmBuffer, int size ); qbool CL_CloseAVI( void ); qbool CL_VideoRecording( void );