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fteqw/engine/client/clq3defs.h

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#ifndef _Q3DEFS_H_
#define _Q3DEFS_H_
//#define Q3_NOENCRYPT //a debugging property, makes it incompatible with q3
#define PROTOCOL_VERSION_Q3 68
void Q3_SetKeyCatcher(int newcatcher);
int Q3_GetKeyCatcher(void);
int StringKey( const char *string, int length );
typedef struct {
qboolean allsolid; // if true, plane is not valid
qboolean startsolid; // if true, the initial point was in a solid area
float fraction; // time completed, 1.0 = didn't hit anything
vec3_t endpos; // final position
cplane_t plane; // surface normal at impact, transformed to world space
int surfaceFlags; // surface hit
int contents; // contents on other side of surface hit
int entityNum; // entity the contacted surface is a part of
} q3trace_t;
#define MAX_Q3_STATS 16
#define MAX_Q3_PERSISTANT 16
#define MAX_Q3_POWERUPS 16
#define MAX_Q3_WEAPONS 16
#define MAX_PS_EVENTS 2
typedef struct q3playerState_s {
int commandTime; // cmd->serverTime of last executed command
int pm_type;
int bobCycle; // for view bobbing and footstep generation
int pm_flags; // ducked, jump_held, etc
int pm_time;
vec3_t origin;
vec3_t velocity;
int weaponTime;
int gravity;
int speed;
int delta_angles[3]; // add to command angles to get view direction
// changed by spawns, rotating objects, and teleporters
int groundEntityNum;// ENTITYNUM_NONE = in air
int legsTimer; // don't change low priority animations until this runs out
int legsAnim; // mask off ANIM_TOGGLEBIT
int torsoTimer; // don't change low priority animations until this runs out
int torsoAnim; // mask off ANIM_TOGGLEBIT
int movementDir; // a number 0 to 7 that represents the reletive angle
// of movement to the view angle (axial and diagonals)
// when at rest, the value will remain unchanged
// used to twist the legs during strafing
vec3_t grapplePoint; // location of grapple to pull towards if PMF_GRAPPLE_PULL
int eFlags; // copied to entityState_t->eFlags
int eventSequence; // pmove generated events
int events[MAX_PS_EVENTS];
int eventParms[MAX_PS_EVENTS];
int externalEvent; // events set on player from another source
int externalEventParm;
int externalEventTime;
int clientNum; // ranges from 0 to MAX_CLIENTS-1
int weapon; // copied to entityState_t->weapon
int weaponstate;
vec3_t viewangles; // for fixed views
int viewheight;
// damage feedback
int damageEvent; // when it changes, latch the other parms
int damageYaw;
int damagePitch;
int damageCount;
int stats[MAX_Q3_STATS];
int persistant[MAX_Q3_PERSISTANT]; // stats that aren't cleared on death
int powerups[MAX_Q3_POWERUPS]; // level.time that the powerup runs out
int ammo[MAX_Q3_WEAPONS];
int generic1;
int loopSound;
int jumppad_ent; // jumppad entity hit this frame
// not communicated over the net at all
int ping; // server to game info for scoreboard
int pmove_framecount; // FIXME: don't transmit over the network
int jumppad_frame;
int entityEventSequence;
} q3playerState_t;
typedef enum {
TR_STATIONARY,
TR_INTERPOLATE, // non-parametric, but interpolate between snapshots
TR_LINEAR,
TR_LINEAR_STOP,
TR_SINE, // value = base + sin( time / duration ) * delta
TR_GRAVITY
} trType_t;
typedef struct {
trType_t trType;
int trTime;
int trDuration; // if non 0, trTime + trDuration = stop time
vec3_t trBase;
vec3_t trDelta; // velocity, etc
} trajectory_t;
typedef struct q3entityState_s {
int number; // entity index
int eType; // entityType_t
int eFlags;
trajectory_t pos; // for calculating position
trajectory_t apos; // for calculating angles
int time;
int time2;
vec3_t origin;
vec3_t origin2;
vec3_t angles;
vec3_t angles2;
int otherEntityNum; // shotgun sources, etc
int otherEntityNum2;
int groundEntityNum; // -1 = in air
int constantLight; // r + (g<<8) + (b<<16) + (intensity<<24)
int loopSound; // constantly loop this sound
int modelindex;
int modelindex2;
int clientNum; // 0 to (MAX_CLIENTS - 1), for players and corpses
int frame;
int solid; // for client side prediction, trap_linkentity sets this properly
int event; // impulse events -- muzzle flashes, footsteps, etc
int eventParm;
// for players
int powerups; // bit flags
int weapon; // determines weapon and flash model, etc
int legsAnim; // mask off ANIM_TOGGLEBIT
int torsoAnim; // mask off ANIM_TOGGLEBIT
int generic1;
} q3entityState_t;
#define MAX_MAP_AREA_BYTES 32
#define MAX_ENTITIES_IN_SNAPSHOT 256
typedef struct snapshot_s {
int snapFlags; // SNAPFLAG_RATE_DELAYED, etc
int ping;
int serverTime; // server time the message is valid for (in msec)
qbyte areamask[MAX_MAP_AREA_BYTES]; // portalarea visibility bits
q3playerState_t ps; // complete information about the current player at this time
int numEntities; // all of the entities that need to be presented
q3entityState_t entities[MAX_ENTITIES_IN_SNAPSHOT]; // at the time of this snapshot
int numServerCommands; // text based server commands to execute when this
int serverCommandSequence; // snapshot becomes current
} snapshot_t;
#define SNAPFLAG_NOT_ACTIVE 2
//
// clientSnap_t is will be converted to snapshot_t for internal cgame use
//
typedef struct clientSnap_s {
qboolean valid; // cleared if delta parsing was invalid
int snapFlags;
int serverMessageNum;
int serverCommandNum;
int serverTime; // server time the message is valid for (in msec)
int deltaFrame;
qbyte areabits[MAX_MAP_AREA_BYTES]; // portalarea visibility bits
q3playerState_t playerstate;
int numEntities;
int firstEntity; // non-masked index into cl.parseEntities[] array
int ping;
} clientSnap_t;
// for ping calculation, rate estimation, usercmd delta'ing
typedef struct frame_s {
int userCmdNumber;
int serverMessageNum;
int clientTime;
int serverTime;
} q3frame_t;
typedef struct {
int serverTime;
int angles[3];
int buttons;
qbyte weapon; // weapon
signed char forwardmove, rightmove, upmove;
} q3usercmd_t;
#define Q3CMD_BACKUP 64 //number of q3usercmd_ts that the client can queue before acks
#define Q3CMD_MASK (Q3CMD_BACKUP-1)
#define Q3MAX_PARSE_ENTITIES 2048
#define Q3PARSE_ENTITIES_MASK (Q3MAX_PARSE_ENTITIES-1)
#define MAX_STRING_CHARS 1024
#define Q3TEXTCMD_BACKUP 64 //number of reliable text commands that can be queued, must be power of two
#define Q3TEXTCMD_MASK (Q3TEXTCMD_BACKUP-1)
#define MAX_Q3_CONFIGSTRINGS 1024
#define CFGSTR_SYSINFO 1
#define GENTITYNUM_BITS 10
#define MAX_GENTITIES (1<<GENTITYNUM_BITS)
#define ENTITYNUM_NONE (MAX_GENTITIES-1)
typedef struct {
int lastClientCommandNum;
int lastServerCommandNum;
int numClientCommands;
int serverMessageNum;
int downloadchunknum;
int firstParseEntity;
int fs_key;
int selected_weapon;
clientSnap_t snapshots[Q3UPDATE_BACKUP];
clientSnap_t snap;
q3entityState_t parseEntities[Q3MAX_PARSE_ENTITIES];
q3entityState_t baselines[MAX_GENTITIES];
char clientCommands[Q3TEXTCMD_BACKUP][MAX_STRING_CHARS];
char serverCommands[Q3TEXTCMD_BACKUP][MAX_STRING_CHARS];
} ClientConnectionState_t;
extern ClientConnectionState_t ccs;
typedef enum {
svcq3_bad,
svcq3_nop,
svcq3_gamestate,
svcq3_configstring,
svcq3_baseline,
svcq3_serverCommand,
svcq3_download,
svcq3_snapshot,
svcq3_eom
} svc_ops_t;
typedef enum {
clcq3_bad,
clcq3_nop,
clcq3_move,
clcq3_nodeltaMove,
clcq3_clientCommand,
clcq3_eom
} clc_ops_t;
//fonts... *sigh*...
#define GLYPH_START 0
#define GLYPH_END 255
#define GLYPH_CHARSTART 32
#define GLYPH_CHAREND 127
#define GLYPHS_PER_FONT GLYPH_END - GLYPH_START + 1
typedef struct {
int height; // number of scan lines
int top; // top of glyph in buffer
int bottom; // bottom of glyph in buffer
int pitch; // width for copying
int xSkip; // x adjustment
int imageWidth; // width of actual image
int imageHeight; // height of actual image
float s; // x offset in image where glyph starts
float t; // y offset in image where glyph starts
float s2;
float t2;
int glyph; // handle to the shader with the glyph
char shaderName[32];
} glyphInfo_t;
typedef struct {
glyphInfo_t glyphs [GLYPHS_PER_FONT];
float glyphScale;
char name[OLD_MAX_QPATH];
} fontInfo_t;
void UI_RegisterFont(char *fontName, int pointSize, fontInfo_t *font);
int UI_Cin_Play(const char *name, int x, int y, int w, int h, unsigned int flags);
int UI_Cin_Stop(int idx);
int UI_Cin_Run(int idx);
int UI_Cin_Draw(int idx);
int UI_Cin_SetExtents(int idx, int x, int y, int w, int h);
void Netchan_TransmitNextFragment( netchan_t *chan );
void Netchan_TransmitQ3( netchan_t *chan, int length, const qbyte *data );
qboolean Netchan_ProcessQ3 (netchan_t *chan);
qboolean MSG_Q3_ReadDeltaEntity( const q3entityState_t *from, q3entityState_t *to, int number );
void MSGQ3_WriteDeltaEntity(sizebuf_t *msg, const q3entityState_t *from, const q3entityState_t *to, qboolean force);
void MSG_Q3_ReadDeltaPlayerstate( const q3playerState_t *from, q3playerState_t *to );
void MSGQ3_WriteDeltaPlayerstate(sizebuf_t *msg, const q3playerState_t *from, const q3playerState_t *to);
void MSG_Q3_ReadDeltaUsercmd(int key, const usercmd_t *from, usercmd_t *to);
void MSG_WriteBits(sizebuf_t *msg, int value, int bits);
typedef struct q3refEntity_s q3refEntity_t;
void VQ3_AddEntity(const q3refEntity_t *q3);
typedef struct q3polyvert_s q3polyvert_t;
void VQ3_AddPoly(shader_t *s, int num, q3polyvert_t *verts);
typedef struct q3refdef_s q3refdef_t;
void VQ3_RenderView(const q3refdef_t *ref);
#endif