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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
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# include "particles.h"
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typedef struct
{
char name [ 16 ] ;
int width ;
int height ;
int cachedbpp ;
qboolean failedload ; // the name isn't a valid skin
cache_user_t cache ;
} skin_t ;
// player_state_t is the information needed by a player entity
// to do move prediction and to generate a drawable entity
typedef struct
{
int messagenum ; // all player's won't be updated each frame
double state_time ; // not the same as the packet time,
// because player commands come asyncronously
usercmd_t command ; // last command for prediction
vec3_t origin ;
vec3_t viewangles ; // only for demos, not from server
vec3_t velocity ;
int weaponframe ;
int modelindex ;
int frame ;
int skinnum ;
int effects ;
# ifdef PEXT_SCALE
float scale ;
# endif
# ifdef PEXT_TRANS
float trans ;
# endif
# ifdef PEXT_FATNESS
float fatness ;
# endif
int flags ; // dead, gib, etc
int pm_type ;
float waterjumptime ;
qboolean onground ;
qboolean jump_held ;
int jump_msec ; // hack for fixing bunny-hop flickering on non-ZQuake servers
int hullnum ;
float lerpstarttime ;
int oldframe ;
} player_state_t ;
# if defined(Q2CLIENT) || defined(Q2SERVER)
typedef enum
{
// can accelerate and turn
Q2PM_NORMAL ,
Q2PM_SPECTATOR ,
// no acceleration or turning
Q2PM_DEAD ,
Q2PM_GIB , // different bounding box
Q2PM_FREEZE
} q2pmtype_t ;
typedef struct
{ //shared with q2 dll
q2pmtype_t pm_type ;
short origin [ 3 ] ; // 12.3
short velocity [ 3 ] ; // 12.3
qbyte pm_flags ; // ducked, jump_held, etc
qbyte pm_time ; // each unit = 8 ms
short gravity ;
short delta_angles [ 3 ] ; // add to command angles to get view direction
// changed by spawns, rotating objects, and teleporters
} q2pmove_state_t ;
typedef struct
{ //shared with q2 dll
q2pmove_state_t pmove ; // for prediction
// these fields do not need to be communicated bit-precise
vec3_t viewangles ; // for fixed views
vec3_t viewoffset ; // add to pmovestate->origin
vec3_t kick_angles ; // add to view direction to get render angles
// set by weapon kicks, pain effects, etc
vec3_t gunangles ;
vec3_t gunoffset ;
int gunindex ;
int gunframe ;
float blend [ 4 ] ; // rgba full screen effect
float fov ; // horizontal field of view
int rdflags ; // refdef flags
short stats [ Q2MAX_STATS ] ; // fast status bar updates
} q2player_state_t ;
# endif
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# define MAX_SCOREBOARDNAME 64
# define MAX_DISPLAYEDNAME 16
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typedef struct player_info_s
{
int userid ;
char userinfo [ MAX_INFO_STRING ] ;
// scoreboard information
char name [ MAX_SCOREBOARDNAME ] ;
char team [ MAX_INFO_KEY ] ;
float entertime ;
int frags ;
int ping ;
qbyte pl ;
// skin information
int topcolor ;
int bottomcolor ;
int _topcolor ;
int _bottomcolor ;
int spectator ;
qbyte translations [ VID_GRADES * 256 ] ;
skin_t * skin ;
struct model_s * model ;
unsigned short vweapindex ;
int prevcount ;
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int stats [ MAX_CL_STATS ] ;
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} player_info_t ;
typedef struct
{
// generated on client side
usercmd_t cmd [ MAX_SPLITS ] ; // cmd that generated the frame
double senttime ; // time cmd was sent off
int delta_sequence ; // sequence number to delta from, -1 = full update
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int cmd_sequence ;
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// received from server
double receivedtime ; // time message was received, or -1
player_state_t playerstate [ MAX_CLIENTS ] ; // message received that reflects performing
// the usercmd
packet_entities_t packet_entities ;
qboolean invalid ; // true if the packet_entities delta was invalid
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int server_time ;
int client_time ;
int server_message_num ;
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} frame_t ;
# ifdef Q2CLIENT
typedef struct
{
qboolean valid ; // cleared if delta parsing was invalid
int serverframe ;
int servertime ; // server time the message is valid for (in msec)
int deltaframe ;
qbyte areabits [ MAX_Q2MAP_AREAS / 8 ] ; // portalarea visibility bits
q2player_state_t playerstate ;
int num_entities ;
int parse_entities ; // non-masked index into cl_parse_entities array
} q2frame_t ;
# endif
typedef struct
{
int destcolor [ 3 ] ;
int percent ; // 0-256
} cshift_t ;
# define CSHIFT_CONTENTS 0
# define CSHIFT_DAMAGE 1
# define CSHIFT_BONUS 2
# define CSHIFT_POWERUP 3
# define CSHIFT_SERVER 4
# define NUM_CSHIFTS 5
//
// client_state_t should hold all pieces of the client state
//
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# define MAX_SWLIGHTS 32 //sw lighting, aka: r_dynamic, uses unsigned ints as a mask for cached lit flags. We could increase this on 64bit platforms or by just using more fields.
# ifdef RGLQUAKE
# define MAX_RTLIGHTS 256 //r_shadow_realtime_world needs a LOT of lights.
# else
# define MAX_RTLIGHTS 0 //but sw rendering doesn't have that.
# endif
# if MAX_SWLIGHTS > MAX_RTLIGHTS
# define MAX_DLIGHTS MAX_SWLIGHTS
# else
# define MAX_DLIGHTS MAX_RTLIGHTS
# endif
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typedef struct dlight_s
{
int key ; // so entities can reuse same entry
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qboolean noppl , nodynamic , noflash , isstatic ;
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vec3_t origin ;
float radius ;
float die ; // stop lighting after this time
float decay ; // drop this each second
float minlight ; // don't add when contributing less
float color [ 3 ] ;
float channelfade [ 3 ] ;
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struct shadowmesh_s * worldshadowmesh ;
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int style ; //multiply by style values if > 0
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float dist ;
struct dlight_s * next ;
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} dlight_t ;
typedef struct
{
int length ;
char map [ MAX_STYLESTRING ] ;
int colour ;
} lightstyle_t ;
# define MAX_EFRAGS 512
# define MAX_DEMOS 8
# define MAX_DEMONAME 16
typedef enum {
ca_disconnected , // full screen console with no connection
ca_demostart , // starting up a demo
ca_connected , // netchan_t established, waiting for svc_serverdata
ca_onserver , // processing data lists, donwloading, etc
ca_active // everything is in, so frames can be rendered
} cactive_t ;
typedef enum {
dl_none ,
dl_model ,
dl_sound ,
dl_skin ,
dl_wad ,
dl_single ,
dl_singlestuffed
} dltype_t ; // download type
//
// the client_static_t structure is persistant through an arbitrary number
// of server connections
//
typedef struct
{
// connection information
cactive_t state ;
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enum {
CP_UNKNOWN ,
CP_QUAKEWORLD ,
CP_NETQUAKE ,
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CP_QUAKE2 ,
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CP_QUAKE3 ,
CP_PLUGIN
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} protocol ;
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qboolean resendinfo ;
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int framecount ;
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// network stuff
netchan_t netchan ;
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float lastarbiatarypackettime ; //used to mark when packets were sent to prevent mvdsv servers from causing us to disconnect.
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// private userinfo for sending to masterless servers
char userinfo [ MAX_INFO_STRING ] ;
char servername [ MAX_OSPATH ] ; // name of server from original connect
int qport ;
int socketip ;
int socketip6 ;
int socketipx ;
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enum { DL_NONE , DL_QW , DL_QWCHUNKS , DL_Q3 , DL_QWPENDING , DL_HTTP , DL_FTP } downloadmethod ;
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FILE * downloadqw ; // file transfer from server
char downloadtempname [ MAX_OSPATH ] ;
char downloadname [ MAX_OSPATH ] ;
int downloadpercent ;
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int downloadchunknum ;
int downloadnumber ; //file number
dltype_t downloadtype ; //of type
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// demo loop control
int demonum ; // -1 = don't play demos
char demos [ MAX_DEMOS ] [ MAX_DEMONAME ] ; // when not playing
// demo recording info must be here, because record is started before
// entering a map (and clearing client_state_t)
qboolean demorecording ;
enum { DPB_NONE , DPB_QUAKEWORLD , DPB_MVD ,
# ifdef NQPROT
DPB_NETQUAKE ,
# endif
# ifdef Q2CLIENT
DPB_QUAKE2
# endif
} demoplayback ;
qboolean timedemo ;
FILE * demofile ;
float td_lastframe ; // to meter out one message a frame
int td_startframe ; // host_framecount at start
float td_starttime ; // realtime at second frame of timedemo
int challenge ;
float latency ; // rolling average
qboolean allow_anyparticles ;
qboolean allow_lightmapgamma ;
qboolean allow_rearview ;
qboolean allow_skyboxes ;
qboolean allow_mirrors ;
qboolean allow_watervis ;
qboolean allow_shaders ;
qboolean allow_luma ;
qboolean allow_bump ;
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float allow_fbskins ; //fraction of allowance
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# ifdef FISH
qboolean allow_fish ;
# endif
qboolean allow_cheats ;
qboolean allow_semicheats ; //defaults to true, but this allows a server to enforce a strict ruleset (smackdown type rules).
float maxfps ; //server capped
enum { GAME_DEATHMATCH , GAME_COOP } gamemode ;
# ifdef PROTOCOLEXTENSIONS
unsigned long fteprotocolextensions ;
# endif
unsigned long z_ext ;
# ifdef NQPROT
int signon ;
# endif
translation_t language ;
} client_static_t ;
extern client_static_t cls ;
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extern int nq_dp_protocol ;
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typedef struct downloadlist_s {
char name [ 128 ] ;
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char localname [ 128 ] ;
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struct downloadlist_s * next ;
} downloadlist_t ;
typedef struct {
float lerptime ;
float framechange ; //marks time of last frame change - for halflife model sequencing.
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float oldframechange ;
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float lerprate ; //inverse rate...
vec3_t origin ;
vec3_t angles ;
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trailstate_t * trailstate ; //when to next throw out a trail
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trailstate_t * emitstate ; //when to next emit
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unsigned short frame ;
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} lerpents_t ;
//
// the client_state_t structure is wiped completely at every
// server signon
//
typedef struct
{
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int fpd ;
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int servercount ; // server identification for prespawns
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float gamespeed ;
qboolean csqcdebug ;
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qboolean allowsendpacket ;
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char serverinfo [ MAX_SERVERINFO_STRING ] ;
int parsecount ; // server message counter
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int oldparsecount ;
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int oldvalidsequence ;
int validsequence ; // this is the sequence number of the last good
// packetentity_t we got. If this is 0, we can't
// render a frame yet
int movemessages ; // since connecting to this server
// throw out the first couple, so the player
// doesn't accidentally do something the
// first frame
int spectator ;
double last_ping_request ; // while showing scoreboard
double last_servermessage ;
# ifdef Q2CLIENT
q2frame_t q2frame ;
q2frame_t q2frames [ Q2UPDATE_BACKUP ] ;
# endif
// sentcmds[cl.netchan.outgoing_sequence & UPDATE_MASK] = cmd
frame_t frames [ UPDATE_BACKUP ] ;
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lerpents_t * lerpents ;
int maxlerpents ; //number of slots allocated.
lerpents_t lerpplayers [ MAX_CLIENTS ] ;
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// information for local display
int stats [ MAX_SPLITS ] [ MAX_CL_STATS ] ; // health, etc
float item_gettime [ MAX_SPLITS ] [ 32 ] ; // cl.time of aquiring item, for blinking
float faceanimtime [ MAX_SPLITS ] ; // use anim frame if cl.time < this
cshift_t cshifts [ NUM_CSHIFTS ] ; // color shifts for damage, powerups
cshift_t prev_cshifts [ NUM_CSHIFTS ] ; // and content types
// the client maintains its own idea of view angles, which are
// sent to the server each frame. And only reset at level change
// and teleport times
vec3_t viewangles [ MAX_SPLITS ] ;
// the client simulates or interpolates movement to get these values
double time ; // this is the time value that the client
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// is rendering at. always <= realtime
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float gametime ;
float gametimemark ;
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float oldgametime ; //used as the old time to lerp cl.time from.
float oldgametimemark ; //if it's 0, cl.time will casually increase.
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vec3_t simorg [ MAX_SPLITS ] ;
vec3_t simvel [ MAX_SPLITS ] ;
vec3_t simangles [ MAX_SPLITS ] ;
float rollangle [ MAX_SPLITS ] ;
float minpitch ;
float maxpitch ;
// pitch drifting vars
float pitchvel [ MAX_SPLITS ] ;
qboolean nodrift [ MAX_SPLITS ] ;
float driftmove [ MAX_SPLITS ] ;
double laststop [ MAX_SPLITS ] ;
float crouch [ MAX_SPLITS ] ; // local amount for smoothing stepups
qboolean onground [ MAX_SPLITS ] ;
float viewheight [ MAX_SPLITS ] ;
qboolean paused ; // send over by server
float punchangle [ MAX_SPLITS ] ; // temporar yview kick from weapon firing
int intermission ; // don't change view angle, full screen, etc
int completed_time ; // latched ffrom time at intermission start
//
// information that is static for the entire time connected to a server
//
char model_name [ MAX_MODELS ] [ MAX_QPATH ] ;
char sound_name [ MAX_SOUNDS ] [ MAX_QPATH ] ;
char image_name [ Q2MAX_IMAGES ] [ MAX_QPATH ] ;
struct model_s * model_precache [ MAX_MODELS ] ;
struct sfx_s * sound_precache [ MAX_SOUNDS ] ;
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char model_csqcname [ MAX_CSQCMODELS ] [ MAX_QPATH ] ;
struct model_s * model_csqcprecache [ MAX_CSQCMODELS ] ;
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char skyname [ MAX_QPATH ] ;
char levelname [ 40 ] ; // for display on solo scoreboard
int playernum [ MAX_SPLITS ] ;
int splitclients ; //we are running this many clients split screen.
// refresh related state
struct model_s * worldmodel ; // cl_entitites[0].model
struct efrag_s * free_efrags ;
int num_entities ; // stored bottom up in cl_entities array
int num_statics ; // stored top down in cl_entitiers
int cdtrack ; // cd audio
entity_t viewent [ MAX_SPLITS ] ; // weapon model
// all player information
player_info_t players [ MAX_CLIENTS ] ;
downloadlist_t * downloadlist ;
downloadlist_t * faileddownloads ;
# ifdef PEXT_SETVIEW
int viewentity [ MAX_SPLITS ] ;
# endif
qboolean gamedirchanged ;
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int waterlevel [ MAX_SPLITS ] ; //for smartjump
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char q2statusbar [ 1024 ] ;
char q2layout [ 1024 ] ;
int parse_entities ;
int surpressCount ;
float lerpfrac ;
vec3_t predicted_origin ;
vec3_t predicted_angles ;
vec3_t prediction_error ;
float predicted_step_time ;
float predicted_step ;
// localized movement vars
float entgravity [ MAX_SPLITS ] ;
float maxspeed [ MAX_SPLITS ] ;
float bunnyspeedcap ;
qboolean fixangle ; //received a fixangle - so disable prediction till the next packet.
int teamplay ;
int deathmatch ;
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qboolean teamfortress ; //*sigh*. This is used for teamplay stuff. This sucks.
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} client_state_t ;
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extern int cl_teamtopcolor ;
extern int cl_teambottomcolor ;
extern int cl_enemytopcolor ;
extern int cl_enemybottomcolor ;
//FPD values
//(commented out ones are ones that we don't support)
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# define FPD_NO_FORCE_SKIN 256
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# define FPD_NO_FORCE_COLOR 512
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# define FPD_LIMIT_PITCH (1 << 14) //limit scripted pitch changes
# define FPD_LIMIT_YAW (1 << 15) //limit scripted yaw changes
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//
// cvars
//
extern cvar_t cl_warncmd ;
extern cvar_t cl_upspeed ;
extern cvar_t cl_forwardspeed ;
extern cvar_t cl_backspeed ;
extern cvar_t cl_sidespeed ;
extern cvar_t cl_movespeedkey ;
extern cvar_t cl_yawspeed ;
extern cvar_t cl_pitchspeed ;
extern cvar_t cl_anglespeedkey ;
extern cvar_t cl_shownet ;
extern cvar_t cl_sbar ;
extern cvar_t cl_hudswap ;
extern cvar_t cl_pitchdriftspeed ;
extern cvar_t lookspring ;
extern cvar_t lookstrafe ;
extern cvar_t sensitivity ;
extern cvar_t m_pitch ;
extern cvar_t m_yaw ;
extern cvar_t m_forward ;
extern cvar_t m_side ;
extern cvar_t _windowed_mouse ;
extern cvar_t name ;
# define MAX_STATIC_ENTITIES 256 // torches, etc
extern client_state_t cl ;
// FIXME, allocate dynamically
extern entity_state_t cl_baselines [ MAX_EDICTS ] ;
extern efrag_t cl_efrags [ MAX_EFRAGS ] ;
extern entity_t cl_static_entities [ MAX_STATIC_ENTITIES ] ;
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extern trailstate_t * cl_static_emit [ MAX_STATIC_ENTITIES ] ;
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extern lightstyle_t cl_lightstyle [ MAX_LIGHTSTYLES ] ;
extern dlight_t cl_dlights [ MAX_DLIGHTS ] ;
extern qboolean nomaster ;
extern float server_version ; // version of server we connected to
//=============================================================================
//
// cl_main
//
dlight_t * CL_AllocDlight ( int key ) ;
void CL_DecayLights ( void ) ;
void CL_ParseDelta ( struct entity_state_s * from , struct entity_state_s * to , int bits , qboolean ) ;
void CL_Init ( void ) ;
void Host_WriteConfiguration ( void ) ;
void CL_CheckServerInfo ( void ) ;
void CL_EstablishConnection ( char * host ) ;
void CL_Disconnect ( void ) ;
void CL_Disconnect_f ( void ) ;
void CL_NextDemo ( void ) ;
qboolean CL_DemoBehind ( void ) ;
void CL_BeginServerConnect ( void ) ;
void CLNQ_BeginServerConnect ( void ) ;
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# define MAX_VISEDICTS 1024
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extern int cl_numvisedicts , cl_oldnumvisedicts ;
extern entity_t * cl_visedicts , * cl_oldvisedicts ;
extern entity_t cl_visedicts_list [ 2 ] [ MAX_VISEDICTS ] ;
extern char emodel_name [ ] , pmodel_name [ ] , prespawn_name [ ] , modellist_name [ ] , soundlist_name [ ] ;
//
// cl_input
//
typedef struct
{
int down [ MAX_SPLITS ] [ 2 ] ; // key nums holding it down
int state [ MAX_SPLITS ] ; // low bit is down state
} kbutton_t ;
extern kbutton_t in_mlook , in_klook ;
extern kbutton_t in_strafe ;
extern kbutton_t in_speed ;
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extern float in_sensitivityscale ;
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void CL_InitInput ( void ) ;
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void CL_SendCmd ( float frametime ) ;
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void CL_SendMove ( usercmd_t * cmd ) ;
# ifdef NQPROT
void CL_ParseTEnt ( qboolean nqprot ) ;
# else
void CL_ParseTEnt ( void ) ;
# endif
void CL_UpdateTEnts ( void ) ;
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void CL_AddBeam ( int tent , int ent , vec3_t start , vec3_t end ) ;
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void CL_ClearState ( void ) ;
void CL_ReadPackets ( void ) ;
void CL_ClampPitch ( int pnum ) ;
int CL_ReadFromServer ( void ) ;
void CL_WriteToServer ( usercmd_t * cmd ) ;
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void CL_BaseMove ( usercmd_t * cmd , int pnum , float extra , float wantfps ) ;
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float CL_KeyState ( kbutton_t * key , int pnum ) ;
char * Key_KeynumToString ( int keynum ) ;
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int Key_StringToKeynum ( char * str , int * modifier ) ;
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char * Key_GetBinding ( int keynum ) ;
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void VARGS CL_SendClientCommand ( qboolean reliable , char * format , . . . ) ;
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void CL_AllowIndependantSendCmd ( qboolean allow ) ;
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//
// cl_demo.c
//
void CL_StopPlayback ( void ) ;
qboolean CL_GetMessage ( void ) ;
void CL_WriteDemoCmd ( usercmd_t * pcmd ) ;
void CL_Stop_f ( void ) ;
void CL_Record_f ( void ) ;
void CL_ReRecord_f ( void ) ;
void CL_PlayDemo_f ( void ) ;
void CL_TimeDemo_f ( void ) ;
//
// cl_parse.c
//
# define NET_TIMINGS 256
# define NET_TIMINGSMASK 255
extern int packet_latency [ NET_TIMINGS ] ;
int CL_CalcNet ( void ) ;
void CL_ParseServerMessage ( void ) ;
void CLNQ_ParseServerMessage ( void ) ;
# ifdef Q2CLIENT
void CLQ2_ParseServerMessage ( void ) ;
# endif
void CL_NewTranslation ( int slot ) ;
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qboolean CL_CheckOrDownloadFile ( char * filename , char * localname , int nodelay ) ;
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qboolean CL_IsUploading ( void ) ;
void CL_NextUpload ( void ) ;
void CL_StartUpload ( qbyte * data , int size ) ;
void CL_StopUpload ( void ) ;
void CL_RequestNextDownload ( void ) ;
//
// view.c
//
void V_StartPitchDrift ( int pnum ) ;
void V_StopPitchDrift ( int pnum ) ;
void V_RenderView ( void ) ;
void V_UpdatePalette ( void ) ;
void V_Register ( void ) ;
void V_ParseDamage ( int pnum ) ;
void V_SetContentsColor ( int contents ) ;
void GLV_CalcBlend ( void ) ;
//
// cl_tent
//
void CL_InitTEnts ( void ) ;
void CL_ClearTEnts ( void ) ;
void CL_ClearCustomTEnts ( void ) ;
void CL_ParseCustomTEnt ( void ) ;
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void CL_ParseEffect ( qboolean effect2 ) ;
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void CLNQ_ParseParticleEffect ( void ) ;
void CL_ParseParticleEffect2 ( void ) ;
void CL_ParseParticleEffect3 ( void ) ;
void CL_ParseParticleEffect4 ( void ) ;
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//
// cl_ents.c
//
void CL_SetSolidPlayers ( int playernum ) ;
void CL_SetUpPlayerPrediction ( qboolean dopred ) ;
void CL_EmitEntities ( void ) ;
void CL_ClearProjectiles ( void ) ;
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void CL_ParseProjectiles ( int modelindex , qboolean nails2 ) ;
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void CL_ParsePacketEntities ( qboolean delta ) ;
void CL_SetSolidEntities ( void ) ;
void CL_ParsePlayerinfo ( void ) ;
void CL_ParseClientPersist ( void ) ;
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//these last ones are needed for csqc handling of engine-bound ents.
void CL_SwapEntityLists ( void ) ;
void CL_LinkViewModel ( void ) ;
void CL_LinkPlayers ( void ) ;
void CL_LinkPacketEntities ( void ) ;
void CL_LinkProjectiles ( void ) ;
//
//clq3_parse.c
//
# ifdef Q3CLIENT
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void VARGS CLQ3_SendClientCommand ( const char * fmt , . . . ) ;
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void CLQ3_SendConnectPacket ( netadr_t to ) ;
void CLQ3_SendCmd ( usercmd_t * cmd ) ;
qboolean CLQ3_Netchan_Process ( void ) ;
void CLQ3_ParseServerMessage ( void ) ;
qboolean CG_FillQ3Snapshot ( int snapnum , struct snapshot_s * snapshot ) ;
void CG_InsertIntoGameState ( int num , char * str ) ;
void CG_Restart_f ( void ) ;
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char * CG_GetConfigString ( int num ) ;
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# endif
//
//pr_csqc.c
//
# ifdef CSQC_DAT
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qboolean CSQC_Init ( unsigned int checksum ) ;
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qboolean CSQC_DrawView ( void ) ;
void CSQC_Shutdown ( void ) ;
qboolean CSQC_StuffCmd ( char * cmd ) ;
qboolean CSQC_CenterPrint ( char * cmd ) ;
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qboolean CSQC_ConsoleCommand ( char * cmd ) ;
qboolean CSQC_KeyPress ( int key , qboolean down ) ;
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int CSQC_StartSound ( int entnum , int channel , char * soundname , vec3_t pos , float vol , float attenuation ) ;
void CSQC_ParseEntities ( void ) ;
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# endif
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//
// cl_pred.c
//
void CL_InitPrediction ( void ) ;
void CL_PredictMove ( void ) ;
void CL_PredictUsercmd ( int pnum , player_state_t * from , player_state_t * to , usercmd_t * u ) ;
# ifdef Q2CLIENT
void CLQ2_CheckPredictionError ( void ) ;
# endif
//
// cl_cam.c
//
# define CAM_NONE 0
# define CAM_TRACK 1
extern int autocam [ MAX_SPLITS ] ;
extern int spec_track [ MAX_SPLITS ] ; // player# of who we are tracking
qboolean Cam_DrawViewModel ( int pnum ) ;
qboolean Cam_DrawPlayer ( int pnum , int playernum ) ;
void Cam_Track ( int pnum , usercmd_t * cmd ) ;
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int Cam_TrackNum ( int pnum ) ;
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void Cam_FinishMove ( int pnum , usercmd_t * cmd ) ;
void Cam_Reset ( void ) ;
void CL_InitCam ( void ) ;
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//
//zqtp.c
//
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# define TPM_UNKNOWN 0
# define TPM_NORMAL 1
# define TPM_TEAM 2
# define TPM_SPECTATOR 4
# define TPM_FAKED 16
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qboolean TP_SoundTrigger ( char * message ) ;
char * TP_PlayerName ( void ) ;
char * TP_MapName ( void ) ;
int TP_CountPlayers ( void ) ;
char * TP_PlayerTeam ( void ) ;
char * TP_EnemyTeam ( void ) ;
char * TP_EnemyName ( void ) ;
void TP_StatChanged ( int stat , int value ) ;
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int TP_CategorizeMessage ( char * s , int * offset , player_info_t * * plr ) ;
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void TP_NewMap ( void ) ;
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qboolean TP_FilterMessage ( char * s ) ;
qboolean TP_CheckSoundTrigger ( char * str ) ;
void TP_SearchForMsgTriggers ( char * s , int level ) ;
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//
// skin.c
//
typedef struct
{
char manufacturer ;
char version ;
char encoding ;
char bits_per_pixel ;
unsigned short xmin , ymin , xmax , ymax ;
unsigned short hres , vres ;
unsigned char palette [ 48 ] ;
char reserved ;
char color_planes ;
unsigned short bytes_per_line ;
unsigned short palette_type ;
char filler [ 58 ] ;
// unsigned char data; // unbounded
} pcx_t ;
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char * Skin_FindName ( player_info_t * sc ) ;
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void Skin_Find ( player_info_t * sc ) ;
qbyte * Skin_Cache8 ( skin_t * skin ) ;
qbyte * Skin_Cache32 ( skin_t * skin ) ;
void Skin_Skins_f ( void ) ;
void Skin_FlushSkin ( char * name ) ;
void Skin_AllSkins_f ( void ) ;
void Skin_NextDownload ( void ) ;
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void Skin_FlushPlayers ( void ) ;
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# define RSSHOT_WIDTH 320
# define RSSHOT_HEIGHT 200
//valid.c
void Validation_FlushFileList ( void ) ;
void ValidationPrintVersion ( char * f_query_string ) ;
void Validation_Server ( void ) ;
void Validation_FilesModified ( void ) ;
void Validation_Skins ( void ) ;
void Validation_CheckIfResponse ( char * text ) ;
void InitValidation ( void ) ;
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void Validation_IncludeFile ( char * filename , char * file , int filelen ) ;
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extern qboolean f_modified_particles ;
extern qboolean care_f_modified ;
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//random files (fixme: clean up)
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# ifdef Q2CLIENT
void CLQ2_ParseTEnt ( void ) ;
void CLQ2_AddEntities ( void ) ;
void CLQ2_ParseBaseline ( void ) ;
void CLQ2_ParseFrame ( void ) ;
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void CLQ2_RunMuzzleFlash2 ( int ent , int flash_number ) ;
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void CLNQ_ParseEntity ( unsigned int bits ) ;
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int CLQ2_RegisterTEntModels ( void ) ;
# endif
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void NQ_P_ParseParticleEffect ( void ) ;
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void CLNQ_SignonReply ( void ) ;
void NQ_BeginConnect ( char * to ) ;
void NQ_ContinueConnect ( char * to ) ;
int CLNQ_GetMessage ( void ) ;
void CL_BeginServerReconnect ( void ) ;
void SV_User_f ( void ) ; //called by client version of the function
void SV_Serverinfo_f ( void ) ;
# ifdef TEXTEDITOR
extern qboolean editoractive ;
extern qboolean editormodal ;
void Editor_Draw ( void ) ;
void Editor_Init ( void ) ;
# endif
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void CL_AddVWeapModel ( entity_t * player , int model ) ;
typedef enum {
MFT_NONE ,
MFT_STATIC , //non-moving, PCX, no sound
MFT_ROQ ,
MFT_AVI ,
MFT_CIN
} media_filmtype_t ;
extern media_filmtype_t media_filmtype ;
void Media_Init ( void ) ;
qboolean Media_PlayFilm ( char * name ) ;
void CIN_FinishCinematic ( void ) ;
qboolean CIN_PlayCinematic ( char * arg ) ;
qboolean CIN_DrawCinematic ( void ) ;
qboolean CIN_RunCinematic ( void ) ;
void MVD_Interpolate ( void ) ;
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void TP_Init ( void ) ;
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void TP_CheckVars ( void ) ;
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void TP_CheckPickupSound ( char * s , vec3_t org ) ;
void Stats_NewMap ( void ) ;
void Stats_ParsePrintLine ( char * line ) ;