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fteqw/engine/client/client.h
2006-02-22 23:43:59 +00:00

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25 KiB
C

/*
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
#include "particles.h"
typedef struct
{
char name[64];
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
#define MAX_SCOREBOARDNAME 64
#define MAX_DISPLAYEDNAME 16
typedef struct player_info_s
{
int userid;
char userinfo[EXTENDED_INFO_STRING];
// scoreboard information
char name[MAX_SCOREBOARDNAME];
char team[MAX_INFO_KEY];
float entertime;
int frags;
int ping;
qbyte pl;
qboolean ignored;
// skin information
int topcolor;
int bottomcolor;
int _topcolor;
int _bottomcolor;
#ifdef SWQUAKE
struct palremap_s *palremap;
#endif
int spectator;
skin_t *skin;
struct model_s *model;
unsigned short vweapindex;
int prevcount;
int stats[MAX_CL_STATS];
} 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
int cmd_sequence;
// 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
int server_time;
int client_time;
int server_message_num;
} 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
//
#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
typedef struct dlight_s
{
int key; // so entities can reuse same entry
qboolean noppl, nodynamic, noflash, isstatic;
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];
struct shadowmesh_s *worldshadowmesh;
int style; //multiply by style values if > 0
float dist;
struct dlight_s *next;
} 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;
enum {
CP_UNKNOWN,
CP_QUAKEWORLD,
CP_NETQUAKE,
CP_QUAKE2,
CP_QUAKE3,
CP_PLUGIN
} protocol;
qboolean resendinfo;
qboolean findtrack;
int framecount;
// network stuff
netchan_t netchan;
float lastarbiatarypackettime; //used to mark when packets were sent to prevent mvdsv servers from causing us to disconnect.
// 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;
#ifdef TCPCONNECT
int sockettcp;
netadr_t sockettcpdest;
unsigned char tcpinbuffer[1500];
int tcpinlen;
#endif
enum {DL_NONE, DL_QW, DL_QWCHUNKS, DL_Q3, DL_QWPENDING, DL_HTTP, DL_FTP} downloadmethod;
vfsfile_t *downloadqw; // file transfer from server
char downloadtempname[MAX_OSPATH];
char downloadname[MAX_OSPATH];
int downloadpercent;
int downloadchunknum;
// 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;
vfsfile_t *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;
float allow_fbskins; //fraction of allowance
#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;
extern int nq_dp_protocol;
typedef struct downloadlist_s {
char name[128];
char localname[128];
struct downloadlist_s *next;
} downloadlist_t;
typedef struct {
float lerptime;
float framechange; //marks time of last frame change - for halflife model sequencing.
float oldframechange;
float lerprate; //inverse rate...
vec3_t origin;
vec3_t angles;
trailstate_t *trailstate; //when to next throw out a trail
trailstate_t *emitstate; //when to next emit
unsigned short frame;
} lerpents_t;
//
// the client_state_t structure is wiped completely at every
// server signon
//
typedef struct
{
int fpd;
int servercount; // server identification for prespawns
float gamespeed;
qboolean csqcdebug;
qboolean allowsendpacket;
char serverinfo[MAX_SERVERINFO_STRING];
int parsecount; // server message counter
int oldparsecount;
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];
lerpents_t *lerpents;
int maxlerpents; //number of slots allocated.
lerpents_t lerpplayers[MAX_CLIENTS];
// 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
// is rendering at. always <= realtime
float servertime; //current server time, bound between gametime and gametimemark
float mtime; //server time as on the server when we last received a packet. not allowed to decrease.
float oldmtime; //server time as on the server for the previously received packet.
float gametime;
float gametimemark;
float oldgametime; //used as the old time to lerp cl.time from.
float oldgametimemark; //if it's 0, cl.time will casually increase.
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];
char model_csqcname[MAX_CSQCMODELS][MAX_QPATH];
struct model_s *model_csqcprecache[MAX_CSQCMODELS];
//used for q2 sky/configstrings
char skyname[MAX_QPATH];
float skyrotate;
vec3_t skyaxis;
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;
int waterlevel[MAX_SPLITS]; //for smartjump
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;
qboolean teamfortress; //*sigh*. This is used for teamplay stuff. This sucks.
qboolean sendprespawn;
int contentstage;
} client_state_t;
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)
#define FPD_NO_FORCE_SKIN 256
#define FPD_NO_FORCE_COLOR 512
#define FPD_LIMIT_PITCH (1 << 14) //limit scripted pitch changes
#define FPD_LIMIT_YAW (1 << 15) //limit scripted yaw changes
//
// 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];
extern trailstate_t *cl_static_emit[MAX_STATIC_ENTITIES];
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_Reconnect_f (void);
void CL_NextDemo (void);
qboolean CL_DemoBehind(void);
void CL_SaveInfo(vfsfile_t *f);
void CL_BeginServerConnect(void);
void CLNQ_BeginServerConnect(void);
#define MAX_VISEDICTS 1024
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[];
qboolean TraceLineN (vec3_t start, vec3_t end, vec3_t impact, vec3_t normal);
//
// 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;
extern float in_sensitivityscale;
void CL_MakeActive(char *gamename);
void CL_RegisterSplitCommands(void);
void CL_InitInput (void);
void CL_SendCmd (float frametime);
void CL_SendMove (usercmd_t *cmd);
#ifdef NQPROT
void CL_ParseTEnt (qboolean nqprot);
#else
void CL_ParseTEnt (void);
#endif
void CL_UpdateTEnts (void);
void CL_AddBeam (int tent, int ent, vec3_t start, vec3_t end);
void CL_ClearState (void);
void CL_ReadPackets (void);
void CL_ClampPitch (int pnum);
int CL_ReadFromServer (void);
void CL_WriteToServer (usercmd_t *cmd);
void CL_BaseMove (usercmd_t *cmd, int pnum, float extra, float wantfps);
float CL_KeyState (kbutton_t *key, int pnum);
char *Key_KeynumToString (int keynum);
int Key_StringToKeynum (char *str, int *modifier);
char *Key_GetBinding(int keynum);
void CL_UseIndepPhysics(qboolean allow);
void CL_FlushClientCommands(void);
void VARGS CL_SendClientCommand(qboolean reliable, char *format, ...);
int CL_RemoveClientCommands(char *command);
void CL_AllowIndependantSendCmd(qboolean allow);
void CL_DrawPrydonCursor(void);
//
// 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_DemoJump_f(void);
void CL_ProgressDemoTime(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);
qboolean CL_CheckOrEnqueDownloadFile (char *filename, char *localname);
qboolean CL_EnqueDownload(char *filename, char *localname, qboolean verbose, qboolean ignorefailedlist);
qboolean CL_IsUploading(void);
void CL_NextUpload(void);
void CL_StartUpload (qbyte *data, int size);
void CL_StopUpload(void);
void CL_RequestNextDownload (void);
void CL_SendDownloadReq(sizebuf_t *msg);
//
// 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);
//used directly by csqc
void V_CalcRefdef (int pnum);
void CalcGunAngle (int pnum);
void DropPunchAngle (int pnum);
//
// cl_tent
//
void CL_InitTEnts (void);
void CL_ClearTEnts (void);
void CL_ClearCustomTEnts(void);
void CL_ParseCustomTEnt(void);
void CL_ParseEffect (qboolean effect2);
void CLNQ_ParseParticleEffect (void);
void CL_ParseParticleEffect2 (void);
void CL_ParseParticleEffect3 (void);
void CL_ParseParticleEffect4 (void);
//
// cl_ents.c
//
void CL_SetSolidPlayers (int playernum);
void CL_SetUpPlayerPrediction(qboolean dopred);
void CL_EmitEntities (void);
void CL_ClearProjectiles (void);
void CL_ParseProjectiles (int modelindex, qboolean nails2);
void CL_ParsePacketEntities (qboolean delta);
void CL_SetSolidEntities (void);
void CL_ParsePlayerinfo (void);
void CL_ParseClientPersist(void);
//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
void VARGS CLQ3_SendClientCommand(const char *fmt, ...);
void CLQ3_SendAuthPacket(netadr_t gameserver);
void CLQ3_SendConnectPacket(netadr_t to);
void CLQ3_SendCmd(usercmd_t *cmd);
qboolean CLQ3_Netchan_Process(void);
void CLQ3_ParseServerMessage (void);
struct snapshot_s;
qboolean CG_FillQ3Snapshot(int snapnum, struct snapshot_s *snapshot);
void CG_InsertIntoGameState(int num, char *str);
void CG_Restart_f(void);
char *CG_GetConfigString(int num);
#endif
//
//pr_csqc.c
//
#ifdef CSQC_DAT
qboolean CSQC_Init (unsigned int checksum);
void CSQC_RegisterCvarsAndThings(void);
qboolean CSQC_DrawView(void);
void CSQC_Shutdown(void);
qboolean CSQC_StuffCmd(char *cmd);
qboolean CSQC_CenterPrint(char *cmd);
qboolean CSQC_ConsoleCommand(char *cmd);
qboolean CSQC_KeyPress(int key, qboolean down);
int CSQC_StartSound(int entnum, int channel, char *soundname, vec3_t pos, float vol, float attenuation);
void CSQC_ParseEntities(void);
qboolean CSQC_SettingListener(void);
#endif
//
// 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
void CL_CalcClientTime(void);
//
// 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);
int Cam_TrackNum(int pnum);
void Cam_FinishMove(int pnum, usercmd_t *cmd);
void Cam_Reset(void);
void Cam_Lock(int pnum, int playernum);
void CL_InitCam(void);
void vectoangles(vec3_t vec, vec3_t ang);
//
//zqtp.c
//
#define TPM_UNKNOWN 0
#define TPM_NORMAL 1
#define TPM_TEAM 2
#define TPM_SPECTATOR 4
#define TPM_FAKED 16
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);
int TP_CategorizeMessage (char *s, int *offset, player_info_t **plr);
void TP_NewMap (void);
qboolean TP_FilterMessage (char *s);
qboolean TP_CheckSoundTrigger (char *str);
void TP_SearchForMsgTriggers (char *s, int level);
void TP_ExecTrigger (char *s);
qboolean TP_SuppressMessage(char *buf);
void TP_Init(void);
void TP_CheckVars(void);
void TP_CheckPickupSound(char *s, vec3_t org);
void TP_ParsePlayerInfo(player_state_t *oldstate, player_state_t *state, player_info_t *info);
void CL_Say (qboolean team, char *extra);
//
// 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;
qbyte *ReadPCXData(qbyte *buf, int length, int width, int height, qbyte *result);
char *Skin_FindName (player_info_t *sc);
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);
void Skin_FlushPlayers(void);
#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);
void Validation_IncludeFile(char *filename, char *file, int filelen);
extern qboolean f_modified_particles;
extern qboolean care_f_modified;
//random files (fixme: clean up)
#ifdef Q2CLIENT
void CLQ2_ParseTEnt (void);
void CLQ2_AddEntities (void);
void CLQ2_ParseBaseline (void);
void CLQ2_ParseFrame (void);
void CLQ2_RunMuzzleFlash2 (int ent, int flash_number);
void CLNQ_ParseEntity(unsigned int bits);
int CLQ2_RegisterTEntModels (void);
#endif
void NQ_P_ParseParticleEffect (void);
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
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);
void Stats_NewMap(void);
void Stats_ParsePrintLine(char *line);