st/code/client/client.h
2008-04-04 00:00:00 +00:00

527 lines
16 KiB
C

/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
Copyright (C) 2007 HermitWorks Entertainment Corporation
This file is part of the Space Trader source code.
The Space Trader 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.
The Space Trader 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 the Space Trader 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 "../sql/sql.h"
#include "../renderer/tr_public.h"
#include "../ui/ui_public.h"
#include "keys.h"
#include "snd_public.h"
#include "../cgame/cg_public.h"
#include "../game/bg_public.h"
#define RETRANSMIT_TIMEOUT 3000 // time between connection packet retransmits
// snapshots are a view of the server at a given time
typedef struct {
qboolean 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
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
qboolean extrapolatedSnapshot; // set if any cgame frame has been forced to extrapolate
// cleared when CL_AdjustTimeDelta looks at it
qboolean 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 mouseX[2], mouseY[2];
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];
sqlInfo_t db;
} 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_TOKENS]; // 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];
char reliableCommandBuffer[ MAX_RELIABLE_BUFFER ];
// 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 lastSnapServerCmdNum;
int lastExecutedServerCommand; // last server command grabbed or executed with CL_GetServerCommand
char * serverCommands[MAX_RELIABLE_COMMANDS];
char serverCommandBuffer[ MAX_RELIABLE_BUFFER ];
// file transfer from server
qboolean downloadRestart; // if true, we need to do another FS_Restart because we downloaded a pak
// demo information
char demoName[MAX_QPATH];
qboolean demorecording;
qboolean demoplaying;
qboolean demowaiting; // don't record until a non-delta message is received
qboolean 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 {
connstate_t state; // connection status
int keyCatchers; // bit flags
qboolean 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
qboolean rendererStarted;
qboolean soundStarted;
qboolean soundRegistered;
qboolean uiStarted;
qboolean cgameStarted;
int framecount;
int frametime; // msec since last frame
int realtime; // ignores pause
int realFrametime; // ignoring pause, so console always works
int broadcastTime; // time when a broadcast was sent
int masterNum;
// update server info
netadr_t updateServer;
char updateChallenge[MAX_TOKEN_CHARS];
char updateInfoString[MAX_INFO_STRING];
netadr_t authorizeServer;
// rendering info
vidConfig_t glconfig;
qhandle_t whiteShader;
qhandle_t font;
qhandle_t menu;
} 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_nodelta;
extern cvar_t *cl_debugMove;
extern cvar_t *cl_noprint;
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_freezeDemo;
extern cvar_t *cl_yawspeed;
extern cvar_t *cl_pitchspeed;
extern cvar_t *cl_run;
extern cvar_t *cl_anglespeedkey;
extern cvar_t *cl_sensitivity;
extern cvar_t *cl_freelook;
extern cvar_t *cl_mouseAccel;
extern cvar_t *cl_showMouseRate;
extern cvar_t *m_pitch;
extern cvar_t *m_yaw;
extern cvar_t *m_forward;
extern cvar_t *m_side;
extern cvar_t *m_filter;
extern cvar_t *cl_timedemo;
extern cvar_t *cl_activeAction;
extern cvar_t *cl_conXOffset;
extern cvar_t *cl_conYOffset;
extern cvar_t *cl_conWidth;
extern cvar_t *cl_conHeight;
extern cvar_t *cl_inGameVideo;
extern cvar_t *cl_authserver;
//=================================================
//
// cl_main
//
void CL_Init (void);
void CL_FlushMemory(void);
void CL_ShutdownAll( void );
void CL_AddReliableCommand( const char *cmd );
char * CL_GetReliableCommand( int index );
void CL_StartHunkUsers( void );
void Q_EXTERNAL_CALL CL_Disconnect_f (void);
void CL_GetChallengePacket (void);
void Q_EXTERNAL_CALL CL_Vid_Restart_f( void );
void Q_EXTERNAL_CALL CL_Snd_Restart_f (void);
void CL_StartDemoLoop( void );
void CL_NextDemo( void );
void CL_ReadDemoMessage( void );
void CL_InitDownloads(void);
void CL_ShutdownRef( void );
void CL_InitRef( void );
int CL_ServerStatus( char *serverAddress, char *serverStatusString, int maxLen );
int CL_UpdateGameState( globalState_t * gs );
//
// cl_input
//
typedef struct {
int down[2]; // key nums holding it down
unsigned downtime; // msec timestamp
unsigned msec; // msec down this frame if both a down and up happened
qboolean active; // current state
qboolean wasPressed; // set when down, not cleared when up
} kbutton_t;
extern kbutton_t in_mlook, in_klook;
extern kbutton_t in_strafe;
extern kbutton_t in_speed;
void CL_InitInput (void);
void CL_SendCmd (void);
void CL_ClearState (void);
void CL_ReadPackets (void);
void CL_WritePacket( void );
void Q_EXTERNAL_CALL IN_CenterView (void);
void CL_VerifyCode( void );
float CL_KeyState (kbutton_t *key);
char *Key_KeynumToString (int keynum);
//
// cl_parse.c
//
extern int cl_connectedToPureServer;
void CL_SystemInfoChanged( void );
void CL_ParseServerMessage( msg_t *msg );
char * CL_GetReliableServerCommand( int index );
//====================================================================
void CL_ServerInfoPacket( netadr_t from, msg_t *msg );
void Q_EXTERNAL_CALL CL_LocalServers_f( void );
void Q_EXTERNAL_CALL CL_GlobalServers_f( void );
void Q_EXTERNAL_CALL CL_FavoriteServers_f( void );
void Q_EXTERNAL_CALL CL_GetToken_f( void );
void Q_EXTERNAL_CALL CL_Ping_f( void );
#ifdef USE_IRC
void Q_EXTERNAL_CALL CL_Irc_f( void );
#endif
qboolean Q_EXTERNAL_CALL CL_UpdateVisiblePings_f( int source );
void Q_EXTERNAL_CALL CL_DumpMapReferences( void );
void CL_ServerAddToRefreshList( const char *addr, const char *channel );
//
// console
//
int Con_Print ( int c, const char * text );
void Con_Draw ( int c, float frac, bool scrollBar, bool background );
void Con_HandleMouse ( int c, float x, float y );
void Con_HandleKey ( int c, int key );
void Con_Clear ( int c );
void Con_Resize ( int c, int display, float x, float y, float w, float h );
const char* Q_EXTERNAL_CALL Con_GetText ( int console );
void Con_Init (void);
void Q_EXTERNAL_CALL Con_Clear_f (void);
void Q_EXTERNAL_CALL Con_ToggleConsole_f (void);
void Con_ClearNotify (void);
void Con_RunConsole (void);
void Con_DrawConsole (void);
void Con_PageUp( void );
void Con_PageDown( void );
void Con_Top( void );
void Con_Bottom( void );
void Con_Close( void );
//
// cl_scrn.c
//
void SCR_Init (void);
void SCR_UpdateScreen (void);
void SCR_DebugGraph (float value, int color);
void SCR_AdjustFrom640( float *x, float *y, float *w, float *h );
void SCR_FillRect( float x, float y, float width, float height, const float *color, qhandle_t shader );
void SCR_FillSquareRect( float x, float y, float width, float height, const float *color );
void SCR_DrawPic( float x, float y, float width, float height, qhandle_t hShader );
void SCR_DrawNamedPic( float x, float y, float width, float height, const char *picname );
//
// cl_cin.c
//
void Q_EXTERNAL_CALL CL_PlayCinematic_f( void );
void SCR_DrawCinematic (void);
void SCR_RunCinematic (void);
void SCR_StopCinematic (void);
int Q_EXTERNAL_CALL CIN_PlayCinematic( const char *arg0, int xpos, int ypos, int width, int height, int bits);
e_status CIN_StopCinematic(int handle);
e_status Q_EXTERNAL_CALL 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, qboolean loop);
void Q_EXTERNAL_CALL CIN_UploadCinematic(int handle);
void CIN_CloseAllVideos(void);
//
// cl_cgame.c
//
void CL_InitCGame( void );
void CL_ShutdownCGame( void );
qboolean CL_GameCommand( void );
void CL_CGameRendering( stereoFrame_t stereo, qboolean uiFullScreen );
void CL_CGameRenderOverlays( stereoFrame_t stereo );
void CL_SetCGameTime( void );
void CL_FirstSnapshot( void );
void CL_ShaderStateChanged(void);
void CL_R_LoadWorld( const char *mapName );
//
// cl_ui.c
//
void CL_InitUI( void );
void CL_ShutdownUI( qboolean save_menustack );
int Key_GetCatcher( void );
void Key_SetCatcher( int catcher );
void LAN_LoadCachedServers();
void LAN_SaveServersToCache();
void CL_DownloadProgress( 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 );
qboolean CL_Netchan_Process( netchan_t *chan, msg_t *msg );
//
// cl_text.c
//
int CL_RenderText_ExtractLines ( fontInfo_t* font,
float fontScale,
float startColor[4],
float baseColor[4],
const char * text,
int limit,
int align,
float width,
lineInfo_t * lines,
int line_offset,
int line_limit
);
void CL_RenderText_Line ( lineInfo_t * line,
fontInfo_t * font,
float x,
float y,
float fontScale,
float letterScaleX,
float letterScaleY,
int smallcaps,
int cursorLoc,
int cursorChar,
qboolean colors
);
void CL_RenderText ( float* rect,
float scale,
vec4_t color,
const char* text,
int limit,
int horiz,
int vert,
int style,
int cursor,
int cursorChar,
qhandle_t font,
float* textRect
);