// client.h -- primary header for client #pragma once #ifndef __CLIENT_H__ #define __CLIENT_H__ #include "../game/q_shared.h" #include "../qcommon/qcommon.h" #include "../renderer/tr_public.h" #include "keys.h" #include "snd_public.h" #include "../cgame/cg_public.h" // 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 ============================================================================= */ // 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 512 extern int g_console_field_width; typedef struct { int timeoutcount; clSnapshot_t frame; // latest received from server int serverTime; 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, cleared when CL_AdjustTimeDelta looks at it 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 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 int packetTime[PACKET_BACKUP]; // cls.realtime sent, for calculating pings int packetCmdNumber[PACKET_BACKUP]; // cmdNumber when packet was sent // 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; // these are just parsed out of the configstrings for convenience int serverId; // non-gameserver infornamtion int cinematictime; // cls.realtime for first cinematic frame (FIXME: NO LONGER USED!, but I wasn't sure if I could remove it because of struct sizes assumed elsewhere? -Ste) // big stuff at end of structure so most offsets are 15 bits or less clSnapshot_t frames[PACKET_BACKUP]; entityState_t parseEntities[MAX_PARSE_ENTITIES]; //DJC added - making force powers in single player work like those in //multiplayer. This makes hot swapping code more portable. qboolean gcmdSendValue; byte gcmdValue; } 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, or connect to a different server A connection can be to either a server through the network layer, or just a streaming cinematic. ============================================================================= */ typedef struct { int lastPacketSentTime; // for retransmits int lastPacketTime; char servername[MAX_OSPATH]; // name of server from original connect netadr_t serverAddress; int connectTime; // for connection retransmits int connectPacketCount; // for display on connection dialog int challenge; // from the server to use for connecting int reliableSequence; int reliableAcknowledge; char *reliableCommands[MAX_RELIABLE_COMMANDS]; // reliable messages received from server int serverCommandSequence; char *serverCommands[MAX_RELIABLE_COMMANDS]; // 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 enum { EXIT_CONSOLE, EXIT_ARENAS, EXIT_SERVERS, EXIT_LAUNCH // quit all the way out of the game on disconnect } exitTo_t; #ifdef _XBOX #define MAX_LOCAL_SERVERS 1 #define MAX_GLOBAL_SERVERS 1 #define MAX_PINGREQUESTS 1 #else #define MAX_LOCAL_SERVERS 16 #define MAX_GLOBAL_SERVERS 256 #define MAX_PINGREQUESTS 16 #endif typedef struct { netadr_t adr; int start; int time; } ping_t; typedef struct { netadr_t netadr; char info[MAX_INFO_STRING]; } serverInfoResponse_t; typedef struct { netadr_t netadr; char info[MAX_INFO_STRING]; } getserversResponse_t; typedef struct { connstate_t state; // connection status int keyCatchers; // bit flags 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; #ifdef _IMMERSION qboolean forceStarted; #endif // _IMMERSION int framecount; int frametime; // msec since last frame float frametimeFraction; // fraction of a msec since last frame int realtime; // ignores pause float realtimeFraction; // fraction of a msec accumulated int realFrametime; // ignoring pause, so console always works // update server info char updateInfoString[MAX_INFO_STRING]; // rendering info glconfig_t glconfig; qhandle_t charSetShader; qhandle_t whiteShader; qhandle_t consoleShader; #ifdef _XBOX short mainGamepad; #endif } clientStatic_t; #ifdef _XBOX #define CON_TEXTSIZE 256 #else #define CON_TEXTSIZE 32768 #endif #define NUM_CON_TIMES 4 typedef struct { qboolean initialized; short text[CON_TEXTSIZE]; int current; // line where next message will be printed int x; // offset in current line for next print int display; // bottom of console displays this line int linewidth; // characters across screen int totallines; // total lines in console scrollback float xadjust; // for wide aspect screens float yadjust; float displayFrac; // aproaches finalFrac at scr_conspeed float finalFrac; // 0.0 to 1.0 lines of console to display int vislines; // in scanlines int times[NUM_CON_TIMES]; // cls.realtime time the line was generated // for transparent notify lines vec4_t color; } console_t; extern clientStatic_t cls; //============================================================================= 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_timeNudge; extern cvar_t *cl_showTimeDelta; 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 *cl_ingameVideo; extern cvar_t *cl_VideoQuality; extern cvar_t *cl_VidFadeUp; extern cvar_t *cl_VidFadeDown; 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_activeAction; extern cvar_t *cl_thumbStickMode; //================================================= // // cl_main // void CL_Init (void); void CL_AddReliableCommand( const char *cmd ); void CL_Disconnect_f (void); void CL_GetChallengePacket (void); void CL_Vid_Restart_f( void ); void CL_Snd_Restart_f (void); void CL_NextDemo( void ); void CL_GetPing( int n, char *adrstr, int *pingtime ); void CL_ClearPing( int n ); int CL_GetPingQueueCount( void ); // // 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_UpdateHotSwap(void); bool CL_ExtendSelectTime(void); void CL_WritePacket( void ); void IN_CenterView (void); float CL_KeyState (kbutton_t *key); const char *Key_KeynumToString( int keynum/*, qboolean bTranslate*/ ); //note: translate is only called for menu display not configs // // cl_parse.c // void CL_SystemInfoChanged( void ); void CL_ParseServerMessage( msg_t *msg ); //==================================================================== void VID_MenuInit( void ); void VID_MenuDraw( void ); const char *VID_MenuKey( int ); void VID_Printf (int print_level, const char *fmt, ...); // // console // void Con_DrawCharacter (int cx, int line, int num); void Con_CheckResize (void); void Con_Init (void); void Con_Clear_f (void); void Con_ToggleConsole_f (void); void Con_DrawNotify (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); int SCR_GetBigStringWidth( const char *str ); // returns in virtual 640x480 coordinates void SCR_FillRect( 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 ); void SCR_DrawBigString( int x, int y, const char *s, float alpha ); // draws a string with embedded color control characters with fade void SCR_DrawBigStringColor( int x, int y, const char *s, vec4_t color ); // ignores embedded color control characters void SCR_DrawSmallString( int x, int y, const char *s, float alpha ); // draws a string with embedded color control characters with fade void SCR_DrawSmallStringColor( int x, int y, const char *s, vec4_t color ); // ignores embedded color control characters void SCR_DrawBigChar( int x, int y, int ch ); void SCR_DrawSmallChar( int x, int y, int ch ); #ifdef _XBOX void SCR_PrecacheScreenshot(); #endif // // cl_cin.c // void CL_PlayCinematic_f( void ); void CL_PlayInGameCinematic_f(void); qboolean CL_CheckPendingCinematic(void); qboolean CL_IsRunningInGameCinematic(void); qboolean CL_InGameCinematicOnStandBy(void); void SCR_DrawCinematic (void); void SCR_RunCinematic (void); void SCR_StopCinematic( qboolean bAllowRefusal = qfalse ); int CIN_PlayCinematic( const char *arg0, int xpos, int ypos, int width, int height, int bits, const char *psAudioFile /* = NULL */); 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, qboolean loop); void CIN_UploadCinematic(int handle); void CIN_CloseAllVideos(void); #ifdef _XBOX void CIN_Init(void); bool CIN_PlayAllFrames( const char *arg, int x, int y, int w, int h, int systemBits, bool keyBreakAllowed ); #endif // // cl_cgame.c // void CL_InitCGame( void ); void CL_ShutdownCGame( void ); qboolean CL_GameCommand( void ); void CL_CGameRendering( stereoFrame_t stereo ); void CL_SetCGameTime( void ); void CL_FirstSnapshot( void ); // // cl_ui.c // void CL_InitUI( void ); void CL_ShutdownUI( void ); void CL_GenericMenu_f(void); void CL_DataPad_f(void); void CL_EndScreenDissolve_f(void); #endif //__CLIENT_H__