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https://github.com/ioquake/jedi-academy.git
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622 lines
17 KiB
C
622 lines
17 KiB
C
// client.h -- primary header for client
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#pragma once
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#if !defined(CLIENT_H_INC)
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#define CLIENT_H_INC
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#include "../game/q_shared.h"
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#include "../qcommon/qcommon.h"
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#include "../renderer/tr_public.h"
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#include "../ui/ui_public.h"
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#include "keys.h"
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#include "snd_public.h"
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#include "../cgame/cg_public.h"
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#include "../game/bg_public.h"
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#ifdef _XBOX
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#include <xtl.h>
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#endif
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#define RETRANSMIT_TIMEOUT 3000 // time between connection packet retransmits
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// Wind
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extern vec3_t cl_windVec;
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// snapshots are a view of the server at a given time
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typedef struct {
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qboolean valid; // cleared if delta parsing was invalid
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int snapFlags; // rate delayed and dropped commands
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int serverTime; // server time the message is valid for (in msec)
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int messageNum; // copied from netchan->incoming_sequence
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int deltaNum; // messageNum the delta is from
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int ping; // time from when cmdNum-1 was sent to time packet was reeceived
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byte areamask[MAX_MAP_AREA_BYTES]; // portalarea visibility bits
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int cmdNum; // the next cmdNum the server is expecting
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playerState_t ps; // complete information about the current player at this time
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playerState_t vps; //vehicle I'm riding's playerstate (if applicable) -rww
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int numEntities; // all of the entities that need to be presented
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int parseEntitiesNum; // at the time of this snapshot
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int serverCommandNum; // execute all commands up to this before
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// making the snapshot current
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} clSnapshot_t;
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/*
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=============================================================================
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the clientActive_t structure is wiped completely at every
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new gamestate_t, potentially several times during an established connection
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=============================================================================
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*/
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typedef struct {
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int p_cmdNumber; // cl.cmdNumber when packet was sent
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int p_serverTime; // usercmd->serverTime when packet was sent
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int p_realtime; // cls.realtime when packet was sent
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} outPacket_t;
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// the parseEntities array must be large enough to hold PACKET_BACKUP frames of
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// entities, so that when a delta compressed message arives from the server
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// it can be un-deltad from the original
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#ifdef _XBOX
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#define MAX_PARSE_ENTITIES 1024
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#else
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#define MAX_PARSE_ENTITIES 2048
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#endif
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extern int g_console_field_width;
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typedef struct {
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int timeoutcount; // it requres several frames in a timeout condition
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// to disconnect, preventing debugging breaks from
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// causing immediate disconnects on continue
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clSnapshot_t snap; // latest received from server
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int serverTime; // may be paused during play
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int oldServerTime; // to prevent time from flowing bakcwards
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int oldFrameServerTime; // to check tournament restarts
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int serverTimeDelta; // cl.serverTime = cls.realtime + cl.serverTimeDelta
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// this value changes as net lag varies
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qboolean extrapolatedSnapshot; // set if any cgame frame has been forced to extrapolate
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// cleared when CL_AdjustTimeDelta looks at it
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qboolean newSnapshots; // set on parse of any valid packet
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gameState_t gameState; // configstrings
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char mapname[MAX_QPATH]; // extracted from CS_SERVERINFO
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int parseEntitiesNum; // index (not anded off) into cl_parse_entities[]
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int mouseDx[2], mouseDy[2]; // added to by mouse events
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int mouseIndex;
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int joystickAxis[MAX_JOYSTICK_AXIS]; // set by joystick events
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// cgame communicates a few values to the client system
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int cgameUserCmdValue; // current weapon to add to usercmd_t
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vec3_t cgameViewAngleForce;
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int cgameViewAngleForceTime;
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float cgameSensitivity;
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int cgameForceSelection;
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int cgameInvenSelection;
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qboolean gcmdSendValue;
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qboolean gcmdSentValue;
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byte gcmdValue;
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// cmds[cmdNumber] is the predicted command, [cmdNumber-1] is the last
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// properly generated command
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usercmd_t cmds[CMD_BACKUP]; // each mesage will send several old cmds
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int cmdNumber; // incremented each frame, because multiple
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// frames may need to be packed into a single packet
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outPacket_t outPackets[PACKET_BACKUP]; // information about each packet we have sent out
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// the client maintains its own idea of view angles, which are
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// sent to the server each frame. It is cleared to 0 upon entering each level.
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// the server sends a delta each frame which is added to the locally
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// tracked view angles to account for standing on rotating objects,
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// and teleport direction changes
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vec3_t viewangles;
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int serverId; // included in each client message so the server
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// can tell if it is for a prior map_restart
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// big stuff at end of structure so most offsets are 15 bits or less
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clSnapshot_t snapshots[PACKET_BACKUP];
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entityState_t entityBaselines[MAX_GENTITIES]; // for delta compression when not in previous frame
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entityState_t parseEntities[MAX_PARSE_ENTITIES];
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char *mSharedMemory;
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} clientActive_t;
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extern clientActive_t cl;
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#define MAX_HEIGHTMAP_SIZE 16000
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typedef struct
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{
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int mType;
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int mSide;
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vec3_t mOrigin;
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} rmAutomapSymbol_t;
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#define MAX_AUTOMAP_SYMBOLS 512
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/*
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=============================================================================
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the clientConnection_t structure is wiped when disconnecting from a server,
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either to go to a full screen console, play a demo, or connect to a different server
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A connection can be to either a server through the network layer or a
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demo through a file.
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=============================================================================
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*/
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typedef struct {
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int clientNum;
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int lastPacketSentTime; // for retransmits during connection
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int lastPacketTime; // for timeouts
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netadr_t serverAddress;
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int connectTime; // for connection retransmits
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int connectPacketCount; // for display on connection dialog
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char serverMessage[MAX_STRING_TOKENS]; // for display on connection dialog
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int challenge; // from the server to use for connecting
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int checksumFeed; // from the server for checksum calculations
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// these are our reliable messages that go to the server
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int reliableSequence;
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int reliableAcknowledge; // the last one the server has executed
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char reliableCommands[MAX_RELIABLE_COMMANDS][MAX_STRING_CHARS];
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// server message (unreliable) and command (reliable) sequence
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// numbers are NOT cleared at level changes, but continue to
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// increase as long as the connection is valid
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// message sequence is used by both the network layer and the
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// delta compression layer
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int serverMessageSequence;
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// reliable messages received from server
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int serverCommandSequence;
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int lastExecutedServerCommand; // last server command grabbed or executed with CL_GetServerCommand
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char serverCommands[MAX_RELIABLE_COMMANDS][MAX_STRING_CHARS];
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#ifndef _XBOX // No downloading or demos on Xbox
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// file transfer from server
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fileHandle_t download;
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char downloadTempName[MAX_OSPATH];
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char downloadName[MAX_OSPATH];
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int downloadNumber;
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int downloadBlock; // block we are waiting for
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int downloadCount; // how many bytes we got
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int downloadSize; // how many bytes we got
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char downloadList[MAX_INFO_STRING]; // list of paks we need to download
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qboolean downloadRestart; // if true, we need to do another FS_Restart because we downloaded a pak
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// demo information
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char demoName[MAX_QPATH];
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qboolean spDemoRecording;
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qboolean demorecording;
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qboolean demoplaying;
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qboolean demowaiting; // don't record until a non-delta message is received
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qboolean firstDemoFrameSkipped;
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fileHandle_t demofile;
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int timeDemoFrames; // counter of rendered frames
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int timeDemoStart; // cls.realtime before first frame
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int timeDemoBaseTime; // each frame will be at this time + frameNum * 50
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#endif
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// big stuff at end of structure so most offsets are 15 bits or less
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netchan_t netchan;
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//rwwRMG - added:
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int rmgSeed;
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int rmgHeightMapSize;
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unsigned char rmgHeightMap[MAX_HEIGHTMAP_SIZE];
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unsigned char rmgFlattenMap[MAX_HEIGHTMAP_SIZE];
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rmAutomapSymbol_t rmgAutomapSymbols[MAX_AUTOMAP_SYMBOLS];
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int rmgAutomapSymbolCount;
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} clientConnection_t;
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extern clientConnection_t clc;
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/*
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==================================================================
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the clientStatic_t structure is never wiped, and is used even when
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no client connection is active at all
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==================================================================
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*/
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typedef struct {
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netadr_t adr;
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int start;
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int time;
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char info[MAX_INFO_STRING];
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#ifdef _XBOX
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XNADDR xnaddr;
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#endif
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} ping_t;
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typedef struct {
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netadr_t adr;
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char hostName[MAX_NAME_LENGTH];
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char mapName[MAX_NAME_LENGTH];
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char game[MAX_NAME_LENGTH];
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#ifndef _XBOX
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int netType;
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#endif
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int gameType;
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int clients;
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int maxClients;
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#ifndef _XBOX
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int minPing;
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int maxPing;
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#endif
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int ping;
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qboolean visible;
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// int allowAnonymous;
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#ifndef _XBOX
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qboolean needPassword;
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int trueJedi;
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int weaponDisable;
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int forceDisable;
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#endif
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// qboolean pure;
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#ifdef _XBOX
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qboolean saberOnly; // Not the same as weaponDisable!
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XNKID SessionID;
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XNKEY KeyExchangeKey;
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XNADDR HostAddress;
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#endif
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} serverInfo_t;
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typedef struct {
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byte ip[4];
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unsigned short port;
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} serverAddress_t;
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typedef struct {
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connstate_t state; // connection status
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int keyCatchers; // bit flags
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char servername[MAX_OSPATH]; // name of server from original connect (used by reconnect)
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// when the server clears the hunk, all of these must be restarted
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qboolean rendererStarted;
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qboolean soundStarted;
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qboolean soundRegistered;
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qboolean uiStarted;
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qboolean cgameStarted;
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int framecount;
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int frametime; // msec since last frame
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int realtime; // ignores pause
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int realFrametime; // ignoring pause, so console always works
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int numlocalservers;
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serverInfo_t localServers[MAX_OTHER_SERVERS];
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int numglobalservers;
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serverInfo_t globalServers[MAX_GLOBAL_SERVERS];
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// additional global servers
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int numGlobalServerAddresses;
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serverAddress_t globalServerAddresses[MAX_GLOBAL_SERVERS];
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int numfavoriteservers;
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serverInfo_t favoriteServers[MAX_OTHER_SERVERS];
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int nummplayerservers;
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serverInfo_t mplayerServers[MAX_OTHER_SERVERS];
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int pingUpdateSource; // source currently pinging or updating
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int masterNum;
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// update server info
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netadr_t updateServer;
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char updateChallenge[MAX_TOKEN_CHARS];
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char updateInfoString[MAX_INFO_STRING];
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netadr_t authorizeServer;
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// rendering info
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glconfig_t glconfig;
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qhandle_t charSetShader;
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qhandle_t whiteShader;
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qhandle_t consoleShader;
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#ifdef _XBOX
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short mainGamepad;
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#endif
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} clientStatic_t;
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#ifdef _XBOX
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#define CON_TEXTSIZE 256
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#else
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#define CON_TEXTSIZE 32768
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#endif
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#define NUM_CON_TIMES 4
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typedef struct {
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qboolean initialized;
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short text[CON_TEXTSIZE];
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int current; // line where next message will be printed
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int x; // offset in current line for next print
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int display; // bottom of console displays this line
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int linewidth; // characters across screen
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int totallines; // total lines in console scrollback
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float xadjust; // for wide aspect screens
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float yadjust; // for wide aspect screens
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float displayFrac; // aproaches finalFrac at scr_conspeed
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float finalFrac; // 0.0 to 1.0 lines of console to display
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int vislines; // in scanlines
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int times[NUM_CON_TIMES]; // cls.realtime time the line was generated
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// for transparent notify lines
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vec4_t color;
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} console_t;
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extern clientStatic_t cls;
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//=============================================================================
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extern vm_t *cgvm; // interface to cgame dll or vm
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extern vm_t *uivm; // interface to ui dll or vm
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extern refexport_t re; // interface to refresh .dll
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//
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// cvars
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//
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extern cvar_t *cl_nodelta;
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extern cvar_t *cl_debugMove;
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extern cvar_t *cl_noprint;
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extern cvar_t *cl_timegraph;
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extern cvar_t *cl_maxpackets;
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extern cvar_t *cl_packetdup;
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extern cvar_t *cl_shownet;
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extern cvar_t *cl_showSend;
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extern cvar_t *cl_timeNudge;
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extern cvar_t *cl_showTimeDelta;
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extern cvar_t *cl_freezeDemo;
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extern cvar_t *cl_yawspeed;
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extern cvar_t *cl_pitchspeed;
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extern cvar_t *cl_run;
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extern cvar_t *cl_anglespeedkey;
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extern cvar_t *cl_sensitivity;
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extern cvar_t *cl_freelook;
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extern cvar_t *cl_mouseAccel;
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extern cvar_t *cl_showMouseRate;
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extern cvar_t *m_pitchVeh;
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extern cvar_t *m_pitch;
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extern cvar_t *m_yaw;
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extern cvar_t *m_forward;
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extern cvar_t *m_side;
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extern cvar_t *m_filter;
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extern cvar_t *cl_timedemo;
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extern cvar_t *cl_activeAction;
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#ifndef _XBOX
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extern cvar_t *cl_allowDownload;
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extern cvar_t *cl_allowAltEnter;
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#endif
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extern cvar_t *cl_conXOffset;
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extern cvar_t *cl_inGameVideo;
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//=================================================
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//
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// cl_main
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//
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void CL_Init (void);
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void CL_FlushMemory(void);
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void CL_ShutdownAll(void);
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void CL_AddReliableCommand( const char *cmd );
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void CL_StartHunkUsers( void );
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void CL_Disconnect_f (void);
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void CL_GetChallengePacket (void);
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void CL_Vid_Restart_f( void );
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void CL_Snd_Restart_f (void);
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void CL_StartDemoLoop( void );
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void CL_NextDemo( void );
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void CL_ReadDemoMessage( void );
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void CL_InitDownloads(void);
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void CL_NextDownload(void);
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void CL_GetPing( int n, char *buf, int buflen, int *pingtime );
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void CL_GetPingInfo( int n, char *buf, int buflen );
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void CL_ClearPing( int n );
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int CL_GetPingQueueCount( void );
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void CL_ShutdownRef( void );
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void CL_InitRef( void );
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#ifdef USE_CD_KEY
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qboolean CL_CDKeyValidate( const char *key, const char *checksum );
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#endif // USE_CD_KEY
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int CL_ServerStatus( char *serverAddress, char *serverStatusString, int maxLen );
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//
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// cl_input
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//
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typedef struct {
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int down[2]; // key nums holding it down
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unsigned downtime; // msec timestamp
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unsigned msec; // msec down this frame if both a down and up happened
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qboolean active; // current state
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qboolean wasPressed; // set when down, not cleared when up
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} kbutton_t;
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extern kbutton_t in_mlook, in_klook;
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extern kbutton_t in_strafe;
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extern kbutton_t in_speed;
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void CL_InitInput (void);
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void CL_SendCmd (void);
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void CL_ClearState (void);
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void CL_ReadPackets (void);
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void CL_WritePacket( void );
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void IN_CenterView (void);
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void CL_VerifyCode( void );
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float CL_KeyState (kbutton_t *key);
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const char *Key_KeynumToString( int keynum/*, qboolean bTranslate */ ); //note: translate is only called for menu display not configs
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//
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// cl_parse.c
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//
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extern int cl_connectedToPureServer;
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extern int cl_connectedGAME;
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extern int cl_connectedCGAME;
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extern int cl_connectedUI;
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void CL_SystemInfoChanged( void );
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void CL_ParseServerMessage( msg_t *msg );
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//void CL_SP_Print(const word ID, byte *Data);
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//====================================================================
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void CL_ServerInfoPacket( netadr_t from, msg_t *msg );
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void CL_LocalServers_f( void );
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#ifndef _XBOX
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void CL_GlobalServers_f( void );
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void CL_FavoriteServers_f( void );
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#endif
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void CL_Ping_f( void );
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qboolean CL_UpdateVisiblePings_f( int source );
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//
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// console
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//
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void Con_DrawCharacter (int cx, int line, int num);
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void Con_CheckResize (void);
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void Con_Init (void);
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void Con_Clear_f (void);
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void Con_ToggleConsole_f (void);
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void Con_DrawNotify (void);
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void Con_ClearNotify (void);
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void Con_RunConsole (void);
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void Con_DrawConsole (void);
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void Con_PageUp( void );
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void Con_PageDown( void );
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void Con_Top( void );
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void Con_Bottom( void );
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void Con_Close( void );
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//
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// cl_scrn.c
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//
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void SCR_Init (void);
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void SCR_UpdateScreen (void);
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void SCR_DebugGraph (float value, int color);
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int SCR_GetBigStringWidth( const char *str ); // returns in virtual 640x480 coordinates
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void SCR_FillRect( float x, float y, float width, float height,
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const float *color );
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void SCR_DrawPic( float x, float y, float width, float height, qhandle_t hShader );
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void SCR_DrawNamedPic( float x, float y, float width, float height, const char *picname );
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void SCR_DrawBigString( int x, int y, const char *s, float alpha ); // draws a string with embedded color control characters with fade
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void SCR_DrawBigStringColor( int x, int y, const char *s, vec4_t color ); // ignores embedded color control characters
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void SCR_DrawSmallStringExt( int x, int y, const char *string, float *setColor, qboolean forceColor );
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void SCR_DrawSmallChar( int x, int y, int ch );
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//
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// cl_cin.c
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//
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void CL_PlayCinematic_f( void );
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void SCR_DrawCinematic (void);
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void SCR_RunCinematic (void);
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void SCR_StopCinematic (void);
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int CIN_PlayCinematic( const char *arg0, int xpos, int ypos, int width, int height, int bits);
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e_status CIN_StopCinematic(int handle);
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e_status CIN_RunCinematic (int handle);
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void CIN_DrawCinematic (int handle);
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void CIN_SetExtents (int handle, int x, int y, int w, int h);
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void CIN_SetLooping (int handle, qboolean loop);
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void CIN_UploadCinematic(int handle);
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void CIN_CloseAllVideos(void);
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void CL_UpdateHotSwap(void);
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#ifdef _XBOX
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void CIN_Init(void);
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bool CIN_PlayAllFrames( const char *arg, int x, int y, int w, int h, int systemBits, bool keyBreakAllowed );
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#endif
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//
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// cl_cgame.c
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//
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void CL_InitCGame( void );
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void CL_ShutdownCGame( void );
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qboolean CL_GameCommand( void );
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void CL_CGameRendering( stereoFrame_t stereo );
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void CL_SetCGameTime( void );
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void CL_FirstSnapshot( void );
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void CL_ShaderStateChanged(void);
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//
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// cl_ui.c
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//
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void CL_InitUI( void );
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void CL_ShutdownUI( void );
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int Key_GetCatcher( void );
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void Key_SetCatcher( int catcher );
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void LAN_LoadCachedServers();
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void LAN_SaveServersToCache();
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//
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// cl_net_chan.c
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//
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void CL_Netchan_Transmit( netchan_t *chan, msg_t* msg); //int length, const byte *data );
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void CL_Netchan_TransmitNextFragment( netchan_t *chan );
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qboolean CL_Netchan_Process( netchan_t *chan, msg_t *msg );
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#endif
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