jedi-academy/code/client/client.h

466 lines
13 KiB
C

// 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__