mirror of
https://github.com/nzp-team/fteqw.git
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ba9a852d9d
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@6216 fc73d0e0-1445-4013-8a0c-d673dee63da5
438 lines
13 KiB
C
438 lines
13 KiB
C
#ifndef _Q3DEFS_H_
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#define _Q3DEFS_H_
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void Q3_SetKeyCatcher(int newcatcher);
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int Q3_GetKeyCatcher(void);
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int StringKey( const char *string, int length );
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typedef struct {
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qboolean allsolid; // if true, plane is not valid
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qboolean startsolid; // if true, the initial point was in a solid area
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float fraction; // time completed, 1.0 = didn't hit anything
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vec3_t endpos; // final position
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cplane_t plane; // surface normal at impact, transformed to world space
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int surfaceFlags; // surface hit
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int contents; // contents on other side of surface hit
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int entityNum; // entity the contacted surface is a part of
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} q3trace_t;
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#define MAX_Q3_STATS 16
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#define MAX_Q3_PERSISTANT 16
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#define MAX_Q3_POWERUPS 16
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#define MAX_Q3_WEAPONS 16
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#define MAX_PS_EVENTS 2
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typedef struct q3playerState_s {
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int commandTime; // cmd->serverTime of last executed command
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int pm_type;
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int bobCycle; // for view bobbing and footstep generation
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int pm_flags; // ducked, jump_held, etc
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int pm_time;
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vec3_t origin;
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vec3_t velocity;
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int weaponTime;
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int gravity;
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int speed;
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int delta_angles[3]; // add to command angles to get view direction
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// changed by spawns, rotating objects, and teleporters
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int groundEntityNum;// ENTITYNUM_NONE = in air
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int legsTimer; // don't change low priority animations until this runs out
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int legsAnim; // mask off ANIM_TOGGLEBIT
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int torsoTimer; // don't change low priority animations until this runs out
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int torsoAnim; // mask off ANIM_TOGGLEBIT
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int movementDir; // a number 0 to 7 that represents the reletive angle
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// of movement to the view angle (axial and diagonals)
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// when at rest, the value will remain unchanged
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// used to twist the legs during strafing
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vec3_t grapplePoint; // location of grapple to pull towards if PMF_GRAPPLE_PULL
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int eFlags; // copied to entityState_t->eFlags
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int eventSequence; // pmove generated events
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int events[MAX_PS_EVENTS];
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int eventParms[MAX_PS_EVENTS];
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int externalEvent; // events set on player from another source
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int externalEventParm;
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int externalEventTime;
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int clientNum; // ranges from 0 to MAX_CLIENTS-1
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int weapon; // copied to entityState_t->weapon
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int weaponstate;
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vec3_t viewangles; // for fixed views
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int viewheight;
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// damage feedback
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int damageEvent; // when it changes, latch the other parms
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int damageYaw;
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int damagePitch;
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int damageCount;
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int stats[MAX_Q3_STATS];
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int persistant[MAX_Q3_PERSISTANT]; // stats that aren't cleared on death
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int powerups[MAX_Q3_POWERUPS]; // level.time that the powerup runs out
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int ammo[MAX_Q3_WEAPONS];
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int generic1;
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int loopSound;
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int jumppad_ent; // jumppad entity hit this frame
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// not communicated over the net at all
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int ping; // server to game info for scoreboard
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int pmove_framecount; // FIXME: don't transmit over the network
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int jumppad_frame;
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int entityEventSequence;
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} q3playerState_t;
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typedef enum {
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TR_STATIONARY,
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TR_INTERPOLATE, // non-parametric, but interpolate between snapshots
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TR_LINEAR,
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TR_LINEAR_STOP,
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TR_SINE, // value = base + sin( time / duration ) * delta
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TR_GRAVITY
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} trType_t;
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typedef struct {
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trType_t trType;
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int trTime;
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int trDuration; // if non 0, trTime + trDuration = stop time
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vec3_t trBase;
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vec3_t trDelta; // velocity, etc
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} trajectory_t;
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typedef struct q3entityState_s {
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int number; // entity index
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int eType; // entityType_t
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int eFlags;
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trajectory_t pos; // for calculating position
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trajectory_t apos; // for calculating angles
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int time;
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int time2;
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vec3_t origin;
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vec3_t origin2;
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vec3_t angles;
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vec3_t angles2;
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int otherEntityNum; // shotgun sources, etc
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int otherEntityNum2;
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int groundEntityNum; // -1 = in air
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int constantLight; // r + (g<<8) + (b<<16) + (intensity<<24)
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int loopSound; // constantly loop this sound
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int modelindex;
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int modelindex2;
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int clientNum; // 0 to (MAX_CLIENTS - 1), for players and corpses
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int frame;
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int solid; // for client side prediction, trap_linkentity sets this properly
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int event; // impulse events -- muzzle flashes, footsteps, etc
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int eventParm;
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// for players
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int powerups; // bit flags
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int weapon; // determines weapon and flash model, etc
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int legsAnim; // mask off ANIM_TOGGLEBIT
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int torsoAnim; // mask off ANIM_TOGGLEBIT
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int generic1;
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} q3entityState_t;
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#define MAX_MAP_AREA_BYTES 32
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#define MAX_ENTITIES_IN_SNAPSHOT 256
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//This struct is exposed to the cgame
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typedef struct snapshot_s {
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int snapFlags; // SNAPFLAG_RATE_DELAYED, etc
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int ping;
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int serverTime; // server time the message is valid for (in msec)
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qbyte areamask[MAX_MAP_AREA_BYTES]; // portalarea visibility bits
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q3playerState_t ps; // complete information about the current player at this time
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int numEntities; // all of the entities that need to be presented
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q3entityState_t entities[MAX_ENTITIES_IN_SNAPSHOT]; // at the time of this snapshot
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int numServerCommands; // text based server commands to execute when this
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int serverCommandSequence; // snapshot becomes current
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} snapshot_t;
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#define SNAPFLAG_NOT_ACTIVE 2
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//this struct is used internally, using a ringbuffer for entities instead of worst-case memory usage.
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typedef struct clientSnap_s {
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qboolean valid; // cleared if delta parsing was invalid
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int snapFlags;
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int serverMessageNum;
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int serverCommandNum;
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int serverTime; // server time the message is valid for (in msec)
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int deltaFrame;
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qbyte areabits[MAX_MAP_AREA_BYTES]; // portalarea visibility bits
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q3playerState_t playerstate;
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int numEntities;
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int firstEntity; // non-masked index into cl.parseEntities[] array
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int ping;
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} clientSnap_t;
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// for ping calculation, rate estimation, usercmd delta'ing
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typedef struct frame_s {
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int userCmdNumber;
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int serverMessageNum;
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int clientTime;
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int serverTime;
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} q3frame_t;
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typedef struct {
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int serverTime;
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int angles[3];
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int buttons;
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qbyte weapon; // weapon
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signed char forwardmove, rightmove, upmove;
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} q3usercmd_t;
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#define Q3CMD_BACKUP 64 //number of q3usercmd_ts that the client can queue before acks
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#define Q3CMD_MASK (Q3CMD_BACKUP-1)
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#define Q3MAX_PARSE_ENTITIES 2048
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#define Q3PARSE_ENTITIES_MASK (Q3MAX_PARSE_ENTITIES-1)
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#define MAX_Q3_GAMESTATE_CHARS 16000
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#define MAX_STRING_CHARS 1024
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#define MAX_Q3_CONFIGSTRINGS 1024
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#define Q3TEXTCMD_BACKUP 64 //number of reliable text commands that can be queued, must be power of two
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#define Q3TEXTCMD_MASK (Q3TEXTCMD_BACKUP-1)
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#define CFGSTR_SYSINFO 1
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#define MODELINDEX_BITS 8
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#define GENTITYNUM_BITS 10
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#define MAX_GENTITIES (1<<GENTITYNUM_BITS)
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#define ENTITYNUM_NONE (MAX_GENTITIES-1)
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typedef struct {
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cactive_t state;
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double time;
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netchan_t netchan;
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unsigned int challenge;
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int lastClientCommandNum;
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int lastServerCommandNum;
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int numClientCommands;
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int servercount; //bumped on map changes
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int serverMessageNum;
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int downloadchunknum;
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int firstParseEntity;
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int playernum;
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int fs_key;
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//this stuff gets inserted into usercmd_t messages.
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int selected_weapon;
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qdownload_t *download;
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model_t *worldmodel;
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model_t *model_precache[1u<<MODELINDEX_BITS];
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clientSnap_t snapshots[Q3UPDATE_BACKUP];
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clientSnap_t snap;
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q3entityState_t parseEntities[Q3MAX_PARSE_ENTITIES];
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q3entityState_t baselines[MAX_GENTITIES];
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char clientCommands[Q3TEXTCMD_BACKUP][MAX_STRING_CHARS];
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char serverCommands[Q3TEXTCMD_BACKUP][MAX_STRING_CHARS];
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} ClientConnectionState_t;
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extern ClientConnectionState_t ccs;
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typedef enum {
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svcq3_bad,
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svcq3_nop,
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svcq3_gamestate,
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svcq3_configstring,
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svcq3_baseline,
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svcq3_serverCommand,
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svcq3_download,
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svcq3_snapshot,
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svcq3_eom
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} svc_ops_t;
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typedef enum {
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clcq3_bad,
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clcq3_nop,
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clcq3_move,
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clcq3_nodeltaMove,
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clcq3_clientCommand,
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clcq3_eom
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} clc_ops_t;
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//fonts... *sigh*...
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#define GLYPH_START 0
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#define GLYPH_END 255
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#define GLYPH_CHARSTART 32
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#define GLYPH_CHAREND 127
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#define GLYPHS_PER_FONT GLYPH_END - GLYPH_START + 1
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typedef struct {
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int height; // number of scan lines
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int top; // top of glyph in buffer
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int bottom; // bottom of glyph in buffer
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int pitch; // width for copying
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int xSkip; // x adjustment
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int imageWidth; // width of actual image
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int imageHeight; // height of actual image
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float s; // x offset in image where glyph starts
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float t; // y offset in image where glyph starts
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float s2;
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float t2;
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int glyph; // handle to the shader with the glyph
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char shaderName[32];
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} glyphInfo_t;
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typedef struct {
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glyphInfo_t glyphs [GLYPHS_PER_FONT];
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float glyphScale;
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char name[OLD_MAX_QPATH];
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} fontInfo_t;
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void UI_RegisterFont(char *fontName, int pointSize, fontInfo_t *font);
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qboolean UI_OpenMenu(void);
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int UI_Cin_Play(const char *name, int x, int y, int w, int h, unsigned int flags);
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int UI_Cin_Stop(int idx);
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int UI_Cin_Run(int idx);
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int UI_Cin_Draw(int idx);
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int UI_Cin_SetExtents(int idx, int x, int y, int w, int h);
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typedef struct {
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char renderer_string[MAX_STRING_CHARS];
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char vendor_string[MAX_STRING_CHARS];
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char version_string[MAX_STRING_CHARS];
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char extensions_string[8192];
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int maxTextureSize; // queried from GL
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int numTextureUnits; // multitexture ability
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int colorBits, depthBits, stencilBits;
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int driverType; //glDriverType_t
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int hardwareType; //glHardwareType_t
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qboolean deviceSupportsGamma;
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int textureCompression; //textureCompression_t
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qboolean textureEnvAddAvailable;
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int vidWidth, vidHeight;
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float windowAspect;
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int displayFrequency;
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qboolean isFullscreen;
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qboolean stereoEnabled;
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qboolean smpActive;
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} q3glconfig_t;
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void Netchan_SetupQ3(netsrc_t sock, netchan_t *chan, netadr_t *adr, int qport);
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void Netchan_TransmitNextFragment(struct ftenet_connections_s *socket, netchan_t *chan);
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void Netchan_TransmitQ3(struct ftenet_connections_s *socket, netchan_t *chan, int length, const qbyte *data);
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qboolean Netchan_ProcessQ3 (netchan_t *chan, sizebuf_t *msg);
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qboolean MSG_Q3_ReadDeltaEntity(const q3entityState_t *from, q3entityState_t *to, int number);
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void MSGQ3_WriteDeltaEntity(sizebuf_t *msg, const q3entityState_t *from, const q3entityState_t *to, qboolean force);
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void MSG_Q3_ReadDeltaPlayerstate(const q3playerState_t *from, q3playerState_t *to);
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void MSGQ3_WriteDeltaPlayerstate(sizebuf_t *msg, const q3playerState_t *from, const q3playerState_t *to);
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void MSG_Q3_ReadDeltaUsercmd(int key, const usercmd_t *from, usercmd_t *to);
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void MSG_WriteBits(sizebuf_t *msg, int value, int bits);
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typedef struct q3refEntity_s q3refEntity_t;
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void VQ3_AddEntity(const q3refEntity_t *q3);
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typedef struct q3polyvert_s q3polyvert_t;
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void VQ3_AddPolys(shader_t *s, int num, q3polyvert_t *verts, size_t count);
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typedef struct q3refdef_s q3refdef_t;
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void VQ3_RenderView(const q3refdef_t *ref);
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qboolean CG_FillQ3Snapshot(int snapnum, snapshot_t *snapshot);
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void CG_ClearGameState(void);
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void CG_InsertIntoGameState(int num, const char *str);
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const char *CG_GetConfigString(int num);
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void CG_Restart(void);
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void UI_Restart_f(void);
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vm_t *UI_GetUIVM(void);
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int Script_LoadFile(char *filename);
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void Script_Get_File_And_Line(int handle, char *filename, int *line);
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int Script_Read(int handle, struct pc_token_s *token);
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void Script_Free(int handle);
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void VARGS CLQ3_SendClientCommand(const char *fmt, ...) LIKEPRINTF(1);
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void CLQ3_SendAuthPacket(struct ftenet_connections_s *socket, netadr_t *gameserver);
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void CLQ3_SendConnectPacket(struct ftenet_connections_s *socket, netadr_t *to, int challenge, int qport, infobuf_t *userinfo);
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void CLQ3_Established(void);
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void CLQ3_Disconnect(struct ftenet_connections_s *socket);
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void CLQ3_SendCmd(struct ftenet_connections_s *socket, usercmd_t *cmd, unsigned int movesequence, double gametime);
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int CLQ3_ParseServerMessage (sizebuf_t *msg);
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void CG_Stop (void);
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void CG_Start (void);
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int CG_Refresh(double time);
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qboolean CG_ConsoleCommand(void);
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qboolean CG_KeyPressed(int key, int unicode, int down);
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unsigned int CG_GatherLoopingSounds(vec3_t *positions, unsigned int *entnums, sfx_t **sounds, unsigned int max);
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qboolean UI_IsRunning(void);
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qboolean UI_ConsoleCommand(void);
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void UI_Init (void);
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void UI_Start (void);
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void UI_Stop (void);
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qboolean UI_OpenMenu(void);
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void UI_Reset(void);
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void SVQ3_ShutdownGame(qboolean restarting);
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qboolean SVQ3_InitGame(server_static_t *server_state_static, server_t *server_state, qboolean restart);
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qboolean SVQ3_ConsoleCommand(void);
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qboolean SVQ3_PrefixedConsoleCommand(void);
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qboolean SVQ3_HandleClient(netadr_t *from, sizebuf_t *msg);
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void SVQ3_DirectConnect(netadr_t *from, sizebuf_t *msg);
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void SVQ3_NewMapConnects(void);
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void SVQ3_DropClient(struct client_s *cl);
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void SVQ3_RunFrame(void);
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void SVQ3_SendMessage(struct client_s *client);
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qboolean SVQ3_RestartGamecode(void);
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void SVQ3_ServerinfoChanged(const char *key);
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#endif
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