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83bf982654
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@1141 fc73d0e0-1445-4013-8a0c-d673dee63da5
947 lines
23 KiB
C
947 lines
23 KiB
C
/*
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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// client.h
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#include "particles.h"
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typedef struct
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{
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char name[16];
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int width;
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int height;
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int cachedbpp;
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qboolean failedload; // the name isn't a valid skin
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cache_user_t cache;
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} skin_t;
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// player_state_t is the information needed by a player entity
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// to do move prediction and to generate a drawable entity
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typedef struct
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{
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int messagenum; // all player's won't be updated each frame
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double state_time; // not the same as the packet time,
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// because player commands come asyncronously
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usercmd_t command; // last command for prediction
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vec3_t origin;
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vec3_t viewangles; // only for demos, not from server
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vec3_t velocity;
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int weaponframe;
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int modelindex;
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int frame;
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int skinnum;
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int effects;
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#ifdef PEXT_SCALE
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float scale;
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#endif
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#ifdef PEXT_TRANS
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float trans;
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#endif
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#ifdef PEXT_FATNESS
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float fatness;
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#endif
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int flags; // dead, gib, etc
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int pm_type;
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float waterjumptime;
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qboolean onground;
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qboolean jump_held;
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int jump_msec; // hack for fixing bunny-hop flickering on non-ZQuake servers
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int hullnum;
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float lerpstarttime;
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int oldframe;
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} player_state_t;
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#if defined(Q2CLIENT) || defined(Q2SERVER)
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typedef enum
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{
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// can accelerate and turn
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Q2PM_NORMAL,
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Q2PM_SPECTATOR,
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// no acceleration or turning
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Q2PM_DEAD,
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Q2PM_GIB, // different bounding box
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Q2PM_FREEZE
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} q2pmtype_t;
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typedef struct
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{ //shared with q2 dll
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q2pmtype_t pm_type;
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short origin[3]; // 12.3
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short velocity[3]; // 12.3
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qbyte pm_flags; // ducked, jump_held, etc
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qbyte pm_time; // each unit = 8 ms
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short gravity;
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short 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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} q2pmove_state_t;
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typedef struct
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{ //shared with q2 dll
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q2pmove_state_t pmove; // for prediction
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// these fields do not need to be communicated bit-precise
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vec3_t viewangles; // for fixed views
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vec3_t viewoffset; // add to pmovestate->origin
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vec3_t kick_angles; // add to view direction to get render angles
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// set by weapon kicks, pain effects, etc
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vec3_t gunangles;
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vec3_t gunoffset;
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int gunindex;
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int gunframe;
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float blend[4]; // rgba full screen effect
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float fov; // horizontal field of view
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int rdflags; // refdef flags
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short stats[Q2MAX_STATS]; // fast status bar updates
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} q2player_state_t;
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#endif
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#define MAX_SCOREBOARDNAME 64
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#define MAX_DISPLAYEDNAME 16
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typedef struct player_info_s
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{
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int userid;
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char userinfo[MAX_INFO_STRING];
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// scoreboard information
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char name[MAX_SCOREBOARDNAME];
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char team[MAX_INFO_KEY];
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float entertime;
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int frags;
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int ping;
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qbyte pl;
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// skin information
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int topcolor;
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int bottomcolor;
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int _topcolor;
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int _bottomcolor;
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int spectator;
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qbyte translations[VID_GRADES*256];
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skin_t *skin;
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struct model_s *model;
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unsigned short vweapindex;
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int prevcount;
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int stats[MAX_CL_STATS];
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} player_info_t;
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typedef struct
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{
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// generated on client side
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usercmd_t cmd[MAX_SPLITS]; // cmd that generated the frame
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double senttime; // time cmd was sent off
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int delta_sequence; // sequence number to delta from, -1 = full update
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int cmd_sequence;
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// received from server
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double receivedtime; // time message was received, or -1
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player_state_t playerstate[MAX_CLIENTS]; // message received that reflects performing
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// the usercmd
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packet_entities_t packet_entities;
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qboolean invalid; // true if the packet_entities delta was invalid
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} frame_t;
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#ifdef Q2CLIENT
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typedef struct
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{
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qboolean valid; // cleared if delta parsing was invalid
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int serverframe;
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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_Q2MAP_AREAS/8]; // portalarea visibility bits
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q2player_state_t playerstate;
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int num_entities;
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int parse_entities; // non-masked index into cl_parse_entities array
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} q2frame_t;
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#endif
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typedef struct
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{
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int destcolor[3];
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int percent; // 0-256
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} cshift_t;
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#define CSHIFT_CONTENTS 0
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#define CSHIFT_DAMAGE 1
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#define CSHIFT_BONUS 2
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#define CSHIFT_POWERUP 3
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#define CSHIFT_SERVER 4
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#define NUM_CSHIFTS 5
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//
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// client_state_t should hold all pieces of the client state
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//
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#define MAX_SWLIGHTS 32 //sw lighting, aka: r_dynamic, uses unsigned ints as a mask for cached lit flags. We could increase this on 64bit platforms or by just using more fields.
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#ifdef RGLQUAKE
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#define MAX_RTLIGHTS 256 //r_shadow_realtime_world needs a LOT of lights.
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#else
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#define MAX_RTLIGHTS 0 //but sw rendering doesn't have that.
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#endif
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#if MAX_SWLIGHTS > MAX_RTLIGHTS
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#define MAX_DLIGHTS MAX_SWLIGHTS
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#else
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#define MAX_DLIGHTS MAX_RTLIGHTS
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#endif
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typedef struct dlight_s
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{
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int key; // so entities can reuse same entry
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qboolean noppl, nodynamic, noflash, isstatic;
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vec3_t origin;
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float radius;
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float die; // stop lighting after this time
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float decay; // drop this each second
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float minlight; // don't add when contributing less
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float color[3];
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float channelfade[3];
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struct shadowmesh_s *worldshadowmesh;
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int style; //multiply by style values if > 0
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float dist;
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struct dlight_s *next;
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} dlight_t;
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typedef struct
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{
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int length;
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char map[MAX_STYLESTRING];
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int colour;
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} lightstyle_t;
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#define MAX_EFRAGS 512
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#define MAX_DEMOS 8
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#define MAX_DEMONAME 16
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typedef enum {
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ca_disconnected, // full screen console with no connection
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ca_demostart, // starting up a demo
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ca_connected, // netchan_t established, waiting for svc_serverdata
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ca_onserver, // processing data lists, donwloading, etc
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ca_active // everything is in, so frames can be rendered
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} cactive_t;
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typedef enum {
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dl_none,
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dl_model,
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dl_sound,
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dl_skin,
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dl_wad,
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dl_single,
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dl_singlestuffed
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} dltype_t; // download type
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//
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// the client_static_t structure is persistant through an arbitrary number
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// of server connections
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//
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typedef struct
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{
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// connection information
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cactive_t state;
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enum {
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CP_UNKNOWN,
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CP_QUAKEWORLD,
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CP_NETQUAKE,
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CP_QUAKE2,
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CP_QUAKE3
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} protocol;
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qboolean resendinfo;
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int framecount;
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// network stuff
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netchan_t netchan;
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float lastarbiatarypackettime; //used to mark when packets were sent to prevent mvdsv servers from causing us to disconnect.
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// private userinfo for sending to masterless servers
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char userinfo[MAX_INFO_STRING];
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char servername[MAX_OSPATH]; // name of server from original connect
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int qport;
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int socketip;
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int socketip6;
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int socketipx;
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enum {DL_NONE, DL_QW, DL_QWCHUNKS, DL_QWPENDING, DL_HTTP, DL_FTP} downloadmethod;
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FILE *downloadqw; // file transfer from server
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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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dltype_t downloadtype;
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int downloadpercent;
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// demo loop control
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int demonum; // -1 = don't play demos
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char demos[MAX_DEMOS][MAX_DEMONAME]; // when not playing
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// demo recording info must be here, because record is started before
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// entering a map (and clearing client_state_t)
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qboolean demorecording;
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enum{DPB_NONE,DPB_QUAKEWORLD,DPB_MVD,
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#ifdef NQPROT
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DPB_NETQUAKE,
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#endif
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#ifdef Q2CLIENT
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DPB_QUAKE2
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#endif
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} demoplayback;
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qboolean timedemo;
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FILE *demofile;
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float td_lastframe; // to meter out one message a frame
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int td_startframe; // host_framecount at start
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float td_starttime; // realtime at second frame of timedemo
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int challenge;
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float latency; // rolling average
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qboolean allow_anyparticles;
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qboolean allow_lightmapgamma;
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qboolean allow_rearview;
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qboolean allow_skyboxes;
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qboolean allow_mirrors;
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qboolean allow_watervis;
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qboolean allow_shaders;
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qboolean allow_luma;
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qboolean allow_bump;
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float allow_fbskins; //fraction of allowance
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#ifdef FISH
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qboolean allow_fish;
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#endif
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qboolean allow_cheats;
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qboolean allow_semicheats; //defaults to true, but this allows a server to enforce a strict ruleset (smackdown type rules).
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float maxfps; //server capped
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enum {GAME_DEATHMATCH, GAME_COOP} gamemode;
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#ifdef PROTOCOLEXTENSIONS
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unsigned long fteprotocolextensions;
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#endif
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unsigned long z_ext;
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#ifdef NQPROT
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int signon;
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#endif
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translation_t language;
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} client_static_t;
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extern client_static_t cls;
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extern int nq_dp_protocol;
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typedef struct downloadlist_s {
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char name[128];
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struct downloadlist_s *next;
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} downloadlist_t;
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typedef struct {
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float lerptime;
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float framechange; //marks time of last frame change - for halflife model sequencing.
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float oldframechange;
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float lerprate; //inverse rate...
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vec3_t origin;
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vec3_t angles;
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trailstate_t *trailstate; //when to next throw out a trail
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unsigned short frame;
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} lerpents_t;
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//
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// the client_state_t structure is wiped completely at every
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// server signon
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//
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typedef struct
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{
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int fpd;
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int servercount; // server identification for prespawns
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float gamespeed;
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qboolean csqcdebug;
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qboolean allowsendpacket;
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char serverinfo[MAX_SERVERINFO_STRING];
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int parsecount; // server message counter
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int oldparsecount;
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int oldvalidsequence;
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int validsequence; // this is the sequence number of the last good
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// packetentity_t we got. If this is 0, we can't
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// render a frame yet
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int movemessages; // since connecting to this server
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// throw out the first couple, so the player
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// doesn't accidentally do something the
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// first frame
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int spectator;
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double last_ping_request; // while showing scoreboard
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double last_servermessage;
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#ifdef Q2CLIENT
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q2frame_t q2frame;
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q2frame_t q2frames[Q2UPDATE_BACKUP];
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#endif
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// sentcmds[cl.netchan.outgoing_sequence & UPDATE_MASK] = cmd
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frame_t frames[UPDATE_BACKUP];
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lerpents_t lerpents[MAX_EDICTS];
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// information for local display
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int stats[MAX_SPLITS][MAX_CL_STATS]; // health, etc
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float item_gettime[MAX_SPLITS][32]; // cl.time of aquiring item, for blinking
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float faceanimtime[MAX_SPLITS]; // use anim frame if cl.time < this
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cshift_t cshifts[NUM_CSHIFTS]; // color shifts for damage, powerups
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cshift_t prev_cshifts[NUM_CSHIFTS]; // and content types
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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. And only reset at level change
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// and teleport times
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vec3_t viewangles[MAX_SPLITS];
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// the client simulates or interpolates movement to get these values
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double time; // this is the time value that the client
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// is rendering at. allways <= realtime
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float gametime;
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float gametimemark;
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float oldgametime; //used as the old time to lerp cl.time from.
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float oldgametimemark; //if it's 0, cl.time will casually increase.
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vec3_t simorg[MAX_SPLITS];
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vec3_t simvel[MAX_SPLITS];
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vec3_t simangles[MAX_SPLITS];
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float rollangle[MAX_SPLITS];
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float minpitch;
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float maxpitch;
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// pitch drifting vars
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float pitchvel[MAX_SPLITS];
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qboolean nodrift[MAX_SPLITS];
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float driftmove[MAX_SPLITS];
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double laststop[MAX_SPLITS];
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float crouch[MAX_SPLITS]; // local amount for smoothing stepups
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qboolean onground[MAX_SPLITS];
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float viewheight[MAX_SPLITS];
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qboolean paused; // send over by server
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float punchangle[MAX_SPLITS]; // temporar yview kick from weapon firing
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int intermission; // don't change view angle, full screen, etc
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int completed_time; // latched ffrom time at intermission start
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//
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// information that is static for the entire time connected to a server
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//
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char model_name[MAX_MODELS][MAX_QPATH];
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char sound_name[MAX_SOUNDS][MAX_QPATH];
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char image_name[Q2MAX_IMAGES][MAX_QPATH];
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struct model_s *model_precache[MAX_MODELS];
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struct sfx_s *sound_precache[MAX_SOUNDS];
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char model_csqcname[MAX_CSQCMODELS][MAX_QPATH];
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struct model_s *model_csqcprecache[MAX_CSQCMODELS];
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char skyname[MAX_QPATH];
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char levelname[40]; // for display on solo scoreboard
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int playernum[MAX_SPLITS];
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int splitclients; //we are running this many clients split screen.
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// refresh related state
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struct model_s *worldmodel; // cl_entitites[0].model
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struct efrag_s *free_efrags;
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int num_entities; // stored bottom up in cl_entities array
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int num_statics; // stored top down in cl_entitiers
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int cdtrack; // cd audio
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entity_t viewent[MAX_SPLITS]; // weapon model
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// all player information
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player_info_t players[MAX_CLIENTS];
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downloadlist_t *downloadlist;
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downloadlist_t *faileddownloads;
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#ifdef PEXT_SETVIEW
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int viewentity[MAX_SPLITS];
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#endif
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qboolean gamedirchanged;
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int waterlevel[MAX_SPLITS]; //for smartjump
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char q2statusbar[1024];
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char q2layout[1024];
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int parse_entities;
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int surpressCount;
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float lerpfrac;
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vec3_t predicted_origin;
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vec3_t predicted_angles;
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vec3_t prediction_error;
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float predicted_step_time;
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float predicted_step;
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// localized movement vars
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float entgravity[MAX_SPLITS];
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float maxspeed[MAX_SPLITS];
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float bunnyspeedcap;
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qboolean fixangle; //received a fixangle - so disable prediction till the next packet.
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int teamplay;
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int deathmatch;
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qboolean teamfortress; //*sigh*. This is used for teamplay stuff. This sucks.
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} client_state_t;
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extern int cl_teamtopcolor;
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extern int cl_teambottomcolor;
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extern int cl_enemytopcolor;
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extern int cl_enemybottomcolor;
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//FPD values
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//(commented out ones are ones that we don't support)
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#define FPD_NO_FORCE_SKIN 256
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#define FPD_NO_FORCE_COLOR 512
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#define FPD_LIMIT_PITCH (1 << 14) //limit scripted pitch changes
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#define FPD_LIMIT_YAW (1 << 15) //limit scripted yaw changes
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//
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// cvars
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//
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extern cvar_t cl_warncmd;
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extern cvar_t cl_upspeed;
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extern cvar_t cl_forwardspeed;
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extern cvar_t cl_backspeed;
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extern cvar_t cl_sidespeed;
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extern cvar_t cl_movespeedkey;
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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_anglespeedkey;
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extern cvar_t cl_shownet;
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extern cvar_t cl_sbar;
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extern cvar_t cl_hudswap;
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extern cvar_t cl_pitchdriftspeed;
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extern cvar_t lookspring;
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extern cvar_t lookstrafe;
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extern cvar_t sensitivity;
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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 _windowed_mouse;
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extern cvar_t name;
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#define MAX_STATIC_ENTITIES 256 // torches, etc
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extern client_state_t cl;
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// FIXME, allocate dynamically
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extern entity_state_t cl_baselines[MAX_EDICTS];
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extern efrag_t cl_efrags[MAX_EFRAGS];
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extern entity_t cl_static_entities[MAX_STATIC_ENTITIES];
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extern lightstyle_t cl_lightstyle[MAX_LIGHTSTYLES];
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extern dlight_t cl_dlights[MAX_DLIGHTS];
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extern qboolean nomaster;
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extern float server_version; // version of server we connected to
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//=============================================================================
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//
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// cl_main
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//
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dlight_t *CL_AllocDlight (int key);
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void CL_DecayLights (void);
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void CL_ParseDelta (struct entity_state_s *from, struct entity_state_s *to, int bits, qboolean);
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void CL_Init (void);
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void Host_WriteConfiguration (void);
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void CL_CheckServerInfo(void);
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void CL_EstablishConnection (char *host);
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void CL_Disconnect (void);
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void CL_Disconnect_f (void);
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void CL_NextDemo (void);
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qboolean CL_DemoBehind(void);
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void CL_BeginServerConnect(void);
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void CLNQ_BeginServerConnect(void);
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#define MAX_VISEDICTS 1024
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extern int cl_numvisedicts, cl_oldnumvisedicts;
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extern entity_t *cl_visedicts, *cl_oldvisedicts;
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extern entity_t cl_visedicts_list[2][MAX_VISEDICTS];
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extern char emodel_name[], pmodel_name[], prespawn_name[], modellist_name[], soundlist_name[];
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//
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// cl_input
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//
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typedef struct
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{
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int down[MAX_SPLITS][2]; // key nums holding it down
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int state[MAX_SPLITS]; // low bit is down state
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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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extern float in_sensitivityscale;
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void CL_InitInput (void);
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void CL_SendCmd (float frametime);
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void CL_SendMove (usercmd_t *cmd);
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#ifdef NQPROT
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void CL_ParseTEnt (qboolean nqprot);
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#else
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void CL_ParseTEnt (void);
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#endif
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void CL_UpdateTEnts (void);
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void CL_ClearState (void);
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void CL_ReadPackets (void);
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void CL_ClampPitch (int pnum);
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int CL_ReadFromServer (void);
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void CL_WriteToServer (usercmd_t *cmd);
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void CL_BaseMove (usercmd_t *cmd, int pnum, float extra, float wantfps);
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float CL_KeyState (kbutton_t *key, int pnum);
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char *Key_KeynumToString (int keynum);
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int Key_StringToKeynum (char *str, int *modifier);
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char *Key_GetBinding(int keynum);
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void VARGS CL_SendClientCommand(qboolean reliable, char *format, ...);
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void CL_AllowIndependantSendCmd(qboolean allow);
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//
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// cl_demo.c
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//
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void CL_StopPlayback (void);
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qboolean CL_GetMessage (void);
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void CL_WriteDemoCmd (usercmd_t *pcmd);
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void CL_Stop_f (void);
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void CL_Record_f (void);
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void CL_ReRecord_f (void);
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void CL_PlayDemo_f (void);
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void CL_TimeDemo_f (void);
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//
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// cl_parse.c
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//
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#define NET_TIMINGS 256
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#define NET_TIMINGSMASK 255
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extern int packet_latency[NET_TIMINGS];
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int CL_CalcNet (void);
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void CL_ParseServerMessage (void);
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void CLNQ_ParseServerMessage (void);
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#ifdef Q2CLIENT
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void CLQ2_ParseServerMessage (void);
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#endif
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void CL_NewTranslation (int slot);
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qboolean CL_CheckOrDownloadFile (char *filename, int nodelay);
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qboolean CL_IsUploading(void);
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void CL_NextUpload(void);
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void CL_StartUpload (qbyte *data, int size);
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void CL_StopUpload(void);
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void CL_RequestNextDownload (void);
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//
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// view.c
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//
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void V_StartPitchDrift (int pnum);
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void V_StopPitchDrift (int pnum);
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void V_RenderView (void);
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void V_UpdatePalette (void);
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void V_Register (void);
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void V_ParseDamage (int pnum);
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void V_SetContentsColor (int contents);
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void GLV_CalcBlend (void);
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//
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// cl_tent
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//
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void CL_InitTEnts (void);
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void CL_ClearTEnts (void);
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void CL_ClearCustomTEnts(void);
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void CL_ParseCustomTEnt(void);
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void CL_ParseEffect (qboolean effect2);
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void CLNQ_ParseParticleEffect (void);
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void CL_ParseParticleEffect2 (void);
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void CL_ParseParticleEffect3 (void);
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void CL_ParseParticleEffect4 (void);
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//
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// cl_ents.c
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//
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void CL_SetSolidPlayers (int playernum);
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void CL_SetUpPlayerPrediction(qboolean dopred);
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void CL_EmitEntities (void);
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void CL_ClearProjectiles (void);
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void CL_ParseProjectiles (int modelindex, qboolean nails2);
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void CL_ParsePacketEntities (qboolean delta);
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void CL_SetSolidEntities (void);
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void CL_ParsePlayerinfo (void);
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void CL_ParseClientPersist(void);
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//these last ones are needed for csqc handling of engine-bound ents.
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void CL_SwapEntityLists(void);
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void CL_LinkViewModel(void);
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void CL_LinkPlayers (void);
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void CL_LinkPacketEntities (void);
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void CL_LinkProjectiles (void);
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//
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//clq3_parse.c
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//
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#ifdef Q3CLIENT
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void CLQ3_SendClientCommand(const char *fmt, ...);
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void CLQ3_SendConnectPacket(netadr_t to);
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void CLQ3_SendCmd(usercmd_t *cmd);
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qboolean CLQ3_Netchan_Process(void);
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void CLQ3_ParseServerMessage (void);
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qboolean CG_FillQ3Snapshot(int snapnum, struct snapshot_s *snapshot);
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void CG_InsertIntoGameState(int num, char *str);
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void CG_Restart_f(void);
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#endif
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//
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//pr_csqc.c
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//
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#ifdef CSQC_DAT
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qboolean CSQC_Init (unsigned int checksum);
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qboolean CSQC_DrawView(void);
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void CSQC_Shutdown(void);
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qboolean CSQC_StuffCmd(char *cmd);
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qboolean CSQC_CenterPrint(char *cmd);
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qboolean CSQC_ConsoleCommand(char *cmd);
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qboolean CSQC_KeyPress(int key, qboolean down);
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#endif
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//
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// cl_pred.c
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//
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void CL_InitPrediction (void);
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void CL_PredictMove (void);
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void CL_PredictUsercmd (int pnum, player_state_t *from, player_state_t *to, usercmd_t *u);
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#ifdef Q2CLIENT
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void CLQ2_CheckPredictionError (void);
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#endif
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//
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// cl_cam.c
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//
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#define CAM_NONE 0
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#define CAM_TRACK 1
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extern int autocam[MAX_SPLITS];
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extern int spec_track[MAX_SPLITS]; // player# of who we are tracking
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qboolean Cam_DrawViewModel(int pnum);
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qboolean Cam_DrawPlayer(int pnum, int playernum);
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void Cam_Track(int pnum, usercmd_t *cmd);
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int Cam_TrackNum(int pnum);
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void Cam_FinishMove(int pnum, usercmd_t *cmd);
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void Cam_Reset(void);
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void CL_InitCam(void);
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//
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//zqtp.c
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//
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qboolean TP_SoundTrigger(char *message);
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char *TP_PlayerName (void);
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char *TP_MapName (void);
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int TP_CountPlayers (void);
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char *TP_PlayerTeam (void);
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char *TP_EnemyTeam (void);
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char *TP_EnemyName (void);
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void TP_StatChanged (int stat, int value);
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int TP_CategorizeMessage (char *s, int *offset);
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void TP_NewMap (void);
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qboolean TP_FilterMessage (char *s);
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qboolean TP_CheckSoundTrigger (char *str);
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void TP_SearchForMsgTriggers (char *s, int level);
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//
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// skin.c
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//
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typedef struct
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{
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char manufacturer;
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char version;
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char encoding;
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char bits_per_pixel;
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unsigned short xmin,ymin,xmax,ymax;
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unsigned short hres,vres;
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unsigned char palette[48];
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char reserved;
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char color_planes;
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unsigned short bytes_per_line;
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unsigned short palette_type;
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char filler[58];
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// unsigned char data; // unbounded
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} pcx_t;
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char *Skin_FindName (player_info_t *sc);
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void Skin_Find (player_info_t *sc);
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qbyte *Skin_Cache8 (skin_t *skin);
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qbyte *Skin_Cache32 (skin_t *skin);
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void Skin_Skins_f (void);
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void Skin_FlushSkin(char *name);
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void Skin_AllSkins_f (void);
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void Skin_NextDownload (void);
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void Skin_FlushPlayers(void);
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#define RSSHOT_WIDTH 320
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#define RSSHOT_HEIGHT 200
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//valid.c
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void Validation_FlushFileList(void);
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void ValidationPrintVersion(char *f_query_string);
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void Validation_Server(void);
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void Validation_FilesModified (void);
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void Validation_Skins(void);
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void Validation_CheckIfResponse(char *text);
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void InitValidation(void);
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void Validation_IncludeFile(char *filename, char *file, int filelen);
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extern qboolean f_modified_particles;
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extern qboolean care_f_modified;
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//random files (fixme: clean up)
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#ifdef Q2CLIENT
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void CLQ2_ParseTEnt (void);
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void CLQ2_AddEntities (void);
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void CLQ2_ParseBaseline (void);
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void CLQ2_ParseFrame (void);
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void CLQ2_RunMuzzleFlash2 (int ent, int flash_number);
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void CLNQ_ParseEntity(unsigned int bits);
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int CLQ2_RegisterTEntModels (void);
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#endif
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void NQ_P_ParseParticleEffect (void);
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void CLNQ_SignonReply (void);
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void NQ_BeginConnect(char *to);
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void NQ_ContinueConnect(char *to);
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int CLNQ_GetMessage (void);
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void CL_BeginServerReconnect(void);
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void SV_User_f (void); //called by client version of the function
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void SV_Serverinfo_f (void);
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#ifdef TEXTEDITOR
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extern qboolean editoractive;
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extern qboolean editormodal;
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void Editor_Draw(void);
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void Editor_Init(void);
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#endif
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void CL_AddVWeapModel(entity_t *player, int model);
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typedef enum {
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MFT_NONE,
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MFT_STATIC, //non-moving, PCX, no sound
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MFT_ROQ,
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MFT_AVI,
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MFT_CIN
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} media_filmtype_t;
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extern media_filmtype_t media_filmtype;
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void Media_Init(void);
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qboolean Media_PlayFilm(char *name);
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void CIN_FinishCinematic (void);
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qboolean CIN_PlayCinematic (char *arg);
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qboolean CIN_DrawCinematic (void);
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qboolean CIN_RunCinematic (void);
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void MVD_Interpolate(void);
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void TP_Init(void);
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void TP_CheckVars(void);
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void TP_CheckPickupSound(char *s, vec3_t org);
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void Stats_NewMap(void);
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void Stats_ParsePrintLine(char *line);
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