q3rally/engine/code/client/client.h
zturtleman 3b4f4cdfa9 ioquake3 resync to revision 2369 from 2317.
Some revision messages:

Cache servers for each master server in q3_ui, otherwise servers from last updated master for shown for all Internet# sources.
Play correct team sounds when in spectator mode and following a player.
Check last listener number instead of clc.clientNum in S_AL_HearingThroughEntity so sound work correctly when spectate following a client. (Related to bug 5741.)
When in third person, don't play player's sounds as full volume in Base sound system. OpenAL already does this. (Related to bug 5741.)
really fix the confusion with game entity and refentity numbers
to further reduce confusion, rename constants like MAX_ENTITIES to MAX_REFENTITIES
Added Rend2, an alternate renderer. (Bug #4358)
Fix restoring fs_game when default.cfg is missing.
Fix restoring old fs_game upon leaving a server. Patch by Ensiform.
Change more operator commands to require sv_running to be usable. Patch by Ensiform.
Fix some "> MAX_*" to be ">= MAX_*".
Fix follow command to find clients whose name begins with a number.
Fix up "gc" command, make it more like "tell". Based on patch by Ensiform.
Add usage messages for gc, tell, vtell, and votell commands.
Check player names in gc, tell, vtell, and votell commands.
#5799 - Change messagemode text box to display colors like in console input box.
Improve "play" command, based on a patch from Ensiform.
Check for invalid filename in OpenAL's RegisterSound function.
Changed Base sound system to warn not error when sound filename is empty or too long.
Remove references to non-existent functions CM_MarkFragments and CM_LerpTag.
2012-12-06 07:07:19 +00:00

637 lines
19 KiB
C

/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
This file is part of Quake III Arena source code.
Quake III Arena source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
Quake III Arena source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Quake III Arena source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
// client.h -- primary header for client
#include "../qcommon/q_shared.h"
#include "../qcommon/qcommon.h"
#include "../renderer/tr_public.h"
#include "../ui/ui_public.h"
#include "keys.h"
#include "snd_public.h"
#include "../cgame/cg_public.h"
#include "../game/bg_public.h"
#ifdef USE_CURL
#include "cl_curl.h"
#endif /* USE_CURL */
#ifdef USE_VOIP
#include "speex/speex.h"
#include "speex/speex_preprocess.h"
#endif
// file full of random crap that gets used to create cl_guid
#define QKEY_FILE "qkey"
#define QKEY_SIZE 2048
#define RETRANSMIT_TIMEOUT 3000 // time between connection packet retransmits
// snapshots are a view of the server at a given time
typedef struct {
qboolean valid; // cleared if delta parsing was invalid
int snapFlags; // rate delayed and dropped commands
int serverTime; // server time the message is valid for (in msec)
int messageNum; // copied from netchan->incoming_sequence
int deltaNum; // messageNum the delta is from
int ping; // time from when cmdNum-1 was sent to time packet was reeceived
byte areamask[MAX_MAP_AREA_BYTES]; // portalarea visibility bits
int cmdNum; // the next cmdNum the server is expecting
playerState_t ps; // complete information about the current player at this time
int numEntities; // all of the entities that need to be presented
int parseEntitiesNum; // at the time of this snapshot
int serverCommandNum; // execute all commands up to this before
// making the snapshot current
} clSnapshot_t;
/*
=============================================================================
the clientActive_t structure is wiped completely at every
new gamestate_t, potentially several times during an established connection
=============================================================================
*/
typedef struct {
int p_cmdNumber; // cl.cmdNumber when packet was sent
int p_serverTime; // usercmd->serverTime when packet was sent
int p_realtime; // cls.realtime when packet was sent
} outPacket_t;
// the parseEntities array must be large enough to hold PACKET_BACKUP frames of
// entities, so that when a delta compressed message arives from the server
// it can be un-deltad from the original
#define MAX_PARSE_ENTITIES 2048
extern int g_console_field_width;
typedef struct {
int timeoutcount; // it requres several frames in a timeout condition
// to disconnect, preventing debugging breaks from
// causing immediate disconnects on continue
clSnapshot_t snap; // latest received from server
int serverTime; // may be paused during play
int oldServerTime; // to prevent time from flowing bakcwards
int oldFrameServerTime; // to check tournament restarts
int serverTimeDelta; // cl.serverTime = cls.realtime + cl.serverTimeDelta
// this value changes as net lag varies
qboolean extrapolatedSnapshot; // set if any cgame frame has been forced to extrapolate
// cleared when CL_AdjustTimeDelta looks at it
qboolean newSnapshots; // set on parse of any valid packet
gameState_t gameState; // configstrings
char mapname[MAX_QPATH]; // extracted from CS_SERVERINFO
int parseEntitiesNum; // index (not anded off) into cl_parse_entities[]
int mouseDx[2], mouseDy[2]; // added to by mouse events
int mouseIndex;
int joystickAxis[MAX_JOYSTICK_AXIS]; // set by joystick events
// cgame communicates a few values to the client system
int cgameUserCmdValue; // current weapon to add to usercmd_t
float cgameSensitivity;
// cmds[cmdNumber] is the predicted command, [cmdNumber-1] is the last
// properly generated command
usercmd_t cmds[CMD_BACKUP]; // each mesage will send several old cmds
int cmdNumber; // incremented each frame, because multiple
// frames may need to be packed into a single packet
outPacket_t outPackets[PACKET_BACKUP]; // information about each packet we have sent out
// the client maintains its own idea of view angles, which are
// sent to the server each frame. It is cleared to 0 upon entering each level.
// the server sends a delta each frame which is added to the locally
// tracked view angles to account for standing on rotating objects,
// and teleport direction changes
vec3_t viewangles;
int serverId; // included in each client message so the server
// can tell if it is for a prior map_restart
// big stuff at end of structure so most offsets are 15 bits or less
clSnapshot_t snapshots[PACKET_BACKUP];
entityState_t entityBaselines[MAX_GENTITIES]; // for delta compression when not in previous frame
entityState_t parseEntities[MAX_PARSE_ENTITIES];
} clientActive_t;
extern clientActive_t cl;
/*
=============================================================================
the clientConnection_t structure is wiped when disconnecting from a server,
either to go to a full screen console, play a demo, or connect to a different server
A connection can be to either a server through the network layer or a
demo through a file.
=============================================================================
*/
#define MAX_TIMEDEMO_DURATIONS 4096
typedef struct {
connstate_t state; // connection status
int clientNum;
int lastPacketSentTime; // for retransmits during connection
int lastPacketTime; // for timeouts
char servername[MAX_OSPATH]; // name of server from original connect (used by reconnect)
netadr_t serverAddress;
int connectTime; // for connection retransmits
int connectPacketCount; // for display on connection dialog
char serverMessage[MAX_STRING_TOKENS]; // for display on connection dialog
int challenge; // from the server to use for connecting
int checksumFeed; // from the server for checksum calculations
// these are our reliable messages that go to the server
int reliableSequence;
int reliableAcknowledge; // the last one the server has executed
char reliableCommands[MAX_RELIABLE_COMMANDS][MAX_STRING_CHARS];
// server message (unreliable) and command (reliable) sequence
// numbers are NOT cleared at level changes, but continue to
// increase as long as the connection is valid
// message sequence is used by both the network layer and the
// delta compression layer
int serverMessageSequence;
// reliable messages received from server
int serverCommandSequence;
int lastExecutedServerCommand; // last server command grabbed or executed with CL_GetServerCommand
char serverCommands[MAX_RELIABLE_COMMANDS][MAX_STRING_CHARS];
// file transfer from server
fileHandle_t download;
char downloadTempName[MAX_OSPATH];
char downloadName[MAX_OSPATH];
#ifdef USE_CURL
qboolean cURLEnabled;
qboolean cURLUsed;
qboolean cURLDisconnected;
char downloadURL[MAX_OSPATH];
CURL *downloadCURL;
CURLM *downloadCURLM;
#endif /* USE_CURL */
int sv_allowDownload;
char sv_dlURL[MAX_CVAR_VALUE_STRING];
int downloadNumber;
int downloadBlock; // block we are waiting for
int downloadCount; // how many bytes we got
int downloadSize; // how many bytes we got
char downloadList[MAX_INFO_STRING]; // list of paks we need to download
qboolean downloadRestart; // if true, we need to do another FS_Restart because we downloaded a pak
// demo information
char demoName[MAX_QPATH];
qboolean spDemoRecording;
qboolean demorecording;
qboolean demoplaying;
qboolean demowaiting; // don't record until a non-delta message is received
qboolean firstDemoFrameSkipped;
fileHandle_t demofile;
int timeDemoFrames; // counter of rendered frames
int timeDemoStart; // cls.realtime before first frame
int timeDemoBaseTime; // each frame will be at this time + frameNum * 50
int timeDemoLastFrame;// time the last frame was rendered
int timeDemoMinDuration; // minimum frame duration
int timeDemoMaxDuration; // maximum frame duration
unsigned char timeDemoDurations[ MAX_TIMEDEMO_DURATIONS ]; // log of frame durations
#ifdef USE_VOIP
qboolean voipEnabled;
qboolean speexInitialized;
int speexFrameSize;
int speexSampleRate;
// incoming data...
// !!! FIXME: convert from parallel arrays to array of a struct.
SpeexBits speexDecoderBits[MAX_CLIENTS];
void *speexDecoder[MAX_CLIENTS];
byte voipIncomingGeneration[MAX_CLIENTS];
int voipIncomingSequence[MAX_CLIENTS];
float voipGain[MAX_CLIENTS];
qboolean voipIgnore[MAX_CLIENTS];
qboolean voipMuteAll;
// outgoing data...
// if voipTargets[i / 8] & (1 << (i % 8)),
// then we are sending to clientnum i.
uint8_t voipTargets[(MAX_CLIENTS + 7) / 8];
uint8_t voipFlags;
SpeexPreprocessState *speexPreprocessor;
SpeexBits speexEncoderBits;
void *speexEncoder;
int voipOutgoingDataSize;
int voipOutgoingDataFrames;
int voipOutgoingSequence;
byte voipOutgoingGeneration;
byte voipOutgoingData[1024];
float voipPower;
#endif
#ifdef LEGACY_PROTOCOL
qboolean compat;
#endif
// big stuff at end of structure so most offsets are 15 bits or less
netchan_t netchan;
} clientConnection_t;
extern clientConnection_t clc;
/*
==================================================================
the clientStatic_t structure is never wiped, and is used even when
no client connection is active at all
(except when CL_Shutdown is called)
==================================================================
*/
typedef struct {
netadr_t adr;
int start;
int time;
char info[MAX_INFO_STRING];
} ping_t;
typedef struct {
netadr_t adr;
char hostName[MAX_NAME_LENGTH];
char mapName[MAX_NAME_LENGTH];
char game[MAX_NAME_LENGTH];
int netType;
int gameType;
int clients;
int maxClients;
int minPing;
int maxPing;
int ping;
qboolean visible;
int punkbuster;
int g_humanplayers;
int g_needpass;
} serverInfo_t;
typedef struct {
qboolean cddialog; // bring up the cd needed dialog next frame
// when the server clears the hunk, all of these must be restarted
qboolean rendererStarted;
qboolean soundStarted;
qboolean soundRegistered;
qboolean uiStarted;
qboolean cgameStarted;
int framecount;
int frametime; // msec since last frame
int realtime; // ignores pause
int realFrametime; // ignoring pause, so console always works
int numlocalservers;
serverInfo_t localServers[MAX_OTHER_SERVERS];
int numglobalservers;
serverInfo_t globalServers[MAX_GLOBAL_SERVERS];
// additional global servers
int numGlobalServerAddresses;
netadr_t globalServerAddresses[MAX_GLOBAL_SERVERS];
int numfavoriteservers;
serverInfo_t favoriteServers[MAX_OTHER_SERVERS];
int pingUpdateSource; // source currently pinging or updating
// update server info
netadr_t updateServer;
char updateChallenge[MAX_TOKEN_CHARS];
char updateInfoString[MAX_INFO_STRING];
netadr_t authorizeServer;
// rendering info
glconfig_t glconfig;
qhandle_t charSetShader;
qhandle_t whiteShader;
qhandle_t consoleShader;
} clientStatic_t;
extern clientStatic_t cls;
extern char cl_oldGame[MAX_QPATH];
extern qboolean cl_oldGameSet;
//=============================================================================
extern vm_t *cgvm; // interface to cgame dll or vm
extern vm_t *uivm; // interface to ui dll or vm
extern refexport_t re; // interface to refresh .dll
//
// cvars
//
extern cvar_t *cl_nodelta;
extern cvar_t *cl_debugMove;
extern cvar_t *cl_noprint;
extern cvar_t *cl_timegraph;
extern cvar_t *cl_maxpackets;
extern cvar_t *cl_packetdup;
extern cvar_t *cl_shownet;
extern cvar_t *cl_showSend;
extern cvar_t *cl_timeNudge;
extern cvar_t *cl_showTimeDelta;
extern cvar_t *cl_freezeDemo;
extern cvar_t *cl_yawspeed;
extern cvar_t *cl_pitchspeed;
extern cvar_t *cl_run;
extern cvar_t *cl_anglespeedkey;
extern cvar_t *cl_sensitivity;
extern cvar_t *cl_freelook;
extern cvar_t *cl_mouseAccel;
extern cvar_t *cl_mouseAccelOffset;
extern cvar_t *cl_mouseAccelStyle;
extern cvar_t *cl_showMouseRate;
extern cvar_t *m_pitch;
extern cvar_t *m_yaw;
extern cvar_t *m_forward;
extern cvar_t *m_side;
extern cvar_t *m_filter;
extern cvar_t *j_pitch;
extern cvar_t *j_yaw;
extern cvar_t *j_forward;
extern cvar_t *j_side;
extern cvar_t *j_up;
extern cvar_t *j_pitch_axis;
extern cvar_t *j_yaw_axis;
extern cvar_t *j_forward_axis;
extern cvar_t *j_side_axis;
extern cvar_t *j_up_axis;
extern cvar_t *cl_timedemo;
extern cvar_t *cl_aviFrameRate;
extern cvar_t *cl_aviMotionJpeg;
extern cvar_t *cl_activeAction;
extern cvar_t *cl_allowDownload;
extern cvar_t *cl_downloadMethod;
extern cvar_t *cl_conXOffset;
extern cvar_t *cl_inGameVideo;
extern cvar_t *cl_lanForcePackets;
extern cvar_t *cl_autoRecordDemo;
extern cvar_t *cl_consoleKeys;
#ifdef USE_MUMBLE
extern cvar_t *cl_useMumble;
extern cvar_t *cl_mumbleScale;
#endif
#ifdef USE_VOIP
// cl_voipSendTarget is a string: "all" to broadcast to everyone, "none" to
// send to no one, or a comma-separated list of client numbers:
// "0,7,2,23" ... an empty string is treated like "all".
extern cvar_t *cl_voipUseVAD;
extern cvar_t *cl_voipVADThreshold;
extern cvar_t *cl_voipSend;
extern cvar_t *cl_voipSendTarget;
extern cvar_t *cl_voipGainDuringCapture;
extern cvar_t *cl_voipCaptureMult;
extern cvar_t *cl_voipShowMeter;
extern cvar_t *cl_voip;
#endif
//=================================================
//
// cl_main
//
void CL_Init (void);
void CL_AddReliableCommand(const char *cmd, qboolean isDisconnectCmd);
void CL_StartHunkUsers( qboolean rendererOnly );
void CL_Disconnect_f (void);
void CL_GetChallengePacket (void);
void CL_Vid_Restart_f( void );
void CL_Snd_Restart_f (void);
void CL_StartDemoLoop( void );
void CL_NextDemo( void );
void CL_ReadDemoMessage( void );
void CL_StopRecord_f(void);
void CL_InitDownloads(void);
void CL_NextDownload(void);
void CL_GetPing( int n, char *buf, int buflen, int *pingtime );
void CL_GetPingInfo( int n, char *buf, int buflen );
void CL_ClearPing( int n );
int CL_GetPingQueueCount( void );
void CL_ShutdownRef( void );
void CL_InitRef( void );
qboolean CL_CDKeyValidate( const char *key, const char *checksum );
int CL_ServerStatus( char *serverAddress, char *serverStatusString, int maxLen );
qboolean CL_CheckPaused(void);
//
// cl_input
//
typedef struct {
int down[2]; // key nums holding it down
unsigned downtime; // msec timestamp
unsigned msec; // msec down this frame if both a down and up happened
qboolean active; // current state
qboolean wasPressed; // set when down, not cleared when up
} kbutton_t;
void CL_InitInput(void);
void CL_ShutdownInput(void);
void CL_SendCmd (void);
void CL_ClearState (void);
void CL_ReadPackets (void);
void CL_WritePacket( void );
void IN_CenterView (void);
void CL_VerifyCode( void );
float CL_KeyState (kbutton_t *key);
int Key_StringToKeynum( char *str );
char *Key_KeynumToString (int keynum);
//
// cl_parse.c
//
extern int cl_connectedToPureServer;
extern int cl_connectedToCheatServer;
#ifdef USE_VOIP
void CL_Voip_f( void );
#endif
void CL_SystemInfoChanged( void );
void CL_ParseServerMessage( msg_t *msg );
//====================================================================
void CL_ServerInfoPacket( netadr_t from, msg_t *msg );
void CL_LocalServers_f( void );
void CL_GlobalServers_f( void );
void CL_FavoriteServers_f( void );
void CL_Ping_f( void );
qboolean CL_UpdateVisiblePings_f( int source );
//
// console
//
void Con_DrawCharacter (int cx, int line, int num);
void Con_CheckResize (void);
void Con_Init(void);
void Con_Shutdown(void);
void Con_Clear_f (void);
void Con_ToggleConsole_f (void);
void Con_DrawNotify (void);
void Con_ClearNotify (void);
void Con_RunConsole (void);
void Con_DrawConsole (void);
void Con_PageUp( void );
void Con_PageDown( void );
void Con_Top( void );
void Con_Bottom( void );
void Con_Close( void );
void CL_LoadConsoleHistory( void );
void CL_SaveConsoleHistory( void );
//
// cl_scrn.c
//
void SCR_Init (void);
void SCR_UpdateScreen (void);
void SCR_DebugGraph (float value);
int SCR_GetBigStringWidth( const char *str ); // returns in virtual 640x480 coordinates
void SCR_AdjustFrom640( float *x, float *y, float *w, float *h );
void SCR_FillRect( float x, float y, float width, float height,
const float *color );
void SCR_DrawPic( float x, float y, float width, float height, qhandle_t hShader );
void SCR_DrawNamedPic( float x, float y, float width, float height, const char *picname );
void SCR_DrawBigString( int x, int y, const char *s, float alpha, qboolean noColorEscape ); // draws a string with embedded color control characters with fade
void SCR_DrawBigStringColor( int x, int y, const char *s, vec4_t color, qboolean noColorEscape ); // ignores embedded color control characters
void SCR_DrawSmallStringExt( int x, int y, const char *string, float *setColor, qboolean forceColor, qboolean noColorEscape );
void SCR_DrawSmallChar( int x, int y, int ch );
//
// cl_cin.c
//
void CL_PlayCinematic_f( void );
void SCR_DrawCinematic (void);
void SCR_RunCinematic (void);
void SCR_StopCinematic (void);
int CIN_PlayCinematic( const char *arg0, int xpos, int ypos, int width, int height, int bits);
e_status CIN_StopCinematic(int handle);
e_status CIN_RunCinematic (int handle);
void CIN_DrawCinematic (int handle);
void CIN_SetExtents (int handle, int x, int y, int w, int h);
void CIN_SetLooping (int handle, qboolean loop);
void CIN_UploadCinematic(int handle);
void CIN_CloseAllVideos(void);
//
// cl_cgame.c
//
void CL_InitCGame( void );
void CL_ShutdownCGame( void );
qboolean CL_GameCommand( void );
void CL_CGameRendering( stereoFrame_t stereo );
void CL_SetCGameTime( void );
void CL_FirstSnapshot( void );
void CL_ShaderStateChanged(void);
//
// cl_ui.c
//
void CL_InitUI( void );
void CL_ShutdownUI( void );
int Key_GetCatcher( void );
void Key_SetCatcher( int catcher );
void LAN_LoadCachedServers( void );
void LAN_SaveServersToCache( void );
//
// cl_net_chan.c
//
void CL_Netchan_Transmit( netchan_t *chan, msg_t* msg); //int length, const byte *data );
qboolean CL_Netchan_Process( netchan_t *chan, msg_t *msg );
//
// cl_avi.c
//
qboolean CL_OpenAVIForWriting( const char *filename );
void CL_TakeVideoFrame( void );
void CL_WriteAVIVideoFrame( const byte *imageBuffer, int size );
void CL_WriteAVIAudioFrame( const byte *pcmBuffer, int size );
qboolean CL_CloseAVI( void );
qboolean CL_VideoRecording( void );
//
// cl_main.c
//
void CL_WriteDemoMessage ( msg_t *msg, int headerBytes );