rallyunlimited-engine/code/client/client.h
2024-02-02 19:46:17 +03:00

620 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 "../renderercommon/tr_public.h"
#include "../qcommon/vm_local.h"
#include "../ui/ui_public.h"
#include "../cgame/cg_public.h"
#include "../game/bg_public.h"
#include "snd_public.h"
#include "keys.h"
#ifdef USE_CURL
#include "cl_curl.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
int areabytes;
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 ( PACKET_BACKUP * MAX_SNAPSHOT_ENTITIES )
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 message 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];
byte baselineUsed[MAX_GENTITIES];
} clientActive_t;
extern clientActive_t cl;
#define EM_GAMESTATE 1
#define EM_SNAPSHOT 2
#define EM_COMMAND 4
/*
=============================================================================
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.
=============================================================================
*/
typedef struct {
int clientNum;
int lastPacketSentTime; // for retransmits during connection
int lastPacketTime; // for timeouts
netadr_t serverAddress;
int connectTime; // for connection retransmits
int connectPacketCount; // for display on connection dialog
char serverMessage[MAX_STRING_CHARS]; // 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];
qboolean serverCommandsIgnore[MAX_RELIABLE_COMMANDS];
// file transfer from server
fileHandle_t download;
char downloadName[MAX_OSPATH];
char downloadTempName[MAX_OSPATH + 4]; // downloadName + ".tmp"
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[BIG_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
#ifdef USE_CURL
qboolean cURLEnabled;
qboolean cURLUsed;
qboolean cURLDisconnected;
char downloadURL[MAX_OSPATH];
CURL *downloadCURL;
CURLM *downloadCURLM;
#endif /* USE_CURL */
// demo information
char demoName[MAX_OSPATH];
char recordName[MAX_OSPATH]; // without extension
qboolean explicitRecordName;
char recordNameShort[TRUNCATE_LENGTH]; // for recording message
qboolean dm68compat;
qboolean spDemoRecording;
qboolean demorecording;
qboolean demoplaying;
qboolean demowaiting; // don't record until a non-delta message is received
qboolean firstDemoFrameSkipped;
fileHandle_t demofile;
fileHandle_t recordfile;
int timeDemoFrames; // counter of rendered frames
int timeDemoStart; // cls.realtime before first frame
int timeDemoBaseTime; // each frame will be at this time + frameNum * 50
float aviVideoFrameRemainder;
float aviSoundFrameRemainder;
int aviFrameEndTime;
char videoName[MAX_QPATH];
int videoIndex;
// big stuff at end of structure so most offsets are 15 bits or less
netchan_t netchan;
qboolean compat;
// simultaneous demo playback and recording
int eventMask;
int demoCommandSequence;
int demoDeltaNum;
int demoMessageSequence;
} clientConnection_t;
extern clientConnection_t clc;
/*
==================================================================
the clientStatic_t structure is never wiped, and is used even when
no client connection is active at all
==================================================================
*/
typedef 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 addonName[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 {
connstate_t state; // connection status
qboolean gameSwitch;
qboolean cddialog; // bring up the cd needed dialog next frame
char servername[MAX_OSPATH]; // name of server from original connect (used by reconnect)
// when the server clears the hunk, all of these must be restarted
qboolean rendererStarted;
qboolean soundStarted;
qboolean soundRegistered;
qboolean uiStarted;
qboolean cgameStarted;
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;
int lastVidRestart;
int soundMuted;
qboolean startCgame;
int captureWidth;
int captureHeight;
float con_factor;
float scale;
float biasX;
float biasY;
} clientStatic_t;
extern int bigchar_width;
extern int bigchar_height;
extern int smallchar_width;
extern int smallchar_height;
extern clientStatic_t cls;
extern char cl_oldGame[MAX_QPATH];
extern qboolean cl_oldGameSet;
#ifdef USE_CURL
extern download_t download;
qboolean Com_DL_Perform( download_t *dl );
void Com_DL_Cleanup( download_t *dl );
qboolean Com_DL_Begin( download_t *dl, const char *localName, const char *remoteURL, qboolean autoDownload );
qboolean Com_DL_InProgress( const download_t *dl );
qboolean Com_DL_ValidFileName( const char *fileName );
qboolean CL_Download( const char *cmd, const char *pakname, qboolean autoDownload );
#endif
//=============================================================================
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_noprint;
extern cvar_t *cl_debugMove;
extern cvar_t *cl_timegraph;
extern cvar_t *cl_shownet;
extern cvar_t *cl_autoNudge;
extern cvar_t *cl_timeNudge;
extern cvar_t *cl_showTimeDelta;
extern cvar_t *com_timedemo;
extern cvar_t *cl_aviFrameRate;
extern cvar_t *cl_aviMotionJpeg;
extern cvar_t *cl_aviPipeFormat;
extern cvar_t *cl_activeAction;
extern cvar_t *cl_allowDownload;
#ifdef USE_CURL
extern cvar_t *cl_mapAutoDownload;
extern cvar_t *cl_dlDirectory;
#endif
extern cvar_t *cl_conXOffset;
extern cvar_t *cl_conColor;
extern cvar_t *cl_inGameVideo;
extern cvar_t *cl_lanForcePackets;
extern cvar_t *cl_autoRecordDemo;
extern cvar_t *com_maxfps;
extern cvar_t *vid_xpos;
extern cvar_t *vid_ypos;
extern cvar_t *r_noborder;
extern cvar_t *r_allowSoftwareGL;
extern cvar_t *r_swapInterval;
extern cvar_t *r_glDriver;
extern cvar_t *r_displayRefresh;
extern cvar_t *r_fullscreen;
extern cvar_t *r_mode;
extern cvar_t *r_modeFullscreen;
extern cvar_t *r_customwidth;
extern cvar_t *r_customheight;
extern cvar_t *r_customPixelAspect;
extern cvar_t *r_colorbits;
extern cvar_t *cl_stencilbits;
extern cvar_t *cl_depthbits;
extern cvar_t *cl_drawBuffer;
//=================================================
//
// cl_main
//
void CL_AddReliableCommand( const char *cmd, qboolean isDisconnectCmd );
void CL_StartHunkUsers( void );
void CL_Disconnect_f( 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_ClearState( void );
int CL_ServerStatus( const char *serverAddress, char *serverStatusString, int maxLen );
qboolean CL_CheckPaused( void );
qboolean CL_NoDelay( void );
qboolean CL_GetModeInfo( int *width, int *height, float *windowAspect, int mode, const char *modeFS, int dw, int dh, qboolean fullscreen );
//
// cl_input
//
void CL_InitInput( void );
void CL_ClearInput( void );
void CL_SendCmd( void );
void CL_WritePacket( void );
//
// cl_keys.c
//
extern field_t chatField;
extern field_t g_consoleField;
void Field_Draw( field_t *edit, int x, int y, int width, qboolean showCursor, qboolean noColorEscape );
void Field_BigDraw( field_t *edit, int x, int y, int width, qboolean showCursor, qboolean noColorEscape );
//
// cl_parse.c
//
extern int cl_connectedToPureServer;
extern int cl_connectedToCheatServer;
void CL_ParseServerMessage( msg_t *msg );
//====================================================================
qboolean CL_UpdateVisiblePings_f( int source );
qboolean CL_ValidPakSignature( const byte *data, int len );
//
// console
//
extern cvar_t *con_scale;
void Con_CheckResize( void );
void Con_Init( void );
void Con_Shutdown( void );
void Con_ToggleConsole_f( void );
void Con_ClearNotify( void );
void Con_RunConsole( void );
void Con_DrawConsole( void );
void Con_PageUp( int lines );
void Con_PageDown( int lines );
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_Done( 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_DrawStringExt( int x, int y, float size, const char *string, const float *setColor, qboolean forceColor, qboolean noColorEscape );
void SCR_DrawSmallStringExt( int x, int y, const char *string, const float *setColor, qboolean forceColor, qboolean noColorEscape );
void SCR_DrawSmallChar( int x, int y, int ch );
void SCR_DrawSmallString( int x, int y, const char *s, int len );
//
// 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_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 );
//
// cl_ui.c
//
void CL_InitUI( void );
void CL_ShutdownUI( void );
int Key_GetCatcher( void );
void Key_SetCatcher( int catcher );
//
// cl_net_chan.c
//
void CL_Netchan_Transmit( netchan_t *chan, msg_t *msg );
qboolean CL_Netchan_Process( netchan_t *chan, msg_t *msg );
//
// cl_avi.c
//
qboolean CL_OpenAVIForWriting( const char *filename, qboolean pipe, qboolean reopen );
void CL_TakeVideoFrame( void );
void CL_WriteAVIVideoFrame( const byte *imageBuffer, int size );
void CL_WriteAVIAudioFrame( const byte *pcmBuffer, int size );
qboolean CL_CloseAVI( qboolean reopen );
qboolean CL_VideoRecording( void );
//
// cl_jpeg.c
//
size_t CL_SaveJPGToBuffer( byte *buffer, size_t bufSize, int quality, int image_width, int image_height, byte *image_buffer, int padding );
void CL_SaveJPG( const char *filename, int quality, int image_width, int image_height, byte *image_buffer, int padding );
void CL_LoadJPG( const char *filename, unsigned char **pic, int *width, int *height );
// platform-specific
void GLimp_InitGamma(glconfig_t *config);
void GLimp_SetGamma(unsigned char red[256], unsigned char green[256], unsigned char blue[256]);
// OpenGL
#ifdef USE_OPENGL_API
void GLimp_Init( glconfig_t *config );
void GLimp_Shutdown( qboolean unloadDLL );
void GLimp_EndFrame( void );
void *GL_GetProcAddress( const char *name );
#endif
// Vulkan
#ifdef USE_VULKAN_API
void VKimp_Init( glconfig_t *config );
void VKimp_Shutdown( qboolean unloadDLL );
void *VK_GetInstanceProcAddr( VkInstance instance, const char *name );
qboolean VK_CreateSurface( VkInstance instance, VkSurfaceKHR* pSurface );
#endif