newtree/include/client.h
Zephaniah E. Hull 13bd5ce012 The init sequence cleanup!
Also broke up client.h into a lot of smaller headers.
Oh, software rendering works again.

And yes, this does hit a hell of a lot of files.
2000-10-29 15:35:24 +00:00

376 lines
8.9 KiB
C

/*
client.h
Client definitions
Copyright (C) 1996-1997 Id Software, Inc.
This program 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.
This program 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 this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
$Id$
*/
#ifndef _CLIENT_H
#define _CLIENT_H
// since all headers are circular-protected with #ifdef _xxx_H
// try to get them self-sufficient by including whatever other
// headers they might need
#include <stdio.h>
#include "info.h"
#include "mathlib.h"
#include "protocol.h"
#include "net.h"
#include "model.h"
#include "sound.h"
#include "render.h"
#include "cvar.h"
#include "quakefs.h"
typedef struct
{
char name[16];
qboolean failedload; // the name isn't a valid skin
cache_user_t cache;
} skin_t;
// player_state_t is the information needed by a player entity
// to do move prediction and to generate a drawable entity
typedef struct
{
int messagenum; // all player's won't be updated each frame
double state_time; // not the same as the packet time,
// because player commands come asyncronously
usercmd_t command; // last command for prediction
vec3_t origin;
vec3_t viewangles; // only for demos, not from server
vec3_t velocity;
int weaponframe;
int modelindex;
int frame;
int skinnum;
int effects;
int flags; // dead, gib, etc
float waterjumptime;
int onground; // -1 = in air, else pmove entity number
int oldbuttons;
} player_state_t;
#define MAX_SCOREBOARDNAME 16
typedef struct player_info_s
{
int userid;
char userinfo[MAX_INFO_STRING];
// scoreboard information
char name[MAX_SCOREBOARDNAME];
float entertime;
int frags;
int ping;
byte pl;
// skin information
int topcolor;
int bottomcolor;
int _topcolor;
int _bottomcolor;
int spectator;
byte translations[VID_GRADES*256];
skin_t *skin;
} player_info_t;
typedef struct
{
// generated on client side
usercmd_t cmd; // cmd that generated the frame
double senttime; // time cmd was sent off
int delta_sequence; // sequence number to delta from, -1 = full update
// received from server
double receivedtime; // time message was received, or -1
player_state_t playerstate[MAX_CLIENTS]; // message received that reflects performing
// the usercmd
packet_entities_t packet_entities;
qboolean invalid; // true if the packet_entities delta was invalid
} frame_t;
typedef struct
{
int destcolor[3];
int percent; // 0-256
} cshift_t;
#define CSHIFT_CONTENTS 0
#define CSHIFT_DAMAGE 1
#define CSHIFT_BONUS 2
#define CSHIFT_POWERUP 3
#define NUM_CSHIFTS 4
//
// client_state_t should hold all pieces of the client state
//
#define MAX_DLIGHTS 32
typedef struct
{
int key; // so entities can reuse same entry
vec3_t origin;
float radius;
float die; // stop lighting after this time
float decay; // drop this each second
float minlight; // don't add when contributing less
float _color[3]; // Don't use alpha --KB
float *color;
} dlight_t;
typedef struct
{
int length;
char map[MAX_STYLESTRING];
} lightstyle_t;
#define MAX_EFRAGS 512
#define MAX_DEMOS 8
#define MAX_DEMONAME 16
typedef enum {
ca_disconnected, // full screen console with no connection
ca_demostart, // starting up a demo
ca_connected, // netchan_t established, waiting for svc_serverdata
ca_onserver, // processing data lists, donwloading, etc
ca_active // everything is in, so frames can be rendered
} cactive_t;
typedef enum {
dl_none,
dl_model,
dl_sound,
dl_skin,
dl_single
} dltype_t; // download type
//
// the client_static_t structure is persistant through an arbitrary number
// of server connections
//
typedef struct
{
// connection information
cactive_t state;
// network stuff
netchan_t netchan;
// private userinfo for sending to masterless servers
char userinfo[MAX_INFO_STRING];
char servername[MAX_OSPATH]; // name of server from original connect
int qport;
QFile *download; // file transfer from server
char downloadtempname[MAX_OSPATH];
char downloadname[MAX_OSPATH];
int downloadnumber;
dltype_t downloadtype;
int downloadpercent;
// demo loop control
int demonum; // -1 = don't play demos
char demos[MAX_DEMOS][MAX_DEMONAME]; // when not playing
// demo recording info must be here, because record is started before
// entering a map (and clearing client_state_t)
qboolean demorecording;
qboolean demoplayback;
qboolean timedemo;
QFile *demofile;
float td_lastframe; // to meter out one message a frame
int td_startframe; // host_framecount at start
float td_starttime; // realtime at second frame of timedemo
int challenge;
float latency; // rolling average
} client_static_t;
extern client_static_t cls;
//
// the client_state_t structure is wiped completely at every
// server signon
//
typedef struct
{
int servercount; // server identification for prespawns
char serverinfo[MAX_SERVERINFO_STRING];
int parsecount; // server message counter
int validsequence; // this is the sequence number of the last good
// packetentity_t we got. If this is 0, we can't
// render a frame yet
int movemessages; // since connecting to this server
// throw out the first couple, so the player
// doesn't accidentally do something the
// first frame
int spectator;
double last_ping_request; // while showing scoreboard
double last_servermessage;
// sentcmds[cl.netchan.outgoing_sequence & UPDATE_MASK] = cmd
frame_t frames[UPDATE_BACKUP];
// information for local display
int stats[MAX_CL_STATS]; // health, etc
float item_gettime[32]; // cl.time of aquiring item, for blinking
float faceanimtime; // use anim frame if cl.time < this
cshift_t cshifts[NUM_CSHIFTS]; // color shifts for damage, powerups
cshift_t prev_cshifts[NUM_CSHIFTS]; // and content types
// the client maintains its own idea of view angles, which are
// sent to the server each frame. And only reset at level change
// and teleport times
vec3_t viewangles;
// the client simulates or interpolates movement to get these values
double time; // this is the time value that the client
// is rendering at. allways <= realtime
vec3_t simorg;
vec3_t simvel;
vec3_t simangles;
// pitch drifting vars
float pitchvel;
qboolean nodrift;
float driftmove;
double laststop;
float crouch; // local amount for smoothing stepups
qboolean paused; // send over by server
float punchangle; // temporar yview kick from weapon firing
int intermission; // don't change view angle, full screen, etc
int completed_time; // latched ffrom time at intermission start
//
// information that is static for the entire time connected to a server
//
char model_name[MAX_MODELS][MAX_QPATH];
char sound_name[MAX_SOUNDS][MAX_QPATH];
struct model_s *model_precache[MAX_MODELS];
struct sfx_s *sound_precache[MAX_SOUNDS];
char levelname[40]; // for display on solo scoreboard
int playernum;
int stdver;
// refresh related state
struct model_s *worldmodel; // cl_entitites[0].model
struct efrag_s *free_efrags;
int num_entities; // stored bottom up in cl_entities array
int num_statics; // stored top down in cl_entitiers
int cdtrack; // cd audio
entity_t viewent; // weapon model
// all player information
player_info_t players[MAX_CLIENTS];
} client_state_t;
//
// cvars
//
extern cvar_t *cl_warncmd;
extern cvar_t *cl_upspeed;
extern cvar_t *cl_forwardspeed;
extern cvar_t *cl_backspeed;
extern cvar_t *cl_sidespeed;
extern cvar_t *cl_movespeedkey;
extern cvar_t *cl_yawspeed;
extern cvar_t *cl_pitchspeed;
extern cvar_t *cl_anglespeedkey;
extern cvar_t *cl_shownet;
extern cvar_t *cl_sbar;
extern cvar_t *cl_hudswap;
extern cvar_t *cl_pitchdriftspeed;
extern cvar_t *lookspring;
extern cvar_t *lookstrafe;
extern cvar_t *sensitivity;
extern cvar_t *cl_freelook;
extern cvar_t *m_pitch;
extern cvar_t *m_yaw;
extern cvar_t *m_forward;
extern cvar_t *m_side;
extern cvar_t *name;
#define MAX_STATIC_ENTITIES 128 // torches, etc
extern client_state_t cl;
// FIXME, allocate dynamically
extern entity_state_t cl_baselines[MAX_EDICTS];
extern efrag_t cl_efrags[MAX_EFRAGS];
extern entity_t cl_static_entities[MAX_STATIC_ENTITIES];
extern lightstyle_t cl_lightstyle[MAX_LIGHTSTYLES];
extern dlight_t cl_dlights[MAX_DLIGHTS];
extern qboolean nomaster;
extern char *server_version; // version of server we connected to
extern qboolean allowskybox;
//=============================================================================
#endif // _CLIENT_H