mirror of
https://git.code.sf.net/p/quake/newtree
synced 2024-11-24 21:12:27 +00:00
49d7b35d43
challenge, causing QF clients to not detect a QuakeForge server. This makes the client not add the QF-specific info strings, in turn making it not overflow original QW clients' limited setinfo space. This also probably makes certain proxies work with QF servers again. It /also/ has the side effect of disabling compressed downloads. If you want compressed downloads, you need sv_extensions on. Also, remove the "stdver" setinfo in the client -- it's handled by *qsg_version if there's a QF server on the other end, so it was just wasted space.
361 lines
8.8 KiB
C
361 lines
8.8 KiB
C
/*
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client.h
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Client definitions
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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:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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$Id$
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*/
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#ifndef _CLIENT_H
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#define _CLIENT_H
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#include "info.h"
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#include "net.h"
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#include "protocol.h"
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#include "quakefs.h"
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#include "render.h"
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#include "vid.h"
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#include "zone.h"
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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 player_state_s {
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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 number;
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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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int flags; // dead, gib, etc
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float waterjumptime;
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int onground; // -1 = in air, else pmove entity number
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int oldbuttons;
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} player_state_t;
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#define MAX_SCOREBOARDNAME 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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float entertime;
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int frags;
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int ping;
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byte 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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byte translations[VID_GRADES*256];
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struct skin_s *skin;
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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; // 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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// 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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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 NUM_CSHIFTS 4
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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_DLIGHTS 32
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typedef struct
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{
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int key; // so entities can reuse same entry
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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]; // Don't use alpha --KB
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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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} 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_single
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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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// network stuff
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netchan_t netchan;
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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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QFile *download; // 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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qboolean demoplayback;
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qboolean timedemo;
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QFile *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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} client_static_t;
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extern client_static_t cls;
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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 servercount; // server identification for prespawns
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char serverinfo[MAX_SERVERINFO_STRING];
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int parsecount; // server message counter
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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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// sentcmds[cl.netchan.outgoing_sequence & UPDATE_MASK] = cmd
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frame_t frames[UPDATE_BACKUP];
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// information for local display
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int stats[MAX_CL_STATS]; // health, etc
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float item_gettime[32]; // cl.time of aquiring item, for blinking
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float faceanimtime; // 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;
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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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vec3_t simorg;
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vec3_t simvel;
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vec3_t simangles;
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// pitch drifting vars
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float pitchvel;
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qboolean nodrift;
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float driftmove;
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double laststop;
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int onground; // -1 when in air
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float crouch; // local amount for smoothing stepups
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qboolean paused; // send over by server
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float punchangle; // 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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struct model_s *model_precache[MAX_MODELS];
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struct sfx_s *sound_precache[MAX_SOUNDS];
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char levelname[40]; // for display on solo scoreboard
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int playernum;
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float stdver; // QSG version
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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; // weapon model
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// all player information
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player_info_t players[MAX_CLIENTS];
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} client_state_t;
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//
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// cvars
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//
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extern struct cvar_s *cl_warncmd;
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extern struct cvar_s *cl_upspeed;
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extern struct cvar_s *cl_forwardspeed;
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extern struct cvar_s *cl_backspeed;
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extern struct cvar_s *cl_sidespeed;
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extern struct cvar_s *cl_movespeedkey;
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extern struct cvar_s *cl_yawspeed;
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extern struct cvar_s *cl_pitchspeed;
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extern struct cvar_s *cl_anglespeedkey;
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extern struct cvar_s *cl_shownet;
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extern struct cvar_s *cl_sbar;
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extern struct cvar_s *cl_sbar_separator;
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extern struct cvar_s *cl_hudswap;
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extern struct cvar_s *cl_pitchdriftspeed;
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extern struct cvar_s *lookspring;
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extern struct cvar_s *lookstrafe;
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extern struct cvar_s *sensitivity;
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extern struct cvar_s *cl_freelook;
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extern struct cvar_s *m_pitch;
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extern struct cvar_s *m_yaw;
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extern struct cvar_s *m_forward;
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extern struct cvar_s *m_side;
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extern struct cvar_s *name;
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#define MAX_STATIC_ENTITIES 128 // 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 char *server_version; // version of server we connected to
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extern qboolean allowskybox;
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//=============================================================================
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#endif // _CLIENT_H
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