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https://git.code.sf.net/p/quake/quakeforge-old
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f18b3bcf02
Basicly, sound_lib.a is built, and is compiled into the clients.. Note, uquake is SERIOUSLY FSCKED..
180 lines
5.1 KiB
C
180 lines
5.1 KiB
C
/*
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Copyright (C) 1996-1997 Id Software, Inc.
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Copyright (C) 1999,2000 contributors of the QuakeForge project
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Please see the file "AUTHORS" for a list of contributors
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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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#ifndef _QSTRUCTS_H
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#define _QSTRUCTS_H
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#include <stdio.h>
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#include <sys/types.h>
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#include <qtypes.h>
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#include <render.h>
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//=============================================================================
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// the host system specifies the base of the directory tree, the
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// command line parms passed to the program, and the amount of memory
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// available for the program to use
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typedef struct
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{
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char *basedir;
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char *cachedir; // for development over ISDN lines
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int argc;
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char **argv;
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void *membase;
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int memsize;
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} quakeparms_t;
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//=============================================================================
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typedef struct cvar_s
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{
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char *name;
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char *string;
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qboolean archive; // set to true to cause it to be saved to vars.rc
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qboolean info; // added to serverinfo or userinfo when changed
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float value;
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struct cvar_s *next;
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} cvar_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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#if defined(QUAKEWORLD) || defined(UQUAKE)
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#include "client.h"
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#endif
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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 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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// 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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// 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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qboolean paused; // send over by server
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int completed_time; // latched at intermission start
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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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//
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// information that is static for the entire time connected to a server
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//
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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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// 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_statics; // held in cl_staticentities array
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int cdtrack; // cd audio
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entity_t viewent; // weapon model
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int playernum;
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#ifdef QUAKEWORLD
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// QW specific!
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// all player information
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player_info_t players[MAX_CLIENTS];
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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 spectator;
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double last_ping_request; // while showing scoreboard
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frame_t frames[UPDATE_BACKUP];
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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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//
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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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#elif defined(UQUAKE)
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// UQ specific.
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int num_entities; // held in cl_entities array
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float last_received_message; // (realtime) for net trouble icon
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double mtime[2]; // the timestamp of last two messages
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double oldtime; // previous cl.time, time-oldtime is used
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// to decay light values and smooth step ups
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qboolean onground;
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float viewheight;
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float idealpitch;
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int maxclients;
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int gametype;
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// frag scoreboard
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scoreboard_t *scores; // [cl.maxclients]
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usercmd_t cmd; // last command sent to the server
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int items; // inventory bit flags
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vec3_t mviewangles[2]; // during demo playback viewangles is lerped
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// between these
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vec3_t mvelocity[2]; // update by server, used for lean+bob
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// (0 is newest)
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vec3_t velocity; // lerped between mvelocity[0] and [1]
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#endif
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} client_state_t;
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extern client_state_t cl;
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#endif // _QSTRUCTS_H
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