mirror of
https://git.code.sf.net/p/quake/quakeforge-old
synced 2024-11-25 05:11:23 +00:00
47bed98da1
How view height changes in QW are passed from server to client HAS CHANGED and you will need to update both client and server for things not to act weird. You may also need to distclean before rebuilding..
586 lines
13 KiB
C
586 lines
13 KiB
C
/*
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client.h
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(description)
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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:
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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 <config.h>
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#ifdef HAS_ZLIB
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#include <zlib.h>
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#else
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#include <nozip.h>
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#endif
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#include <net.h>
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#include <qtypes.h>
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#include <zone.h>
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#include <common_protocol.h>
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#include <vid.h>
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#include <render.h>
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#include <common.h>
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#include <sys.h>
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#include <cmd.h>
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#include <cvar.h>
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#include <qstructs.h>
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#include <image.h>
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typedef struct
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{
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char name[16];
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qboolean failedload; // the name isn't a valid skin
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cache_user_t cache;
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} skin_t;
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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
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{
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int messagenum; // all players not updated each frame
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double state_time; // not same as packet time b/c
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// player commands come async
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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 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 or pmove entity number
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int oldbuttons;
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} player_state_t;
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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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skin_t *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
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// -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,
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// reflects performing the usercmd
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packet_entities_t packet_entities;
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qboolean invalid; // if packet_entities delta is invalid
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} frame_t;
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//#endif
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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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// only UQuake uses these
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#define NAME_LENGTH 64
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#define SIGNONS 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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qboolean dark;
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float color[4];
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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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typedef struct
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{
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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 colors; // two 4 bit fields
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byte translations[VID_GRADES*256];
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} scoreboard_t;
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#define MAX_EFRAGS 640 // this was 512 in QW, 640 in UQ
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#define MAX_MAPSTRING 2048
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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_dedicated, // server with no ability to start a client
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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, // connected, 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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cactive_t state; // connection info
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netchan_t netchan; // network stuff
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char userinfo[MAX_INFO_STRING];
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char servername[MAX_OSPATH];
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int qport;
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// download stuff
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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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int challenge;
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float latency; // rolling average
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char mapstring[MAX_QPATH];
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char spawnparms[MAX_MAPSTRING]; // to restart level
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int signon;
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struct qsocket_s *netcon;
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// demos - this stuff can't go into client_state_t
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int demonum;
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char demos[MAX_DEMOS][MAX_DEMONAME];
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qboolean demorecording;
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qboolean demoplayback;
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qboolean timedemo;
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int forcetrack;
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QFile *demofile;
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float td_lastframe;
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int td_startframe;
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float td_starttime;
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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 movemessages; // since connecting to this server
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// throw out the first couple, so the
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// player doesn't accidentally do
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// something the 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]; // for item blinking
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float faceanimtime; // for face anims
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cshift_t cshifts[NUM_CSHIFTS]; // color shifts
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cshift_t prev_cshifts[NUM_CSHIFTS];
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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; // time clientis rendering at, <= 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; // temporary yview for weapon kick
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int intermission; // don't change view, 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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int gametype;
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int maxclients;
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int stdver;
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// QW specific!
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// all player information
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qboolean qfserver;
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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
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// the last good packetentity_t we
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// got. If this is 0, we can't render
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// 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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// UQ specific.
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int num_entities; // held in cl_entities array
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float last_received_message; // (time) 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
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// used to decay light values and
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// smooth step ups
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qboolean onground;
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qboolean inwater;
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float viewheight;
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float idealpitch;
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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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vec3_t mviewangles[2]; // in demos, 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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} client_state_t;
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extern client_state_t cl;
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//
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// cvars
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//
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extern cvar_t *cl_name;
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extern cvar_t *cl_color;
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extern cvar_t *cl_autofire;
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extern cvar_t *cl_nolerp;
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extern cvar_t *cl_warncmd;
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extern cvar_t *name;
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extern cvar_t *topcolor;
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extern cvar_t *bottomcolor;
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extern cvar_t *rate;
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extern cvar_t *host_speeds;
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extern cvar_t *cl_maxfps;
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extern cvar_t *cl_upspeed;
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extern cvar_t *cl_forwardspeed;
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extern cvar_t *cl_backspeed;
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extern cvar_t *cl_sidespeed;
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extern cvar_t *cl_movespeedkey;
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extern cvar_t *cl_yawspeed;
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extern cvar_t *cl_pitchspeed;
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extern cvar_t *cl_anglespeedkey;
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extern cvar_t *cl_shownet;
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extern cvar_t *cl_sbar;
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extern cvar_t *cl_hudswap;
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extern cvar_t *cl_pitchdriftspeed;
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extern cvar_t *cl_verstring;
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extern cvar_t *cl_talksound;
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extern cvar_t *lookspring;
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extern cvar_t *lookstrafe;
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extern cvar_t *sensitivity;
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extern cvar_t *m_pitch;
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extern cvar_t *m_yaw;
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extern cvar_t *m_forward;
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extern cvar_t *m_side;
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extern cvar_t *_windowed_mouse;
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#define MAX_TEMP_ENTITIES 64 // lightning bolts, etc
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#define MAX_STATIC_ENTITIES 128 // torches, etc
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// FIXME, allocate dynamically
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extern entity_state_t cl_baselines[MAX_EDICTS];
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extern entity_t cl_entities[MAX_EDICTS];
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extern entity_t cl_temp_entities[MAX_TEMP_ENTITIES];
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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;
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//=============================================================================
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//
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// cl_main
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//
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dlight_t *CL_AllocDlight (int key);
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void CL_DecayLights (void);
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void CL_Init (void);
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void CL_InitCvars();
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void Host_WriteConfiguration (void);
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void CL_EstablishConnection (char *host);
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void CL_CheckForResend (void);
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void CL_SendConnectPacket (void);
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void SetPal (int i);
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void CL_RelinkEntities (void);
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void CL_ReadPackets (void);
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void CL_Signon1 (void);
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void CL_Signon2 (void);
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void CL_Signon3 (void);
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void CL_Signon4 (void);
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void CL_Disconnect (void);
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void CL_Disconnect_f (void);
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void CL_NextDemo (void);
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qboolean CL_DemoBehind(void);
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void CL_BeginServerConnect(void);
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#define MAX_VISEDICTS 256
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extern int cl_numvisedicts, cl_oldnumvisedicts;
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extern entity_t *cl_visedicts, *cl_oldvisedicts;
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extern entity_t cl_visedicts_list[2][MAX_VISEDICTS];
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extern char emodel_name[], pmodel_name[], prespawn_name[],
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modellist_name[], soundlist_name[];
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//
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// cl_input
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//
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typedef struct
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{
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int down[2]; // key nums holding it down
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int state; // low bit is down state
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} kbutton_t;
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extern kbutton_t in_mlook, in_klook;
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extern kbutton_t in_strafe;
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extern kbutton_t in_speed;
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void CL_InitInput (void);
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void CL_SendCmd (void);
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void CL_SendMove (usercmd_t *cmd);
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void CL_ParseTEnt (void);
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void CL_UpdateTEnts (void);
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void CL_ClearState (void);
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void CL_ReadPackets (void);
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int CL_ReadFromServer (void);
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void CL_WriteToServer (usercmd_t *cmd);
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void CL_BaseMove (usercmd_t *cmd);
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float CL_KeyState (kbutton_t *key);
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char *Key_KeynumToString (int keynum);
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//
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// cl_demo.c
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//
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void CL_StopPlayback (void);
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int CL_GetMessage (void);
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void CL_WriteDemoCmd (usercmd_t *pcmd);
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void CL_SignonReply (void);
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void CL_Stop_f (void);
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void CL_Record_f (void);
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void CL_ReRecord_f (void);
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void CL_PlayDemo_f (void);
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void CL_TimeDemo_f (void);
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//
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// cl_parse.c
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//
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void CL_ParseServerMessage (void);
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void CL_NewTranslation (int slot);
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#define NET_TIMINGS 256
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#define NET_TIMINGSMASK 255
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extern int packet_latency[NET_TIMINGS];
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int CL_CalcNet (void);
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qboolean CL_CheckOrDownloadFile (char *filename);
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qboolean CL_IsUploading(void);
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void CL_NextUpload(void);
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void CL_StartUpload (byte *data, int size);
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void CL_StopUpload(void);
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//
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// view.c
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//
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void V_StartPitchDrift (void);
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void V_StopPitchDrift (void);
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void V_RenderView (void);
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void V_UpdatePalette (void);
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void V_Register (void);
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void V_ParseDamage (void);
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void V_SetContentsColor (int contents);
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void V_CalcBlend (void);
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//
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// cl_tent
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//
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void CL_InitTEnts (void);
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void CL_ClearTEnts (void);
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void CL_SignonReply (void);
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//
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// cl_ents.c
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//
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void CL_SetSolidPlayers (int playernum);
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void CL_SetUpPlayerPrediction(qboolean dopred);
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void CL_EmitEntities (void);
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void CL_ClearProjectiles (void);
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void CL_ParseProjectiles (void);
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void CL_ParsePacketEntities (qboolean delta);
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void CL_SetSolidEntities (void);
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void CL_ParsePlayerinfo (void);
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//
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// cl_pred.c
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//
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void CL_InitPrediction (void);
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void CL_PredictMove (void);
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void CL_PredictUsercmd (player_state_t *from, player_state_t *to, usercmd_t *u, qboolean spectator);
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//
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// cl_cam.c
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//
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#define CAM_NONE 0
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#define CAM_TRACK 1
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extern int autocam;
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extern int spec_track; // player# of who we are tracking
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qboolean Cam_DrawViewModel(void);
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qboolean Cam_DrawPlayer(int playernum);
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void Cam_Track(usercmd_t *cmd);
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void Cam_FinishMove(usercmd_t *cmd);
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void Cam_Reset(void);
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void CL_InitCam(void);
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//
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// skin.c
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//
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void Skin_Find (player_info_t *sc);
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byte *Skin_Cache (skin_t *skin);
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void Skin_Skins_f (void);
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void Skin_AllSkins_f (void);
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void Skin_NextDownload (void);
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#define RSSHOT_WIDTH 320
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#define RSSHOT_HEIGHT 200
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#endif // _CLIENT_H
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