quakeforge-old/common/client.h
Bill Currie 98aeb39780 renamed _windowed_mouse to in_grab
Also, FULL SCREEN QUAKE IS HERE!!! unfortunatly, so is full screen quake :/. ie if you have the vidmode extentions, you don't have a choice at the moment. Still, that's just a matter of cvars :), but not tonight.
2000-05-01 13:08:01 +00:00

586 lines
13 KiB
C

/*
client.h
(description)
Copyright (C) 1996-1997 Id Software, Inc.
Copyright (C) 1999,2000 contributors of the QuakeForge project
Please see the file "AUTHORS" for a list of contributors
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
#include <config.h>
#ifdef HAS_ZLIB
#include <zlib.h>
#else
#include <nozip.h>
#endif
#include <net.h>
#include <qtypes.h>
#include <zone.h>
#include <common_protocol.h>
#include <vid.h>
#include <render.h>
#include <common.h>
#include <sys.h>
#include <cmd.h>
#include <cvar.h>
#include <qstructs.h>
#include <image.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 players not updated each frame
double state_time; // not same as packet time b/c
// player commands come async
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 or pmove entity number
int oldbuttons;
} player_state_t;
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,
// reflects performing the usercmd
packet_entities_t packet_entities;
qboolean invalid; // if packet_entities delta is invalid
} frame_t;
//#endif
#define CSHIFT_CONTENTS 0
#define CSHIFT_DAMAGE 1
#define CSHIFT_BONUS 2
#define CSHIFT_POWERUP 3
#define NUM_CSHIFTS 4
// only UQuake uses these
#define NAME_LENGTH 64
#define SIGNONS 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
qboolean dark;
float color[4];
} dlight_t;
typedef struct
{
int length;
char map[MAX_STYLESTRING];
} lightstyle_t;
typedef struct
{
char name[MAX_SCOREBOARDNAME];
float entertime;
int frags;
int colors; // two 4 bit fields
byte translations[VID_GRADES*256];
} scoreboard_t;
#define MAX_EFRAGS 640 // this was 512 in QW, 640 in UQ
#define MAX_MAPSTRING 2048
#define MAX_DEMOS 8
#define MAX_DEMONAME 16
typedef enum {
ca_dedicated, // server with no ability to start a client
ca_disconnected, // full screen console with no connection
ca_demostart, // starting up a demo
ca_connected, // connected, 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
{
cactive_t state; // connection info
netchan_t netchan; // network stuff
char userinfo[MAX_INFO_STRING];
char servername[MAX_OSPATH];
int qport;
// download stuff
QFile *download; // file transfer from server
char downloadtempname[MAX_OSPATH];
char downloadname[MAX_OSPATH];
int downloadnumber;
dltype_t downloadtype;
int downloadpercent;
int challenge;
float latency; // rolling average
char mapstring[MAX_QPATH];
char spawnparms[MAX_MAPSTRING]; // to restart level
int signon;
struct qsocket_s *netcon;
// demos - this stuff can't go into client_state_t
int demonum;
char demos[MAX_DEMOS][MAX_DEMONAME];
qboolean demorecording;
qboolean demoplayback;
qboolean timedemo;
int forcetrack;
QFile *demofile;
float td_lastframe;
int td_startframe;
float td_starttime;
} client_static_t;
extern client_static_t cls;
//
// the client_state_t structure is wiped completely at every
// server signon
//
typedef struct
{
int movemessages; // since connecting to this server
// throw out the first couple, so the
// player doesn't accidentally do
// something the first frame
// information for local display
int stats[MAX_CL_STATS]; // health, etc
float item_gettime[32]; // for item blinking
float faceanimtime; // for face anims
cshift_t cshifts[NUM_CSHIFTS]; // color shifts
cshift_t prev_cshifts[NUM_CSHIFTS];
// 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; // time clientis rendering at, <= realtime
// pitch drifting vars
float pitchvel;
qboolean nodrift;
float driftmove;
double laststop;
qboolean paused; // send over by server
int completed_time; // latched at intermission start
float punchangle; // temporary yview for weapon kick
int intermission; // don't change view, full screen, etc
//
// information that is static for the entire time connected to a server
//
struct model_s *model_precache[MAX_MODELS];
struct sfx_s *sound_precache[MAX_SOUNDS];
char levelname[40]; // for display on solo scoreboard
// refresh related state
struct model_s *worldmodel; // cl_entitites[0].model
struct efrag_s *free_efrags;
int num_statics; // held in cl_staticentities array
int cdtrack; // cd audio
entity_t viewent; // weapon model
int playernum;
int gametype;
int maxclients;
int stdver;
// QW specific!
// all player information
qboolean qfserver;
player_info_t players[MAX_CLIENTS];
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 spectator;
double last_ping_request; // while showing scoreboard
frame_t frames[UPDATE_BACKUP];
vec3_t simorg;
vec3_t simvel;
vec3_t simangles;
//
// 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];
// UQ specific.
int num_entities; // held in cl_entities array
float last_received_message; // (time) for net trouble icon
double mtime[2]; // the timestamp of last two messages
double oldtime; // previous cl.time, time-oldtime is
// used to decay light values and
// smooth step ups
qboolean onground;
qboolean inwater;
float viewheight;
float idealpitch;
scoreboard_t *scores; // [cl.maxclients]
usercmd_t cmd; // last command sent to the server
vec3_t mviewangles[2]; // in demos, viewangles is lerped
// between these
vec3_t mvelocity[2]; // update by server, used for lean+bob
// (0 is newest)
vec3_t velocity; // lerped between mvelocity[0] and [1]
} client_state_t;
extern client_state_t cl;
//
// cvars
//
extern cvar_t *cl_name;
extern cvar_t *cl_color;
extern cvar_t *cl_autofire;
extern cvar_t *cl_nolerp;
extern cvar_t *cl_warncmd;
extern cvar_t *name;
extern cvar_t *topcolor;
extern cvar_t *bottomcolor;
extern cvar_t *rate;
extern cvar_t *host_speeds;
extern cvar_t *cl_maxfps;
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 *cl_verstring;
extern cvar_t *cl_talksound;
extern cvar_t *lookspring;
extern cvar_t *lookstrafe;
extern cvar_t *sensitivity;
extern cvar_t *m_pitch;
extern cvar_t *m_yaw;
extern cvar_t *m_forward;
extern cvar_t *m_side;
extern cvar_t *in_grab;
#define MAX_TEMP_ENTITIES 64 // lightning bolts, etc
#define MAX_STATIC_ENTITIES 128 // torches, etc
// FIXME, allocate dynamically
extern entity_state_t cl_baselines[MAX_EDICTS];
extern entity_t cl_entities[MAX_EDICTS];
extern entity_t cl_temp_entities[MAX_TEMP_ENTITIES];
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;
//=============================================================================
//
// cl_main
//
dlight_t *CL_AllocDlight (int key);
void CL_DecayLights (void);
void CL_Init (void);
void CL_InitCvars();
void Host_WriteConfiguration (void);
void CL_EstablishConnection (char *host);
void CL_CheckForResend (void);
void CL_SendConnectPacket (void);
void SetPal (int i);
void CL_RelinkEntities (void);
void CL_ReadPackets (void);
void CL_Signon1 (void);
void CL_Signon2 (void);
void CL_Signon3 (void);
void CL_Signon4 (void);
void CL_Disconnect (void);
void CL_Disconnect_f (void);
void CL_NextDemo (void);
qboolean CL_DemoBehind(void);
void CL_BeginServerConnect(void);
#define MAX_VISEDICTS 256
extern int cl_numvisedicts, cl_oldnumvisedicts;
extern entity_t *cl_visedicts, *cl_oldvisedicts;
extern entity_t cl_visedicts_list[2][MAX_VISEDICTS];
extern char emodel_name[], pmodel_name[], prespawn_name[],
modellist_name[], soundlist_name[];
//
// cl_input
//
typedef struct
{
int down[2]; // key nums holding it down
int state; // low bit is down state
} kbutton_t;
extern kbutton_t in_mlook, in_klook;
extern kbutton_t in_strafe;
extern kbutton_t in_speed;
void CL_InitInput (void);
void CL_SendCmd (void);
void CL_SendMove (usercmd_t *cmd);
void CL_ParseTEnt (void);
void CL_UpdateTEnts (void);
void CL_ClearState (void);
void CL_ReadPackets (void);
int CL_ReadFromServer (void);
void CL_WriteToServer (usercmd_t *cmd);
void CL_BaseMove (usercmd_t *cmd);
float CL_KeyState (kbutton_t *key);
char *Key_KeynumToString (int keynum);
//
// cl_demo.c
//
void CL_StopPlayback (void);
int CL_GetMessage (void);
void CL_WriteDemoCmd (usercmd_t *pcmd);
void CL_SignonReply (void);
void CL_Stop_f (void);
void CL_Record_f (void);
void CL_ReRecord_f (void);
void CL_PlayDemo_f (void);
void CL_TimeDemo_f (void);
//
// cl_parse.c
//
void CL_ParseServerMessage (void);
void CL_NewTranslation (int slot);
#define NET_TIMINGS 256
#define NET_TIMINGSMASK 255
extern int packet_latency[NET_TIMINGS];
int CL_CalcNet (void);
qboolean CL_CheckOrDownloadFile (char *filename);
qboolean CL_IsUploading(void);
void CL_NextUpload(void);
void CL_StartUpload (byte *data, int size);
void CL_StopUpload(void);
//
// view.c
//
void V_StartPitchDrift (void);
void V_StopPitchDrift (void);
void V_RenderView (void);
void V_UpdatePalette (void);
void V_Register (void);
void V_ParseDamage (void);
void V_SetContentsColor (int contents);
void V_CalcBlend (void);
//
// cl_tent
//
void CL_InitTEnts (void);
void CL_ClearTEnts (void);
void CL_SignonReply (void);
//
// cl_ents.c
//
void CL_SetSolidPlayers (int playernum);
void CL_SetUpPlayerPrediction(qboolean dopred);
void CL_EmitEntities (void);
void CL_ClearProjectiles (void);
void CL_ParseProjectiles (void);
void CL_ParsePacketEntities (qboolean delta);
void CL_SetSolidEntities (void);
void CL_ParsePlayerinfo (void);
//
// cl_pred.c
//
void CL_InitPrediction (void);
void CL_PredictMove (void);
void CL_PredictUsercmd (player_state_t *from, player_state_t *to, usercmd_t *u, qboolean spectator);
//
// cl_cam.c
//
#define CAM_NONE 0
#define CAM_TRACK 1
extern int autocam;
extern int spec_track; // player# of who we are tracking
qboolean Cam_DrawViewModel(void);
qboolean Cam_DrawPlayer(int playernum);
void Cam_Track(usercmd_t *cmd);
void Cam_FinishMove(usercmd_t *cmd);
void Cam_Reset(void);
void CL_InitCam(void);
//
// skin.c
//
void Skin_Find (player_info_t *sc);
byte *Skin_Cache (skin_t *skin);
void Skin_Skins_f (void);
void Skin_AllSkins_f (void);
void Skin_NextDownload (void);
#define RSSHOT_WIDTH 320
#define RSSHOT_HEIGHT 200
#endif // _CLIENT_H