mirror of
https://git.code.sf.net/p/quake/quakeforge-old
synced 2024-11-22 11:51:17 +00:00
98aeb39780
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.
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 *in_grab;
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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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