More client.h tidyup.

Whitespace and shuffling fields around. Now diffing the two headers makes
sense in client_static_t and client_state_t.
This commit is contained in:
Bill Currie 2012-06-26 09:05:02 +09:00
parent f128aca207
commit 8584021311
2 changed files with 155 additions and 166 deletions

View file

@ -99,28 +99,26 @@ typedef enum {
*/
typedef struct {
// connection information
cactive_t state;
cactive_t state;
signon_t signon;
// network stuff
struct qsocket_s *netcon;
sizebuf_t message; // writing buffer to send to server
struct qsocket_s *netcon;
sizebuf_t message; // writing buffer to send to server
// demo loop control
int demonum; // -1 = don't play demos
char demos[MAX_DEMOS][MAX_DEMONAME]; // when not playing
int demonum; // -1 = don't play demos
char demos[MAX_DEMOS][MAX_DEMONAME]; // when not playing
// demo recording info must be here, because record is started before
// entering a map (and clearing client_state_t)
qboolean demorecording;
qboolean demo_capture;
qboolean demoplayback;
qboolean timedemo;
int forcetrack; // -1 = use normal cd track
QFile *demofile;
int td_lastframe; // to meter out one message a frame
int td_startframe; // host_framecount at start
float td_starttime; // realtime at second frame of timedemo
QFile *demofile;
qboolean demorecording;
qboolean demo_capture;
qboolean demoplayback;
int forcetrack; // -1 = use normal cd track
qboolean timedemo;
int td_lastframe; // to meter out one message a frame
int td_startframe; // host_framecount at start
float td_starttime; // realtime at second frame of timedemo
} client_static_t;
extern client_static_t cls;
@ -131,7 +129,7 @@ extern client_static_t cls;
#define FPD_HIDE_PERCENTE 0x0020 // Ditto
#define FPD_HIDE_POINT 0x0080 // Can ignore if we do visibility checking for point
#define FPD_NO_TEAMSKIN 0x0100 // Disable skin force
#define FPD_NO_TEAMCOLOR 0x0200 // Disable color force
#define FPD_NO_TEAMCOLOR 0x0200 // Disable color force
#define FPD_HIDE_ITEM 0x0400 // No idea what this does
#define FPD_LIMIT_PITCH 0x4000 // Limit pitchspeed
#define FPD_LIMIT_YAW 0x8000 // Limit yawspeed
@ -144,97 +142,93 @@ extern client_static_t cls;
/*
the client_state_t structure is wiped completely at every
server signon
the client_state_t structure is wiped completely at every server signon
*/
typedef struct {
qboolean loading;
int movemessages; // Since connecting to this server throw out
int movemessages; // Since connecting to this server throw out
// the first couple, so the player doesn't
// accidentally do something the first frame
usercmd_t cmd; // Last command sent to the server
usercmd_t cmd; // Last command sent to the server
// information for local display
int stats[MAX_CL_STATS]; // Health, etc
float item_gettime[32]; // cl.time of aquiring item, for blinking
float faceanimtime; // Use anim frame if cl.time < this
int stats[MAX_CL_STATS]; // Health, etc
float item_gettime[32]; // cl.time of aquiring item, for blinking
float faceanimtime; // Use anim frame if cl.time < this
cshift_t cshifts[NUM_CSHIFTS]; // Color shifts for damage, powerups
cshift_t prev_cshifts[NUM_CSHIFTS]; // And content types
cshift_t cshifts[NUM_CSHIFTS]; // Color shifts for damage, powerups
cshift_t prev_cshifts[NUM_CSHIFTS]; // and content types
// The client maintains its own idea of view angles, which are sent to the
// server each frame. The server sets punchangle when the view is temporarily
// offset, and an angle reset commands at the start of each level and after
// teleporting.
vec3_t mviewangles[2]; // During demo playback viewangles is lerped
vec3_t mviewangles[2]; // During demo playback viewangles is lerped
// between these
vec3_t viewangles;
vec3_t mvelocity[2]; // Update by server, used for lean+bob
vec3_t viewangles;
vec3_t mvelocity[2]; // Update by server, used for lean+bob
// (0 is newest)
vec3_t velocity; // Lerped between mvelocity[0] and [1]
vec3_t punchangle; // Temporary offset
vec3_t velocity; // Lerped between mvelocity[0] and [1]
vec3_t punchangle; // Temporary offset
// pitch drifting vars
float idealpitch;
float pitchvel;
qboolean nodrift;
float driftmove;
double laststop;
float idealpitch;
float pitchvel;
qboolean nodrift;
float driftmove;
double laststop;
float viewheight;
float crouch; // Local amount for smoothing stepups
qboolean paused; // Sent over by server
int onground;
float viewheight;
float crouch; // Local amount for smoothing stepups
qboolean inwater;
qboolean paused; // Sent over by server
int onground;
qboolean inwater;
int intermission; // Don't change view angle, full screen, etc
int completed_time; // Latched at intermission start
int intermission; // Don't change view angle, full screen, etc
int completed_time; // Latched at intermission start
double mtime[2]; // The timestamp of last two messages
double time; // Clients view of time, should be between
double mtime[2]; // The timestamp of last two messages
double time; // Clients view of time, should be between
// servertime and oldvertime to generate a
// lerp point for other data
double oldtime; // Previous cl.time, time-oldtime is used
double oldtime; // Previous cl.time, time-oldtime is used
// to decay light values and smooth step ups
float last_received_message; // (realtime) for net trouble icon
float last_received_message; // (realtime) for net trouble icon
/* 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];
struct model_s *model_precache[MAX_MODELS];
struct sfx_s *sound_precache[MAX_SOUNDS];
int nummodels;
int numsounds;
struct plitem_s *edicts;
struct plitem_s *worldspawn;
char levelname[40]; // for display on solo scoreboard
int viewentity; // cl_entitites[cl.viewentity] = player
unsigned protocol;
int maxclients;
int gametype;
// refresh related state
struct model_s *worldmodel; // cl_entitites[0].model
int num_entities; // held in cl_entities array
entity_t viewent; // the gun model
int cdtrack, looptrack; // cd audio
// frag scoreboard
scoreboard_t *scores; // [cl.maxclients]
char levelname[40]; // for display on solo scoreboard
int spectator;
int sv_cshifts;
int viewentity; // cl_entitites[cl.viewentity] = player
unsigned protocol;
int gametype;
int maxclients;
int chase;
int sv_cshifts;
int watervis;
int fpd;
lightstyle_t lightstyle[MAX_LIGHTSTYLES];
// refresh related state
struct model_s *worldmodel; // cl_entitites[0].model
int num_entities; // held in cl_entities array
entity_t viewent; // the weapon model
int cdtrack, looptrack; // cd audio
// frag scoreboard
scoreboard_t *scores; // [cl.maxclients]
lightstyle_t lightstyle[MAX_LIGHTSTYLES];
} client_state_t;

View file

@ -126,71 +126,68 @@ typedef enum {
the client_static_t structure is persistant through an arbitrary number
of server connections
*/
typedef struct
{
typedef struct {
// connection information
cactive_t state;
cactive_t state;
// network stuff
netchan_t netchan;
int qport;
int challenge;
float latency; // rolling average
netchan_t netchan;
int qport;
int challenge;
float latency; // rolling average
struct dstring_s *servername; // name of server from original connect
netadr_t server_addr; // address of server
netadr_t server_addr; // address of server
// private userinfo for sending to masterless servers
struct info_s *userinfo;
// file transfer from server
QFile *download;
QFile *download;
struct dstring_s *downloadtempname;
struct dstring_s *downloadname;
struct dstring_s *downloadurl;
int downloadnumber;
dltype_t downloadtype;
int downloadpercent;
int downloadnumber;
dltype_t downloadtype;
int downloadpercent;
// demo loop control
int demonum; // -1 = don't play demos
char demos[MAX_DEMOS][MAX_DEMONAME]; // when not playing
int demonum; // -1 = don't play demos
char demos[MAX_DEMOS][MAX_DEMONAME]; // when not playing
// demo recording info must be here, because record is started before
// entering a map (and clearing client_state_t)
qboolean demorecording;
qboolean demo_capture;
qboolean demoplayback;
qboolean demoplayback2;
qboolean findtrack;
int lastto;
int lasttype;
int prevtime;
double basetime;
qboolean timedemo;
QFile *demofile;
float td_lastframe; // to meter out one message a frame
int td_startframe; // host_framecount at start
float td_starttime; // realtime at second frame of timedemo
QFile *demofile;
qboolean demorecording;
qboolean demo_capture;
qboolean demoplayback;
qboolean demoplayback2;
qboolean findtrack;
int lastto;
int lasttype;
int prevtime;
double basetime;
qboolean timedemo;
int td_lastframe; // to meter out one message a frame
int td_startframe; // host_framecount at start
float td_starttime; // realtime at second frame of timedemo
} client_static_t;
extern client_static_t cls;
#define FPD_NO_MACROS 0x0001 // Many clients ignore this, and it isn't used, but let's honor it
#define FPD_NO_TIMERS 0x0002 // We never allow timers anyway
#define FPD_NO_STRIGGER 0x0004 // Don't have soundtrigger yet, but this disables it
#define FPD_HIDE_PERCENTE 0x0020 // Ditto
#define FPD_HIDE_POINT 0x0080 // Can ignore if we do visibility checking for point
#define FPD_NO_TEAMSKIN 0x0100 // Disable skin force
#define FPD_NO_TEAMCOLOR 0x0200 // Disable color force
#define FPD_HIDE_ITEM 0x0400 // No idea what this does
#define FPD_LIMIT_PITCH 0x4000 // Limit pitchspeed
#define FPD_LIMIT_YAW 0x8000 // Limit yawspeed
#define FPD_NO_MACROS 0x0001 // Many clients ignore this, and it isn't used, but let's honor it
#define FPD_NO_TIMERS 0x0002 // We never allow timers anyway
#define FPD_NO_STRIGGER 0x0004 // Don't have soundtrigger yet, but this disables it
#define FPD_HIDE_PERCENTE 0x0020 // Ditto
#define FPD_HIDE_POINT 0x0080 // Can ignore if we do visibility checking for point
#define FPD_NO_TEAMSKIN 0x0100 // Disable skin force
#define FPD_NO_TEAMCOLOR 0x0200 // Disable color force
#define FPD_HIDE_ITEM 0x0400 // No idea what this does
#define FPD_LIMIT_PITCH 0x4000 // Limit pitchspeed
#define FPD_LIMIT_YAW 0x8000 // Limit yawspeed
#define FPD_DEFAULT (FPD_HIDE_PERCENTE | FPD_NO_TEAMSKIN)
#define FPD_DEFAULT (FPD_HIDE_PERCENTE | FPD_NO_TEAMSKIN)
// These limits prevent a usable RJ script, requiring > 0.1 sec of turning time.
#define FPD_MAXPITCH 1000
#define FPD_MAXYAW 2000
#define FPD_MAXYAW 2000
// Default fbskins value. This should really be different for different gamedirs, but eh
#define FBSKINS_DEFAULT 0.0
@ -201,99 +198,97 @@ extern client_static_t cls;
typedef struct {
qboolean loading;
int movemessages; // Since connecting to this server throw out
int movemessages; // Since connecting to this server throw out
// the first couple, so the player doesn't
// accidentally do something the first frame
// sentcmds[cl.netchan.outgoing_sequence & UPDATE_MASK] = cmd
frame_t frames[UPDATE_BACKUP];
frame_t frames[UPDATE_BACKUP];
// information for local display
int stats[MAX_CL_STATS]; // health, etc
float item_gettime[32]; // cl.time of aquiring item, for blinking
float faceanimtime; // use anim frame if cl.time < this
int stats[MAX_CL_STATS]; // health, etc
float item_gettime[32]; // cl.time of aquiring item, for blinking
float faceanimtime; // Use anim frame if cl.time < this
cshift_t cshifts[NUM_CSHIFTS]; // color shifts for damage, powerups
cshift_t prev_cshifts[NUM_CSHIFTS]; // and content types
cshift_t cshifts[NUM_CSHIFTS]; // Color shifts for damage, powerups
cshift_t prev_cshifts[NUM_CSHIFTS]; // and content types
// the client maintains its own idea of view angles, which are sent to the
// server each frame. And reset only at level change and teleport times
vec3_t viewangles;
vec3_t viewangles;
// the client simulates or interpolates movement to get these values
double time; // this is the time value that the client
double time; // this is the time value that the client
// is rendering at. always <= realtime
vec3_t simorg;
vec3_t simvel;
vec3_t simangles;
vec3_t simorg;
vec3_t simvel;
vec3_t simangles;
vec3_t punchangle; // temporary view kick from weapon firing
vec3_t punchangle; // temporary view kick from weapon firing
// pitch drifting vars
float idealpitch;
float pitchvel;
qboolean nodrift;
float driftmove;
double laststop;
float idealpitch;
float pitchvel;
qboolean nodrift;
float driftmove;
double laststop;
qboolean paused; // Sent over by server
int onground; // -1 when in air
qboolean paused; // Sent over by server
int onground; // -1 when in air
float viewheight;
float crouch; // local amount for smoothing stepups
float crouch; // local amount for smoothing stepups
int servercount; // server identification for prespawns
struct info_s *serverinfo;
int parsecount; // server message counter
int validsequence; // this is the sequence number of the last good
int intermission; // don't change view angle, full screen, etc
int completed_time; // latched from time at intermission start
int servercount; // server identification for prespawns
struct info_s *serverinfo;
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
double last_servermessage;
int intermission; // don't change view angle, full screen, etc
int completed_time; // latched from time at intermission start
double last_ping_request; // while showing scoreboard
double last_servermessage;
/* 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];
char model_name[MAX_MODELS][MAX_QPATH];
char sound_name[MAX_SOUNDS][MAX_QPATH];
struct model_s *model_precache[MAX_MODELS];
struct sfx_s *sound_precache[MAX_SOUNDS];
struct model_s *model_precache[MAX_MODELS];
struct sfx_s *sound_precache[MAX_SOUNDS];
int nummodels;
int numsounds;
struct plitem_s *edicts;
struct plitem_s *worldspawn;
char levelname[40]; // for display on solo scoreboard
int playernum;
int viewentity;
float stdver;
// serverinfo mirrors
int chase;
int sv_cshifts;
int no_pogo_stick;
int teamplay;
int watervis;
int fpd;
int fbskins;
char levelname[40]; // for display on solo scoreboard
int spectator;
int playernum;
int viewentity;
float stdver;
int maxclients;
// serverinfo mirrors
int chase;
int sv_cshifts;
int no_pogo_stick;
int teamplay;
int watervis;
int fpd;
int fbskins;
// refresh related state
struct model_s *worldmodel; // cl_entitites[0].model
int num_entities; // stored bottom up in cl_entities array
entity_t viewent; // weapon model
struct model_s *worldmodel; // cl_entitites[0].model
int num_entities; // stored bottom up in cl_entities array
entity_t viewent; // the weapon model
int cdtrack; // cd audio
int cdtrack; // cd audio
// all player information
player_info_t players[MAX_CLIENTS];
player_info_t players[MAX_CLIENTS];
lightstyle_t lightstyle[MAX_LIGHTSTYLES];
lightstyle_t lightstyle[MAX_LIGHTSTYLES];
} client_state_t;