/* client.h Client definitions Copyright (C) 1996-1997 Id Software, Inc. 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 "QF/info.h" #include "QF/quakefs.h" #include "QF/vid.h" #include "QF/zone.h" #include "netchan.h" #include "qw/protocol.h" #include "r_local.h" #include "QF/render.h" /* player_state_t is the information needed by a player entity to do move prediction and to generate a drawable entity */ typedef struct player_state_s { int messagenum; // all player's won't be updated each frame double state_time; // not the same as the packet time, // because player commands come asyncronously vec3_t viewangles; // only for demos, not from server plent_state_t pls; float waterjumptime; int onground; // -1 = in air, else pmove entity number int oldbuttons; int oldonground; } player_state_t; #undef MAX_SCOREBOARDNAME #define MAX_SCOREBOARDNAME 16 typedef struct player_info_s { int userid; struct info_s *userinfo; // scoreboard information char name[MAX_SCOREBOARDNAME]; float entertime; int frags; int ping; byte pl; // skin information int topcolor; int bottomcolor; struct info_key_s *skinname; struct info_key_s *team; int _topcolor; int _bottomcolor; int spectator; byte translations[4*VID_GRADES*256]; // space for colormap32 int translationcolor[256]; struct skin_s *skin; int stats[MAX_CL_STATS]; // health, etc int prevcount; } 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 that // reflects performing the // usercmd packet_entities_t packet_entities; qboolean invalid; // true if the packet_entities delta was invalid } frame_t; #define MAX_DEMOS 8 #define MAX_DEMONAME 16 typedef enum { ca_disconnected, // full screen console with no connection ca_demostart, // starting up a demo ca_connected, // netchan_t established, 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 { // connection information cactive_t state; // network stuff netchan_t netchan; // private userinfo for sending to masterless servers struct info_s *userinfo; char servername[MAX_OSPATH]; // name of server from original connect netadr_t server_addr; // address of server int qport; // file transfer from server QFile *download; struct dstring_s *downloadtempname; struct dstring_s *downloadname; struct dstring_s *downloadurl; 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 // demo recording info must be here, because record is started before // entering a map (and clearing client_state_t) qboolean demorecording; 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 int challenge; float latency; // rolling average } 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_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 // Default fbskins value. This should really be different for different gamedirs, but eh #define FBSKINS_DEFAULT 0.0 /* the client_state_t structure is wiped completely at every server signon */ typedef struct { 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 movemessages; // since connecting to this server // throw out the first couple, so the player // doesn't accidentally do something the // first frame int spectator; double last_ping_request; // while showing scoreboard double last_servermessage; // sentcmds[cl.netchan.outgoing_sequence & UPDATE_MASK] = cmd 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 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; // the client simulates or interpolates movement to get these values double time; // this is the time value that the client // is rendering at. always <= realtime vec3_t simorg; vec3_t simvel; vec3_t simangles; // pitch drifting vars float pitchvel; qboolean nodrift; float driftmove; double laststop; int onground; // -1 when in air float crouch; // local amount for smoothing stepups qboolean paused; // send over by server float punchangle; // temporar yview kick from weapon firing int intermission; // don't change view angle, full screen, etc int completed_time; // latched ffrom time at intermission start /* 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]; struct model_s *model_precache[MAX_MODELS]; struct sfx_s *sound_precache[MAX_SOUNDS]; 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; // refresh related state struct model_s *worldmodel; // cl_entitites[0].model int num_entities; // stored bottom up in cl_entities array int num_statics; // stored top down in cl_entitiers int cdtrack; // cd audio entity_t viewent; // weapon model // all player information player_info_t players[MAX_CLIENTS]; } client_state_t; /* cvars */ extern struct cvar_s *cl_upspeed; extern struct cvar_s *cl_forwardspeed; extern struct cvar_s *cl_backspeed; extern struct cvar_s *cl_sidespeed; extern struct cvar_s *cl_movespeedkey; extern struct cvar_s *cl_yawspeed; extern struct cvar_s *cl_pitchspeed; extern struct cvar_s *cl_anglespeedkey; extern struct cvar_s *cl_shownet; extern struct cvar_s *hud_sbar; extern struct cvar_s *hud_sbar_separator; extern struct cvar_s *hud_swap; extern struct cvar_s *cl_pitchdriftspeed; extern struct cvar_s *lookspring; extern struct cvar_s *m_pitch; extern struct cvar_s *m_yaw; extern struct cvar_s *m_forward; extern struct cvar_s *m_side; extern struct cvar_s *cl_name; extern struct cvar_s *cl_model_crcs; extern struct cvar_s *rate; extern struct cvar_s *hud_ping; extern struct cvar_s *hud_pl; extern struct cvar_s *skin; extern struct cvar_s *cl_fb_players; #define MAX_STATIC_ENTITIES 128 // torches, etc extern client_state_t cl; // FIXME, allocate dynamically extern entity_state_t cl_baselines[MAX_EDICTS]; extern entity_t cl_static_entities[MAX_STATIC_ENTITIES]; extern qboolean nomaster; extern char *server_version; // version of server we connected to extern double realtime; extern int fps_count; extern struct cbuf_s *cl_cbuf; extern struct cbuf_s *cl_stbuf; void Cvar_Info (struct cvar_s *var); void CL_NetGraph (void); void CL_UpdateScreen (double realtime); void CL_SetState (cactive_t state); void V_ParseDamage (void); void V_PrepBlend (void); void CL_Cmd_ForwardToServer (void); void CL_Cmd_Init (void); void CL_RSShot_f (void); #define RSSHOT_WIDTH 320 #define RSSHOT_HEIGHT 200 #endif // _CLIENT_H