/* 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 */ #ifndef __client_h #define __client_h #include #include "QF/input.h" #include "QF/mathlib.h" #include "QF/model.h" #include "QF/quakefs.h" #include "QF/sound.h" #include "QF/render.h" #include "client/entities.h" #include "game.h" #include "netmain.h" #include "protocol.h" typedef struct usercmd_s { vec3_t viewangles; // intended velocities float forwardmove; float sidemove; float upmove; } usercmd_t; typedef struct { struct info_s *info; struct info_key_s *name; float entertime; int frags; int topcolor; int bottomcolor; } scoreboard_t; // client_state_t should hold all pieces of the client state typedef enum { so_none, so_prespawn, so_spawn, so_begin, so_active, } signon_t; #define MAX_DEMOS 8 #define MAX_DEMONAME 16 typedef enum { ca_dedicated, // a dedicated server with no ability to start a client ca_disconnected, // full screen console with no connection ca_connected, // talking to a server 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; signon_t signon; // network stuff 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 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; #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 /* 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 // the first couple, so the player doesn't // accidentally do something the first frame 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 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. int mindex; 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 // (0 is newest) 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; qboolean paused; // Sent over by server int onground; float viewheight; float crouch; // Local amount for smoothing stepups qboolean inwater; 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 // servertime and oldvertime to generate a // lerp point for other data 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 /* 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]; int nummodels; int numsounds; struct plitem_s *edicts; struct plitem_s *worldspawn; char levelname[40]; // for display on solo scoreboard int spectator; int viewentity; // cl_entitites[cl.viewentity] = player unsigned protocol; int gametype; int maxclients; int chase; int sv_cshifts; int watervis; int fpd; // 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; // cd audio // frag scoreboard scoreboard_t *scores; // [cl.maxclients] lightstyle_t lightstyle[MAX_LIGHTSTYLES]; } client_state_t; // cvars extern struct cvar_s *cl_name; extern struct cvar_s *cl_color; 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_autofire; extern struct cvar_s *cl_shownet; extern struct cvar_s *cl_nolerp; extern struct cvar_s *hud_sbar; 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_writecfg; extern struct cvar_s *cl_cshift_bonus; extern struct cvar_s *cl_cshift_contents; extern struct cvar_s *cl_cshift_damage; extern struct cvar_s *cl_cshift_powerup; extern struct cvar_s *noskins; extern client_state_t cl; // FIXME, allocate dynamically extern entity_t cl_entities[MAX_EDICTS]; extern double cl_msgtime[MAX_EDICTS]; extern byte cl_forcelink[MAX_EDICTS]; extern int fps_count; extern void (*write_angles) (sizebuf_t *sb, const vec3_t angles); // cl_main struct cbuf_s; void CL_Init (struct cbuf_s *cbuf); void CL_InitCvars (void); void CL_Shutdown (void); void CL_EstablishConnection (const char *host); 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); // cl_input void CL_Input_Init (void); void CL_SendCmd (void); void CL_SendMove (usercmd_t *cmd); void CL_ParseParticleEffect (void); void CL_ParseTEnt (void); void CL_UpdateTEnts (void); void CL_ClearState (void); int CL_ReadFromServer (void); void CL_WriteToServer (usercmd_t *cmd); void CL_BaseMove (usercmd_t *cmd); float CL_KeyState (kbutton_t *key); // cl_demo.c void CL_StopPlayback (void); void CL_StopRecording (void); void CL_Record (const char *argv1, int track); int CL_GetMessage (void); void CL_Demo_Init (void); extern struct cvar_s *demo_gzip; extern struct cvar_s *demo_speed; // cl_parse.c struct skin_s; void CL_ParseServerMessage (void); void CL_NewTranslation (int slot, struct skin_s *skin); // view 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_PrepBlend (void); // cl_tent void CL_TEnts_Init (void); void CL_ClearTEnts (void); void CL_Init_Entity (struct entity_s *ent); void CL_ParseTEnt (void); void CL_SignonReply (void); void CL_TransformEntity (struct entity_s *ent, const vec3_t angles, qboolean force); void CL_RelinkEntities (void); void CL_ClearEnts (void); extern kbutton_t in_left, in_right, in_forward, in_back; extern kbutton_t in_lookup, in_lookdown, in_moveleft, in_moveright; extern kbutton_t in_use, in_jump, in_attack; extern kbutton_t in_up, in_down; extern double realtime; extern qboolean recording; void Cvar_Info (struct cvar_s *var); void CL_UpdateScreen (double realtime); void CL_SetState (cactive_t state); void CL_Cmd_ForwardToServer (void); #endif // __client_h