/* 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/mathlib.h" #include "QF/model.h" #include "QF/quakefs.h" #include "QF/render.h" #include "QF/scene/entity.h" #include "client/chase.h" #include "client/entities.h" #include "client/input.h" #include "client/state.h" #include "client/view.h" #include "game.h" #include "netmain.h" #include "protocol.h" // 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_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; int demo_capture; int forcetrack; // -1 = use normal cd track bool demorecording; bool demoplayback; bool timedemo; int td_lastframe; // to meter out one message a frame int td_startframe; // host_framecount at start double 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 client_state_s { 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 // 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 frameIndex; vec3_t frameViewAngles[2]; // During demo playback viewangles is lerped // between these vec4f_t frameVelocity[2]; // Update by server, used for lean+bob // (0 is newest) viewstate_t viewstate; movestate_t movestate; chasestate_t chasestate; bool paused; // Sent over by server bool inwater; float crouch; // Local amount for smoothing stepups int intermission; // Don't change view angle, full screen, etc int completed_time; // Latched from time 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 double last_ping_request; // while showing scoreboard /* information that is static for the entire time connected to a server */ struct sfx_s *sound_precache[MAX_SOUNDS]; int numsounds; char levelname[40]; // for display on solo scoreboard int spectator; int playernum; int viewentity; // cl_entitites[cl.viewentity] = player unsigned protocol; float stdver; int maxclients; // serverinfo mirrors int sv_cshifts; int no_pogo_stick; int teamplay; int fpd; int fbskins; // refresh related state int num_entities; // held in cl_entities array int cdtrack; // cd audio // all player information player_info_t *players; lightstyle_t lightstyle[MAX_LIGHTSTYLES]; } client_state_t; // cvars extern char *cl_name; extern int cl_color; extern int cl_shownet; extern int cl_nolerp; extern int cl_player_shadows; extern char *cl_name; extern int cl_writecfg; extern int cl_cshift_bonus; extern int cl_cshift_contents; extern int cl_cshift_damage; extern int cl_cshift_powerup; extern int noskins; extern client_state_t cl; extern struct entity_s cl_entities[MAX_EDICTS]; extern double cl_msgtime[MAX_EDICTS]; extern struct set_s cl_forcelink; 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_ClearMemory (void); void CL_PreFrame (void); void CL_Frame (void); int CL_ReadConfiguration (const char *cfg_name); 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_Init_Input (struct cbuf_s *cbuf); void CL_Init_Input_Cvars (void); void CL_SendCmd (void); void CL_SendMove (usercmd_t *cmd); void CL_ClearState (void); int CL_ReadFromServer (void); void CL_WriteToServer (usercmd_t *cmd); void CL_BaseMove (usercmd_t *cmd); // 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 int demo_gzip; extern float demo_speed; // cl_parse.c struct skin_s; void CL_ParseServerMessage (void); void CL_NewTranslation (int slot, struct skin_s *skin); // cl_tent void CL_SignonReply (void); void CL_RelinkEntities (void); void CL_ClearEnts (void); struct entity_s CL_GetEntity (int num); extern double realtime; extern bool recording; struct cvar_s; void Cvar_Info (void *data, const struct cvar_s *cvar); void CL_SetState (cactive_t state); void CL_Cmd_ForwardToServer (void); #endif // __client_h