/* 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 "QF/info.h" #include "QF/quakefs.h" #include "QF/vid.h" #include "QF/zone.h" #include "QF/plugin/vid_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 "netchan.h" #include "qw/bothdefs.h" #include "qw/protocol.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; 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, // talking to a server 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; 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 // private userinfo for sending to masterless servers struct info_s *userinfo; int chat; // 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 QFile *demofile; qboolean demorecording; int demo_capture; qboolean demoplayback; qboolean demoplayback2; qboolean findtrack; int lastto; int lasttype; int prevtime; double basetime; qboolean timedemo; double 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 // 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 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 // sentcmds[cl.netchan.outgoing_sequence & UPDATE_MASK] = cmd frame_t frames[UPDATE_BACKUP]; int link_sequence; int prev_sequence; // 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 simulates or interpolates movement to get these values double time; // this is the time value that the client // is rendering at. always <= realtime // 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 viewstate_t viewstate; movestate_t movestate; chasestate_t chasestate; qboolean paused; // Sent over by server float crouch; // Local amount for smoothing stepups qboolean inwater; 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 double last_ping_request; // while showing scoreboard /* 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 sfx_s *sound_precache[MAX_SOUNDS]; int nummodels; 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 gametype; 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 int cl_netgraph; extern int cl_netgraph_height; extern float cl_netgraph_alpha; extern int cl_netgraph_box; extern int cl_draw_locs; extern int cl_shownet; extern char *cl_name; extern int cl_model_crcs; extern float rate; extern char *skin; extern float cl_fb_players; extern int hud_scoreboard_uid; extern client_state_t cl; extern entity_t cl_entities[512]; extern byte cl_entity_valid[2][512]; 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; struct cvar_s; void Cvar_Info (void *data, const struct cvar_s *cvar); void CL_NetGraph_Init (void); void CL_NetGraph_Init_Cvars (void); void CL_NetUpdate (void); void CL_SetState (cactive_t state); 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