/* 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 #include "QF/cvar.h" #include "QF/info.h" #include "QF/mathlib.h" #include "QF/model.h" #include "QF/sound.h" #include "QF/vfs.h" #include "net.h" #include "protocol.h" #include "r_local.h" #include "QF/render.h" #include "game.h" typedef struct usercmd_s { vec3_t viewangles; // intended velocities float forwardmove; float sidemove; float upmove; #ifdef QUAKE2 byte lightlevel; #endif } usercmd_t; typedef struct { char name[MAX_SCOREBOARDNAME]; float entertime; int frags; int colors; // two 4 bit fields int _colors; byte translations[VID_GRADES*256]; } scoreboard_t; #define NAME_LENGTH 64 /* client_state_t should hold all pieces of the client state */ #define SIGNONS 4 // signon messages to receive before connected #define MAX_DEMOS 8 #define MAX_DEMONAME 16 #define MAX_MAPSTRING 2048 typedef enum { ca_dedicated, // a dedicated server with no ability to start a client ca_disconnected, // full screen console with no connection ca_connected // valid netcon, talking to a server } cactive_t; typedef enum { dl_none, dl_model, dl_sound, dl_skin, dl_single } dltype_t; // download type // FIXME: A grotesque (temporary) hack. They're not the same thing to QW. #define ca_active ca_connected /* the client_static_t structure is persistant through an arbitrary number of server connections */ typedef struct { cactive_t state; // personalization data sent to server char mapstring[MAX_QPATH]; char spawnparms[MAX_MAPSTRING]; // to restart a level // file transfer from server VFile *download; char downloadtempname[MAX_OSPATH]; char downloadname[MAX_OSPATH]; 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 timedemo; int forcetrack; // -1 = use normal cd track VFile *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 // connection information int signon; // 0 to SIGNONS struct qsocket_s *netcon; sizebuf_t message; // writing buffer to send to server } client_static_t; extern client_static_t cls; /* the client_state_t structure is wiped completely at every server signon */ typedef struct { 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 temporarliy 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 // 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; float viewheight; float crouch; // local amount for smoothing stepups qboolean paused; // send over by server qboolean onground; 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 oldservertime 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]; char levelname[40]; // for display on solo scoreboard int viewentity; // cl_entitites[cl.viewentity] = player int maxclients; int gametype; // refresh related state struct model_s *worldmodel; // cl_entitites[0].model int num_entities; // held in cl_entities array int num_statics; // held in cl_staticentities array entity_t viewent; // the gun model int cdtrack, looptrack; // cd audio // frag scoreboard scoreboard_t *scores; // [cl.maxclients] #ifdef QUAKE2 // light level at player's position including dlights this is sent back to the // server each frame architectually ugly but it works int light_level; #endif } client_state_t; /* cvars */ extern cvar_t *cl_name; extern cvar_t *cl_color; extern cvar_t *cl_upspeed; extern cvar_t *cl_forwardspeed; extern cvar_t *cl_backspeed; extern cvar_t *cl_sidespeed; extern cvar_t *cl_movespeedkey; extern cvar_t *cl_yawspeed; extern cvar_t *cl_pitchspeed; extern cvar_t *cl_anglespeedkey; extern cvar_t *cl_autofire; extern cvar_t *cl_shownet; extern cvar_t *cl_nolerp; extern cvar_t *cl_sbar; extern cvar_t *cl_hudswap; extern cvar_t *cl_pitchdriftspeed; extern cvar_t *lookspring; extern cvar_t *m_pitch; extern cvar_t *m_yaw; extern cvar_t *m_forward; extern cvar_t *m_side; extern struct cvar_s *cl_name; #define MAX_TEMP_ENTITIES 64 // lightning bolts, etc #define MAX_STATIC_ENTITIES 128 // torches, etc extern client_state_t cl; // FIXME, allocate dynamically extern entity_t cl_entities[MAX_EDICTS]; extern entity_t cl_static_entities[MAX_STATIC_ENTITIES]; /* cl_main */ void CL_Init (void); void CL_InitCvars (void); void CL_EstablishConnection (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_InitInput (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); /* cl_demo.c */ void CL_StopPlayback (void); int CL_GetMessage (void); void CL_Stop_f (void); void CL_Record_f (void); void CL_PlayDemo_f (void); void CL_TimeDemo_f (void); /* 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); /* cl_tent */ void CL_TEnts_Init (void); void CL_ClearEnts (void); void CL_ClearTEnts (void); void CL_Init_Entity (struct entity_s *ent); void CL_ParseTEnt (void); void CL_SignonReply (void); extern double realtime; void Cvar_Info (struct cvar_s *var); void CL_UpdateScreen (double realtime); #endif // __client_h