quakeforge/qw/include/client.h
Bill Currie 31c13d92a2 Protocol 666/large map support from FitzQuake.
Alpha and lerping aren't implemented yet, but things seem to be working. I
can load and play oms2.bsp (Conflagrant Rodent).
2010-11-26 16:20:05 +09:00

384 lines
9.7 KiB
C

/*
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/bothdefs.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;
struct dstring_s *servername; // 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