mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-13 08:27:39 +00:00
66ef8e16c1
Really, when cl_nodelta is in effect (eg, .qwd demo recording and thus playback). QW now uses the new shared entity state block as I'd intended. Thanks to the cleanup of ghost entities (ie, entities that have been removed but continue to be rendered), glsl overkill has gone from 157 to 163 fps :)
377 lines
10 KiB
C
377 lines
10 KiB
C
/*
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client.h
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Client definitions
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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*/
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#ifndef _CLIENT_H
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#define _CLIENT_H
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#include "QF/info.h"
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#include "QF/quakefs.h"
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#include "QF/vid.h"
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#include "QF/zone.h"
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#include "QF/plugin/vid_render.h"
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#include "client/entities.h"
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#include "netchan.h"
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#include "qw/bothdefs.h"
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#include "qw/protocol.h"
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/*
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player_state_t is the information needed by a player entity
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to do move prediction and to generate a drawable entity
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*/
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typedef struct player_state_s {
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int messagenum; // all player's won't be updated each frame
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double state_time; // not the same as the packet time,
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// because player commands come asyncronously
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vec3_t viewangles; // only for demos, not from server
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plent_state_t pls;
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float waterjumptime;
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int onground; // -1 = in air, else pmove entity number
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int oldbuttons;
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int oldonground;
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} player_state_t;
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typedef struct player_info_s {
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int userid;
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struct info_s *userinfo;
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// scoreboard information
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struct info_key_s *name;
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struct info_key_s *team;
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struct info_key_s *chat;
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float entertime;
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int frags;
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int ping;
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byte pl;
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// skin information
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int topcolor;
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int bottomcolor;
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struct info_key_s *skinname;
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struct skin_s *skin;
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int spectator;
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int stats[MAX_CL_STATS]; // health, etc
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int prevcount;
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} player_info_t;
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typedef struct {
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// generated on client side
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usercmd_t cmd; // cmd that generated the frame
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double senttime; // time cmd was sent off
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int delta_sequence; // sequence number to delta from, -1 = full update
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// received from server
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double receivedtime; // time message was received, or -1
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player_state_t playerstate[MAX_CLIENTS]; // message received that
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// reflects performing the
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// usercmd
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packet_entities_t packet_entities;
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qboolean invalid; // true if the packet_entities delta was invalid
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} frame_t;
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#define MAX_DEMOS 8
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#define MAX_DEMONAME 16
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typedef enum {
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ca_disconnected, // full screen console with no connection
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ca_demostart, // starting up a demo
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ca_connected, // talking to a server
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ca_onserver, // processing data lists, donwloading, etc
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ca_active, // everything is in, so frames can be rendered
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} cactive_t;
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typedef enum {
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dl_none,
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dl_model,
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dl_sound,
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dl_skin,
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dl_single
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} dltype_t; // download type
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/*
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the client_static_t structure is persistant through an arbitrary number
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of server connections
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*/
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typedef struct {
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// connection information
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cactive_t state;
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// network stuff
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netchan_t netchan;
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int qport;
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int challenge;
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float latency; // rolling average
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struct dstring_s *servername; // name of server from original connect
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netadr_t server_addr; // address of server
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// private userinfo for sending to masterless servers
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struct info_s *userinfo;
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int chat;
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// file transfer from server
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QFile *download;
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struct dstring_s *downloadtempname;
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struct dstring_s *downloadname;
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struct dstring_s *downloadurl;
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int downloadnumber;
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dltype_t downloadtype;
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int downloadpercent;
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// demo loop control
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int demonum; // -1 = don't play demos
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char demos[MAX_DEMOS][MAX_DEMONAME]; // when not playing
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QFile *demofile;
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qboolean demorecording;
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qboolean demo_capture;
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qboolean demoplayback;
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qboolean demoplayback2;
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qboolean findtrack;
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int lastto;
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int lasttype;
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int prevtime;
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double basetime;
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qboolean timedemo;
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float td_lastframe; // to meter out one message a frame
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int td_startframe; // host_framecount at start
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float td_starttime; // realtime at second frame of timedemo
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} client_static_t;
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extern client_static_t cls;
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#define FPD_NO_MACROS 0x0001 // Many clients ignore this, and it isn't used, but let's honor it
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#define FPD_NO_TIMERS 0x0002 // We never allow timers anyway
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#define FPD_NO_STRIGGER 0x0004 // Don't have soundtrigger yet, but this disables it
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#define FPD_HIDE_PERCENTE 0x0020 // Ditto
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#define FPD_HIDE_POINT 0x0080 // Can ignore if we do visibility checking for point
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#define FPD_NO_TEAMSKIN 0x0100 // Disable skin force
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#define FPD_NO_TEAMCOLOR 0x0200 // Disable color force
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#define FPD_HIDE_ITEM 0x0400 // No idea what this does
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#define FPD_LIMIT_PITCH 0x4000 // Limit pitchspeed
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#define FPD_LIMIT_YAW 0x8000 // Limit yawspeed
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#define FPD_DEFAULT (FPD_HIDE_PERCENTE | FPD_NO_TEAMSKIN)
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// These limits prevent a usable RJ script, requiring > 0.1 sec of turning time.
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#define FPD_MAXPITCH 1000
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#define FPD_MAXYAW 2000
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// Default fbskins value. This should really be different for different gamedirs, but eh
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#define FBSKINS_DEFAULT 0.0
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/*
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the client_state_t structure is wiped completely at every server signon
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*/
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typedef struct {
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qboolean loading;
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int movemessages; // Since connecting to this server throw out
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// the first couple, so the player doesn't
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// accidentally do something the first frame
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// sentcmds[cl.netchan.outgoing_sequence & UPDATE_MASK] = cmd
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frame_t frames[UPDATE_BACKUP];
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int link_sequence;
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int prev_sequence;
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// information for local display
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int stats[MAX_CL_STATS]; // health, etc
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float item_gettime[32]; // cl.time of aquiring item, for blinking
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float faceanimtime; // Use anim frame if cl.time < this
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cshift_t cshifts[NUM_CSHIFTS]; // Color shifts for damage, powerups
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cshift_t prev_cshifts[NUM_CSHIFTS]; // and content types
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// the client maintains its own idea of view angles, which are sent to the
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// server each frame. And reset only at level change and teleport times
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vec3_t viewangles;
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// the client simulates or interpolates movement to get these values
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double time; // this is the time value that the client
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// is rendering at. always <= realtime
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vec3_t simorg;
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vec3_t simvel;
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vec3_t simangles;
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vec3_t punchangle; // temporary view kick from weapon firing
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// pitch drifting vars
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float idealpitch;
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float pitchvel;
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qboolean nodrift;
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float driftmove;
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double laststop;
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qboolean paused; // Sent over by server
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int onground; // -1 when in air
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float viewheight;
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float crouch; // local amount for smoothing stepups
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int intermission; // don't change view angle, full screen, etc
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int completed_time; // latched from time at intermission start
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int servercount; // server identification for prespawns
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struct info_s *serverinfo;
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int parsecount; // server message counter
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int validsequence; // this is the sequence number of the last good
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// packetentity_t we got. If this is 0, we
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// can't render a frame yet
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double last_ping_request; // while showing scoreboard
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double last_servermessage;
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/* information that is static for the entire time connected to a server */
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char model_name[MAX_MODELS][MAX_QPATH];
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char sound_name[MAX_SOUNDS][MAX_QPATH];
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struct model_s *model_precache[MAX_MODELS];
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struct sfx_s *sound_precache[MAX_SOUNDS];
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int nummodels;
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int numsounds;
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struct plitem_s *edicts;
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struct plitem_s *worldspawn;
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char levelname[40]; // for display on solo scoreboard
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int spectator;
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int playernum;
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int viewentity;
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float stdver;
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int maxclients;
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// serverinfo mirrors
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int chase;
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int sv_cshifts;
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int no_pogo_stick;
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int teamplay;
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int watervis;
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int fpd;
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int fbskins;
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// refresh related state
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struct model_s *worldmodel; // cl_entitites[0].model
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int num_entities; // stored bottom up in cl_entities array
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entity_t viewent; // the weapon model
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int cdtrack; // cd audio
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// all player information
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player_info_t players[MAX_CLIENTS];
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lightstyle_t lightstyle[MAX_LIGHTSTYLES];
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} client_state_t;
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/*
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cvars
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*/
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extern struct cvar_s *r_netgraph;
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extern struct cvar_s *r_netgraph_alpha;
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extern struct cvar_s *r_netgraph_box;
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extern struct cvar_s *cl_upspeed;
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extern struct cvar_s *cl_forwardspeed;
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extern struct cvar_s *cl_backspeed;
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extern struct cvar_s *cl_sidespeed;
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extern struct cvar_s *cl_movespeedkey;
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extern struct cvar_s *cl_yawspeed;
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extern struct cvar_s *cl_pitchspeed;
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extern struct cvar_s *cl_anglespeedkey;
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extern struct cvar_s *cl_shownet;
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extern struct cvar_s *hud_sbar;
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extern struct cvar_s *hud_sbar_separator;
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extern struct cvar_s *hud_swap;
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extern struct cvar_s *cl_pitchdriftspeed;
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extern struct cvar_s *lookspring;
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extern struct cvar_s *m_pitch;
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extern struct cvar_s *m_yaw;
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extern struct cvar_s *m_forward;
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extern struct cvar_s *m_side;
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extern struct cvar_s *cl_name;
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extern struct cvar_s *cl_model_crcs;
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extern struct cvar_s *rate;
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extern struct cvar_s *hud_ping;
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extern struct cvar_s *hud_pl;
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extern struct cvar_s *skin;
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extern struct cvar_s *cl_fb_players;
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extern client_state_t cl;
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extern entity_t *cl_static_entities;
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extern entity_t cl_entities[512];
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extern byte cl_entity_valid[2][512];
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extern qboolean nomaster;
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extern char *server_version; // version of server we connected to
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extern double realtime;
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extern int fps_count;
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extern struct cbuf_s *cl_cbuf;
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extern struct cbuf_s *cl_stbuf;
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void Cvar_Info (struct cvar_s *var);
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void CL_NetGraph (void);
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void CL_UpdateScreen (double realtime);
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void CL_SetState (cactive_t state);
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void V_ParseDamage (void);
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void V_PrepBlend (void);
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void CL_Cmd_ForwardToServer (void);
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void CL_Cmd_Init (void);
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void CL_RSShot_f (void);
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#define RSSHOT_WIDTH 320
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#define RSSHOT_HEIGHT 200
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extern struct dstring_s *centerprint;
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#endif // _CLIENT_H
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