mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-30 08:00:51 +00:00
817aeb334e
Much of the nq/qw HUD system is quite broken, but the basic status bar seems to be working nicely. As is the console (both client and server). Possibly the biggest benefit is separating the rendering of HUD elements from the updating of them, and much less traversing of invisible views whose only purpose is to control the positioning of the visible views. The view flow tests are currently disabled until I adapt the flow code to ECS. There seems to be a problem with view resizing in that some gravities don't follow resizing correctly.
320 lines
8.8 KiB
C
320 lines
8.8 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 "QF/scene/entity.h"
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#include "client/chase.h"
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#include "client/entities.h"
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#include "client/input.h"
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#include "client/state.h"
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#include "client/view.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 {
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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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int 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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double td_lastframe; // to meter out one message a frame
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int td_startframe; // host_framecount at start
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double 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 client_state_s {
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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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// 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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// 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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viewstate_t viewstate;
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movestate_t movestate;
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chasestate_t chasestate;
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qboolean paused; // Sent over by server
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float crouch; // Local amount for smoothing stepups
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qboolean inwater;
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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; // (realtime) for net trouble icon
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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 sfx_s *sound_precache[MAX_SOUNDS];
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int nummodels;
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int numsounds;
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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; // cl_entitites[cl.viewentity] = player
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unsigned protocol;
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float stdver;
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int gametype;
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int maxclients;
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// serverinfo mirrors
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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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int num_entities; // held in cl_entities array
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int cdtrack; // cd audio
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// all player information
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player_info_t *players;
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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 int cl_netgraph;
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extern int cl_netgraph_height;
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extern float cl_netgraph_alpha;
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extern int cl_netgraph_box;
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extern int cl_draw_locs;
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extern int cl_shownet;
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extern char *cl_name;
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extern int cl_model_crcs;
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extern float rate;
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extern int hud_ping;
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extern int hud_pl;
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extern char *skin;
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extern float cl_fb_players;
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extern int hud_scoreboard_uid;
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extern client_state_t cl;
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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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struct cvar_s;
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void Cvar_Info (void *data, const struct cvar_s *cvar);
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extern struct view_s cl_netgraph_view;
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void CL_NetGraph (struct view_s view);
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void CL_NetGraph_Init_Cvars (void);
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extern struct view_s cl_screen_view;
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void CL_Init_Screen (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 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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