quakeforge/nq/include/client.h
Bill Currie 80bc0e9fb8 Make nq and qw use the new entity state struct.
This isn't really the best solution, but it does get things being shared
with the minimum of fuss.
2012-07-05 09:39:16 +09:00

374 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
*/
#ifndef __client_h
#define __client_h
#include <stdio.h>
#include "QF/input.h"
#include "QF/mathlib.h"
#include "QF/model.h"
#include "QF/quakefs.h"
#include "QF/sound.h"
#include "QF/render.h"
#include "client/entities.h"
#include "game.h"
#include "netmain.h"
#include "protocol.h"
typedef struct usercmd_s {
vec3_t viewangles;
// intended velocities
float forwardmove;
float sidemove;
float upmove;
} usercmd_t;
typedef struct {
struct info_s *info;
struct info_key_s *name;
float entertime;
int frags;
int topcolor;
int bottomcolor;
} scoreboard_t;
// client_state_t should hold all pieces of the client state
typedef enum {
so_none,
so_prespawn,
so_spawn,
so_begin,
so_active,
} signon_t;
#define MAX_DEMOS 8
#define MAX_DEMONAME 16
typedef enum {
ca_dedicated, // a dedicated server with no ability to start a client
ca_disconnected, // full screen console with no connection
ca_connected, // talking to a server
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;
signon_t signon;
// network stuff
struct qsocket_s *netcon;
sizebuf_t message; // writing buffer to send to server
// demo loop control
int demonum; // -1 = don't play demos
char demos[MAX_DEMOS][MAX_DEMONAME]; // when not playing
QFile *demofile;
qboolean demorecording;
qboolean demo_capture;
qboolean demoplayback;
int forcetrack; // -1 = use normal cd track
qboolean timedemo;
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
} 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
/*
the client_state_t structure is wiped completely at every server signon
*/
typedef struct {
qboolean loading;
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 temporarily
// offset, and an angle reset commands at the start of each level and after
// teleporting.
int mindex;
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;
qboolean paused; // Sent over by server
int onground;
float viewheight;
float crouch; // Local amount for smoothing stepups
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 oldvertime 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];
int nummodels;
int numsounds;
struct plitem_s *edicts;
struct plitem_s *worldspawn;
char levelname[40]; // for display on solo scoreboard
int spectator;
int viewentity; // cl_entitites[cl.viewentity] = player
unsigned protocol;
int gametype;
int maxclients;
int chase;
int sv_cshifts;
int watervis;
int fpd;
// refresh related state
struct model_s *worldmodel; // cl_entitites[0].model
int num_entities; // held in cl_entities array
entity_t viewent; // the weapon model
int cdtrack; // cd audio
// frag scoreboard
scoreboard_t *scores; // [cl.maxclients]
lightstyle_t lightstyle[MAX_LIGHTSTYLES];
} client_state_t;
// cvars
extern struct cvar_s *cl_name;
extern struct cvar_s *cl_color;
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_autofire;
extern struct cvar_s *cl_shownet;
extern struct cvar_s *cl_nolerp;
extern struct cvar_s *hud_sbar;
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_writecfg;
extern struct cvar_s *cl_cshift_bonus;
extern struct cvar_s *cl_cshift_contents;
extern struct cvar_s *cl_cshift_damage;
extern struct cvar_s *cl_cshift_powerup;
extern struct cvar_s *noskins;
extern client_state_t cl;
// FIXME, allocate dynamically
extern entity_t cl_entities[MAX_EDICTS];
extern double cl_msgtime[MAX_EDICTS];
extern byte cl_forcelink[MAX_EDICTS];
extern int fps_count;
extern void (*write_angles) (sizebuf_t *sb, const vec3_t angles);
// cl_main
struct cbuf_s;
void CL_Init (struct cbuf_s *cbuf);
void CL_InitCvars (void);
void CL_Shutdown (void);
void CL_EstablishConnection (const 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_Input_Init (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);
float CL_KeyState (kbutton_t *key);
// cl_demo.c
void CL_StopPlayback (void);
void CL_StopRecording (void);
void CL_Record (const char *argv1, int track);
int CL_GetMessage (void);
void CL_Demo_Init (void);
extern struct cvar_s *demo_gzip;
extern struct cvar_s *demo_speed;
// 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);
void V_PrepBlend (void);
// cl_tent
void CL_TEnts_Init (void);
void CL_ClearTEnts (void);
void CL_Init_Entity (struct entity_s *ent);
void CL_ParseTEnt (void);
void CL_SignonReply (void);
void CL_TransformEntity (struct entity_s *ent, const vec3_t
angles, qboolean force);
void CL_RelinkEntities (void);
void CL_ClearEnts (void);
extern kbutton_t in_left, in_right, in_forward, in_back;
extern kbutton_t in_lookup, in_lookdown, in_moveleft, in_moveright;
extern kbutton_t in_use, in_jump, in_attack;
extern kbutton_t in_up, in_down;
extern double realtime;
extern qboolean recording;
void Cvar_Info (struct cvar_s *var);
void CL_UpdateScreen (double realtime);
void CL_SetState (cactive_t state);
void CL_Cmd_ForwardToServer (void);
#endif // __client_h