mirror of
https://git.code.sf.net/p/quake/quakeforge
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5a6d3ec3c9
cl_player_shadows defaults to 1 thus giving a nice (for the resolution) shadow of the player (and disables the weapon shadow).
292 lines
7.6 KiB
C
292 lines
7.6 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 <stdio.h>
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#include "QF/mathlib.h"
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#include "QF/model.h"
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#include "QF/quakefs.h"
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#include "QF/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 "game.h"
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#include "netmain.h"
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#include "protocol.h"
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// client_state_t should hold all pieces of the client state
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typedef enum {
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so_none,
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so_prespawn,
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so_spawn,
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so_begin,
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so_active,
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} signon_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_connected, // talking to a server
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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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signon_t signon;
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// network stuff
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struct qsocket_s *netcon;
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sizebuf_t message; // writing buffer to send to server
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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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int demo_capture;
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int forcetrack; // -1 = use normal cd track
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bool demorecording;
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bool demoplayback;
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bool timedemo;
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int 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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/*
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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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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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usercmd_t cmd; // Last command sent to the server
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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 maintains its own idea of view angles, which are sent to the
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// server each frame. The server sets punchangle when the view is temporarily
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// offset, and an angle reset commands at the start of each level and after
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// teleporting.
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int frameIndex;
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vec3_t frameViewAngles[2]; // During demo playback viewangles is lerped
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// between these
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vec4f_t frameVelocity[2]; // Update by server, used for lean+bob
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// (0 is newest)
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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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bool paused; // Sent over by server
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bool inwater;
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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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double mtime[2]; // The timestamp of last two messages
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double time; // Clients view of time, should be between
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// servertime and oldvertime to generate a
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// lerp point for other data
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double oldtime; // Previous cl.time, time-oldtime is used
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// to decay light values and smooth step ups
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double last_ping_request; // while showing scoreboard
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/* information that is static for the entire time connected to a server */
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struct sfx_s *sound_precache[MAX_SOUNDS];
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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 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 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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// cvars
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extern char *cl_name;
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extern int cl_color;
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extern int cl_shownet;
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extern int cl_nolerp;
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extern int cl_player_shadows;
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extern char *cl_name;
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extern int cl_writecfg;
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extern int cl_cshift_bonus;
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extern int cl_cshift_contents;
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extern int cl_cshift_damage;
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extern int cl_cshift_powerup;
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extern int noskins;
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extern client_state_t cl;
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extern struct entity_s cl_entities[MAX_EDICTS];
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extern double cl_msgtime[MAX_EDICTS];
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extern struct set_s cl_forcelink;
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extern int fps_count;
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extern void (*write_angles) (sizebuf_t *sb, const vec3_t angles);
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// cl_main
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struct cbuf_s;
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void CL_Init (struct cbuf_s *cbuf);
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void CL_InitCvars (void);
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void CL_ClearMemory (void);
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void CL_PreFrame (void);
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void CL_Frame (void);
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int CL_ReadConfiguration (const char *cfg_name);
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void CL_EstablishConnection (const char *host);
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void CL_Signon1 (void);
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void CL_Signon2 (void);
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void CL_Signon3 (void);
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void CL_Signon4 (void);
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void CL_Disconnect (void);
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void CL_Disconnect_f (void);
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void CL_NextDemo (void);
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// cl_input
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void CL_Init_Input (struct cbuf_s *cbuf);
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void CL_Init_Input_Cvars (void);
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void CL_SendCmd (void);
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void CL_SendMove (usercmd_t *cmd);
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void CL_ClearState (void);
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int CL_ReadFromServer (void);
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void CL_WriteToServer (usercmd_t *cmd);
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void CL_BaseMove (usercmd_t *cmd);
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// cl_demo.c
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void CL_StopPlayback (void);
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void CL_StopRecording (void);
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void CL_Record (const char *argv1, int track);
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int CL_GetMessage (void);
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void CL_Demo_Init (void);
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extern int demo_gzip;
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extern float demo_speed;
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// cl_parse.c
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struct skin_s;
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void CL_ParseServerMessage (void);
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void CL_NewTranslation (int slot, struct skin_s *skin);
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// cl_tent
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void CL_SignonReply (void);
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void CL_RelinkEntities (void);
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void CL_ClearEnts (void);
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struct entity_s CL_GetEntity (int num);
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extern double realtime;
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extern bool recording;
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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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void CL_SetState (cactive_t state);
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void CL_Cmd_ForwardToServer (void);
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#endif // __client_h
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